Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in ...
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Despite the significant growth in virtual reality applications and research, the notion of inclusion in virtual reality is not well studied. Inclusion refers to the active involvement of different groups of people in the adoption, use, design, and development of virtual reality (VR) technology and applications. In this review, we provide a scoping analysis of existing virtual reality research literature about inclusion. We categorize the literature based on target group into ability, gender, and age, followed by those that study community-based design of VR experiences. In the latter group, we focus mainly on Indigenous Peoples as a clearer and more important example. We also briefly review the approaches to model and consider the role of users in technology adoption and design as a background for inclusion studies. We identify a series of generic barriers and research gaps and some specific ones for each group, resulting in suggested directions for future research.
BackgroundIt is crucial to use innovative tools to gain clinical reasoning skills through experiential learning in pharmacy education, and one of the most effective tools used in this is virtual reality. However, the ...
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BackgroundIt is crucial to use innovative tools to gain clinical reasoning skills through experiential learning in pharmacy education, and one of the most effective tools used in this is virtual reality. However, the lack of research that empirically demonstrates the instructional principles of virtual environment design, especially in the clinical setting, has resulted in a significant gap in the current *** this study, it was aimed to determine the instructional design principles of a virtual environment for the clinical *** study was conducted as a design-based research. The data of the study related to three components of the developed virtual reality environment in pharmacy education (VRPE). These components, scenario development interface-scenario development interface, virtual environment, and scenario, were collected through interviews, observation, document review, and a system usability scale. Instructional design principles for the VRPE were determined through analysis of the collected *** prominent instructional design principles of the VRPE were revealed as immersion, interaction, diversity, flow, aesthetics-ergonomic-universal design, informing, and retest availability. The significance of the study was the adoption of a holistic perspective in the design of a virtual reality environment for pharmacy education. In addition, one of the most critical features of the study was eliminating the expertise barrier in virtual environment design. Thus, it was concluded that the VRPE is an extraordinary tool that can be used for pharmacy education to promote experiential learning. What is already known about this topicEnrichment of pharmacy education with innovative practices and educational technologies is *** to guide research and application development regarding virtual environment design are *** such as immersion, interaction and flow in virtual environment design have been studied in vari
In Japan, the reluctance of young people to donate blood has become a social issue. In this study, for the purpose of deterring the trend among young people not to donate blood, we propose a virtual reality (VR) appli...
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ISBN:
(纸本)9798400705168
In Japan, the reluctance of young people to donate blood has become a social issue. In this study, for the purpose of deterring the trend among young people not to donate blood, we propose a virtual reality (VR) application that changes blood donation into a positive experience by gradually changing the appearance of an avatar from a normal state to a state full of energy according to the elapsed time of blood donation. As a result of a comparison experiment between the proposed method to change blood donation into a positive experience and a method to distract attention by stimulation, it was clarified that the pain of blood donation was significantly alleviated through the proposed method.
Obstacle circumvention is an important task for community ambulation that is challenging to replicate in research and clinical environments. Omnidirectional treadmills combined with virtual reality (ODT-VR) offer a pr...
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Obstacle circumvention is an important task for community ambulation that is challenging to replicate in research and clinical environments. Omnidirectional treadmills combined with virtual reality (ODT-VR) offer a promising solution, allowing users to change walking direction and speed while walking in large, simulated environments. However, the extent to which such a setup yields circumvention strategies representative of overground walking in the real world (OVG-RW) remains to be determined. This study examined obstacle circumvention strategies in ODT-VR versus OVG-RW and measured how they changed with practice. Fifteen healthy young individuals walked while avoiding an interferer, performing four consecutive blocks of trials per condition. Distance at onset trajectory deviation, minimum distance from the interferer, and walking speed were compared across conditions and blocks. In ODT-VR, larger clearances and slower walking speeds were observed. In contrast, onset distances and proportions of right-side circumvention were similar between conditions. Walking speed increased from the first to the second block exclusively. Results suggest the use of a cautious locomotor behavior while using the ODT-VR setup, with some key features of circumvention strategies being preserved. Although ODT-VR setups offer exciting prospects for research and clinical applications, consideration should be given to the generalizability of findings to the real world.
In recent years, various head-worn virtual reality (VR) techniques have emerged to enhance object selection for occluded or distant targets. However, many approaches focus solely on ray-casting inputs, restricting the...
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In recent years, various head-worn virtual reality (VR) techniques have emerged to enhance object selection for occluded or distant targets. However, many approaches focus solely on ray-casting inputs, restricting their use with other input methods, such as bare hands. Additionally, some techniques speed up selection by changing the user's perspective or modifying the scene context, which may complicate interactions when users plan to resume or manipulate the scene afterward. To address these challenges, we present FocalSelect, a heuristic selection technique that builds 3D disambiguation through head-hand coordination and scoring-based functions. Our interaction design adheres to the principle that the intended selection range is a small sector of the headset's viewing frustum, allowing optimal targets to be identified within this scope. We also introduce a density-aware adjustable occlusion plane for effective depth culling of rendered objects. Two experiments are conducted to assess the adaptability of FocalSelect across different input modalities and its performance against five selection techniques. The results indicate that FocalSelect enhances selection experiences in occluded and remote scenarios while preserving the spatial context among objects. This preservation helps maintain users' understanding of the original scene and facilitates further manipulation. We also explore potential applications and enhancements to demonstrate more practical implementations of FocalSelect.
In policing, virtual reality scenario-based training (VR SBT) is being explored to complement real-life scenario-based training (RL SBT). We investigated whether relevant training responses in VR SBT, namely heart rat...
