There is growing concern about the health effects of school classroom environments, where children spend long periods of time. However, little is known about the impact of multiple design features on children. This st...
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There is growing concern about the health effects of school classroom environments, where children spend long periods of time. However, little is known about the impact of multiple design features on children. This study used a virtual reality experimental approach to investigate the effects of classroom design characteristics on children's physiological and psychological outcomes. Ninety-six school-aged children (aged 10-14 years) experienced classroom environments using virtual reality technology and the restorative effects of seven design characteristics in different combinations were tested. The children's stress, attention, mood, and restoration were measured using physiological indicators and questionnaires during and after the experience. The results showed that six design characteristics had a significant effect on children: indoor plants, window views, seating arrangements, window areas, wall decorations, and wall and furniture colors. The effects and strengths of the different design characteristics varied. However, spatial density did not appear to have any effect. The results also revealed significant differences in cognitive and emotional perceptions according to gender and age. The need for future longitudinal experiments with long-term, real-life scenarios is discussed. The research findings can inform evidence-based design, guidelines, and standards for healthy school environments.
Text input is an important task in the VR environment, but it is still inefficient and difficult. We propose a new technique named 2-Thumbs Typing (2TT) enabling text entry with a touchpad in HTC VIVE controller to su...
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Text input is an important task in the VR environment, but it is still inefficient and difficult. We propose a new technique named 2-Thumbs Typing (2TT) enabling text entry with a touchpad in HTC VIVE controller to support two-handed input and make text entry easy and efficient. Users can touch a controller to start the input while finishing by releasing both thumbs. The technique can recognize the gestures users draw in the two touchpads. We first design a set of ambiguous 2-thumbs unistroke gestures and improve them to finish the final design by a user study to between memory, performance efficiency and ease of use. In our study, we conclude that the 2TT technique is an efficient text entry method in VR environments. No additional equipment is required and 2TT method supports eyes-free entry. 2TT can reach 8.5 words per minute with extensive training. In addition, subjective feedback from users shows that 2TT is easy to learn and use, with less fatigue than one-hand gesture text entry and controller pointing text entry. The experimental results have reference significance for the text entry design based on the input mode of two-handed selection in VR.
Integrating biofeedback technology, such as real-time eye-tracking, has revolutionized the landscape of virtual reality (VR) rehabilitation games, offering new opportunities for personalized therapy. Motivated to incr...
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Integrating biofeedback technology, such as real-time eye-tracking, has revolutionized the landscape of virtual reality (VR) rehabilitation games, offering new opportunities for personalized therapy. Motivated to increase patient focus during rehabilitation, the Focus-Driven Augmented Feedback (FDAF) system was developed to enhance focus and maintain engagement during upper limb VR rehabilitation. This novel approach dynamically adjusts augmented visual feedback based on a patient's gaze, creating a personalised rehabilitation experience tailored to individual needs. This research aims to develop and comprehensively evaluate the FDAF system to enhance patient focus and maintain engagement in VR rehabilitation environments. The methodology involved three experimental studies, which tested varying levels of augmented feedback with 71 healthy participants and 17 patients requiring upper limb rehabilitation. The results demonstrated that a 30% augmented level was optimal for healthy participants, while a 20% was most effective for patients, ensuring sustained engagement without inducing discomfort. The research's findings highlight the potential of eye-tracking technology to dynamically customise feedback in VR rehabilitation, leading to more effective therapy and improved patient outcomes. This research contributes significant advancements in developing personalised VR rehabilitation techniques, offering valuable insights for future therapeutic applications.
The rise of virtual reality (VR) technology has opened up new opportunities for individuals with mobility impairments to participate in adaptive sports training. This paper reports on a survey study of individuals wit...
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The rise of virtual reality (VR) technology has opened up new opportunities for individuals with mobility impairments to participate in adaptive sports training. This paper reports on a survey study of individuals with mobility impairments to explore their expectations and needs when designing and developing VR games for adaptive sports training. Results indicate that participants are highly motivated to engage in VR adaptive sports training due to its promising potential and have specific requirements for game design and development, including ease of use, realistic gameplay, and accessible controls. This study highlights the transformative potential of VR technology in providing equal opportunities for individuals with mobility impairments to participate in adaptive sports training and promotes the development of inclusive VR games for disable users. Our findings have actionable implications for game designers, developers, and researchers, as they underscore the importance of accessibility and inclusiveness in the design and development of VR games for adaptive sports training.
Background: Motor impairment of the upper limb (UL) post-stroke is prevalent, adversely affecting patients' quality of life. Previous research has shown that constraint-induced movement therapy (CIMT) is effective...
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Background: Motor impairment of the upper limb (UL) post-stroke is prevalent, adversely affecting patients' quality of life. Previous research has shown that constraint-induced movement therapy (CIMT) is effective in UL rehabilitation. However, CIMT's rigorous regimen may hinder patient adherence, potentially affecting treatment efficacy. Immersive virtual reality (IVR) is an innovative approach for stroke rehabilitation. It utilizes VR technology to create dynamic environments and modify avatars efficiently, offering a less exhausting alternative to CIMT. We propose an IVR-based therapeutic approach that integrates positive reinforcement components to enhance motor coordination, offering an alternative to CIMT. This study aimed to evaluate the effect of incorporating positive reinforcement components into IVR-enhanced physical therapy (PT) on motor coordination. Method: Eighteen stroke patients were randomly allocated to two groups: the intervention group (n = 10) received 30 +/- 10 min/day of IVR therapy with PT, while the control group (n = 8) received PT alone. PT sessions, lasting 40 +/- 10 min/day, were conducted on the ward in accordance with national guidelines. The mean number of sessions across all participants was 6.6, with a standard deviation of 2.98. Session frequency was tailored to individual hospital stays, adjusted due to pandemic-related early discharge protocols. For participants with stroke who received IVR (intervention group), the task involved reaching for 35 targets randomly distributed across seven different locations in the VR environment. The number of movement repetitions varied, depending on their ability to repeat the task and the length of stay in the stroke unit. The movement of the virtual image of the UL was reinforced by visual feedback to the participants, that is, the participants perceived their motor coordination as if their image of the UL was moving to a greater speed than the real UL monitored realtime while the participant
Real tennis or "courte paume" in its original naming in French, is a racket sport that has been played for centuries and is considered the ancestor of tennis. It was a very popular sport in Europe during the...