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In policing, virtual reality scenario-based training (VR SBT) is being explored to complement real-life scenario-based training (RL SBT). We investigated whether relevant training responses in VR SBT, namely heart rate (HR), level of physical activity, mental effort, and perceived stress, resemble those in RL SBT. Utilizing a within-subject study design, we investigated the training responses of 237 police officers of the Dutch National Police. We found that the maximum HR and average level of physical activity were significantly higher in RL SBT, whereas invested mental effort was significantly higher in VR SBT. No significant differences were found in average HR and perceived stress. We also found that perceived stress in VR was predicted by participants' VR experiences such as engagement with VR and experience of negative effects, but not by participant characteristics. Participants' mental effort in VR was predicted by their VR experiences and participant characteristics, particularly gaming frequency. In conclusion, VR SBT can elicit perceived stress, mental effort, and average HR that resemble or exceed responses in RL SBT, providing a promising tool to complement police training.
Workplace safety, particularly electrical hazards, is crucial in the construction industry, with electrical issues among the top causes of construction fatalities. Energy storage systems (ESS) and microgrids pose sign...
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ISBN:
(数字)9780784485224
ISBN:
(纸本)9780784485224
Workplace safety, particularly electrical hazards, is crucial in the construction industry, with electrical issues among the top causes of construction fatalities. Energy storage systems (ESS) and microgrids pose significant risks to workers lacking proper knowledge of large-scale batteries. virtual reality (VR) has proven to be effective in improving specific knowledge and skills in various domains and has demonstrated potential for effective training, especially when access to ESS facilities is limited. To achieve educational effectiveness comparable to hands-on training, VR modules must consider specific design features. This study assessed an immersive VR module for training electrical workers in battery assembly and connection. Participants completed identical tasks twice: once in VR and once with physical components. Researchers recorded and analyzed participants' behavior, comparing the efficiency of VR and physical training through video coding analysis to identify crucial VR design features impacting educational effectiveness. While physical training currently demonstrates greater accuracy and efficiency, there is potential for VR training to improve through focused design enhancements. Addressing challenges and implementing design improvements will enhance VR training's value across diverse fields.
Given the advancements in artificial intelligence and extended reality technologies, this study aims to examine the integration of intelligent tutoring systems into augmented reality and virtual reality environments t...
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Given the advancements in artificial intelligence and extended reality technologies, this study aims to examine the integration of intelligent tutoring systems into augmented reality and virtual reality environments through a systematic literature review. Following the PRISMA framework, 32 related theoretical, showcase, and case studies published during the period of 2015-2024 are examined. Based on the results, this combination of technologies emerged as an effective educational means that can support both students and teachers, promote lifelong learning, and support face-to-face, blended, and online learning across educational levels and in the workplace. These systems offered immersive, realistic, and interactive learning environments and personalized learning experiences. Additionally, they could identify, monitor, and analyze students' characteristics, performance, preferences, and motivational, cognitive, and psychological states. These systems could also adapt the learning content, resources, activities, and assessment according to students' needs and make suitable recommendations. Their ability to offer tailored and real-time feedback, guidance, analytics, and evaluation was highlighted. Additionally, it was revealed that these systems offer meaningful learning experiences and enhance cognitive, affective, psychomotor, and embodied learning through self-directed learning, collaborative learning, personalized learning, and experiential learning approaches. Regarding learning benefits, students who learnt using this combination demonstrated increased engagement, motivation, confidence, immersion, and enjoyment. The students also reported better learning outcomes and academic performance, enhanced knowledge and skills, and improved information understanding and recall. This study also presents the main topics and areas examined, goes over the existing challenges, and suggests future research directions. Finally, the study emphasizes the importance of capitalizi
Change detection (CD) is critical in everyday tasks. While current algorithmic approaches for CD are improving, they remain imprecise, often requiring human intervention. Cognitive science research focuses on understa...
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Change detection (CD) is critical in everyday tasks. While current algorithmic approaches for CD are improving, they remain imprecise, often requiring human intervention. Cognitive science research focuses on understanding CD mechanisms, especially through change blindness studies. However, these do not address the primary requirement in real-life CD - detecting changes as effectively as possible. Such a requirement is directly relevant to the visual comparison field - studying visualisation techniques to compare data and identify differences or changes effectively. Recent studies have used virtual reality (VR) to improve visual comparison by providing an immersive platform where users can interact with 3D data at a real-life scale, enhancing spatial reasoning. We believe VR could also improve CD performance accordingly. Particularly, VR offers stereoscopic depth perception over traditional displays, potentially enhancing the detection of spatial change. In this paper, we develop and analyse three 3D visual comparison techniques for CD in VR: Sliding Window, 3D Slider, and Switch Back. These techniques are evaluated under synthetic but realistic environments and frequently occurring Perceptual Challenges, including different Changed Object Size, Lighting Variation, and Scene Drift conditions. Experimental results reveal significant differences between the techniques in detection time measures and subjective user experience.
Training in a virtual environment can augment the current methods of professional's training, preparing them better for possible situations in the field of work while taking advantage of virtual reality (VR) benef...
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ISBN:
(纸本)9783031456473;9783031456480
Training in a virtual environment can augment the current methods of professional's training, preparing them better for possible situations in the field of work while taking advantage of virtual reality (VR) benefits. This paper proposes a cost-effective immersive VR platform designed in real-context usage, consisting of an authoring tool that permits the creation and manipulation of training courses and the execution of these courses in an immersive environment. Accomplishing a good training experience in an immersive simulation requires an equilibrium between the simulator performance and the virtual world aesthetics quality. Thus, in addition to presenting the development of the proposed training platform based on Unity technologies, this paper describes an objective performance evaluation of a virtual training scene using the different render pipelines and across immersive and non-immersive setups. Results confirmed the platform's viability and revealed that the rendering pipeline should be defined according to the display device used.
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