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ISBN:
(纸本)9783031500749;9783031500756
Real tennis or "courte paume" in its original naming in French, is a racket sport that has been played for centuries and is considered the ancestor of tennis. It was a very popular sport in Europe during the Renaissance period, practiced in every layer of the society. It is still practiced today in few courts in the world, especially in United Kingdom, France, Australia, and USA. It has been listed in the Inventory of Intangible Cultural Heritage in France since 2012. The goal of our project is to elicit interest in this historical sport and for the new and future generations to experience it. We developed a virtual environment that enables its users to experience real tennis game. This environment was then tested to assess its acceptability and usability in different context of use. We found that such use of virtual reality enabled our participants to discover the history and rules of this sport, in a didactic and pleasant manner. We hope that our VR application will encourage younger and future generations to play real tennis.
This article presents a comprehensive virtual reality (VR) grasping taxonomy, which represents the common grasping patterns employed by users in VR, and is directly comparable to real object grasping taxonomies. With ...
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This article presents a comprehensive virtual reality (VR) grasping taxonomy, which represents the common grasping patterns employed by users in VR, and is directly comparable to real object grasping taxonomies. With grasping being one of the primary interfaces we have with the physical world, seminal work has sought to explore our explicit grasping actions with real objects with the aim to define structured reasoning in the form of taxonomies. However, limited work has replicated this approach, for immersive technology (i.e., VR) and to address this, we present the first complete taxonomy of grasping interaction for VR, which builds on the body of work from real object grasping alongside recent approaches which have been applied into VR. We present a formal elicitation study, wherein a Wizard of Oz (WoZ) methodology is applied with users (N = 50) tasked to grasp and translate virtual twins of real objects. We present results from the analysis of 4800 grasps into a formal structured taxonomy which details the frequency of all potential real grasps and draws comparisons to the body of prior work in both real grasping and VR grasping studies. Results highlight the reduced number of grasp types used in VR (27), and the differences in commonality, frequency, and grasping approach between real grasping and VR grasping taxonomies. Focus is especially given to the nuances of the grasp, and via an in-depth evaluation of object properties, namely shape and size, we illustrate the common trends in VR grasping. Results from this work are also combined with VR grasping findings from prior published work, leading to the presentation of the most common grasps (5) for VR and recommendations for future analysis and use in intuitive and natural VR systems.
Training wheelchair skills are vital for enhancing independence and safety. Traditional training methods require significant time and resources, limiting accessibility. virtual reality (VR) offers an innovative soluti...
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Training wheelchair skills are vital for enhancing independence and safety. Traditional training methods require significant time and resources, limiting accessibility. virtual reality (VR) offers an innovative solution by simulating real-life environments for training, reducing risks and costs. However, the effectiveness of VR in complementing real-life training remains underexplored. This review investigates how VR can complement traditional wheelchair training by assessing the strengths and limitations of existing VR systems. A literature review of 28 studies on VR applications for wheelchair training from 2017 to 2024 was conducted, focusing on studies that detailed VR environments and training programs. It was found that most VR systems were designed for powered wheelchair users with joystick navigation. VR environments included tasks from basic navigation to complex real-world scenarios. While VR showed potential in improving skills and engagement, challenges included the lack of standard methods for evaluating effectiveness and cybersickness. Overall, VR can be a valuable complementary tool for wheelchair training, especially for powered users. Future research should standardise protocols, and address side effects.
Assessing impact of VR immersive scenarios on users, objective biometrics are measured by external sensors, interfering with subject's behavior and preventing outside laboratory applications. Micro-electromechanic...
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Assessing impact of VR immersive scenarios on users, objective biometrics are measured by external sensors, interfering with subject's behavior and preventing outside laboratory applications. Micro-electromechanical systems embedded in VR headsets allow measuring biomarkers such as respiratory rate by exploiting head-related micro-movements by head-ballistocardiographic (HBCG) technique. We aimed at conducting a proof-of-concept study by developing a device-independent web-based imposed breathing VR experience during which the HBCG signal was acquired. Duration of respiratory cycle (tRESPHBCG) during such VR experience was estimated in quasi-real time, thus allowing potential use in ecological momentary assessment of emotion elicitation. Twenty-six healthy volunteers were recruited for the VR experience: they were asked, while sitting, to breath at different frequencies (4 s, 6 s, 8 s, 10 s per breath, corresponding to 15, 10, 7.5, and 6 respiratory cycles/ min) following an audio-visual guide. The HBCG signals were recorded and given as input for parameters identification to a grey-box algorithm to optimize the tRESPHBCG estimation, by using as reference the respiratory rate derived from simultaneously acquired 1-lead ECG. The optimized algorithm run on an online server to provide quasi real-time results. It was tested on 8 additional volunteers, reaching an absolute estimation error below 4 %. In addition, robustness analysis results showed good ability of the implemented algorithm in providing accurate results also in presence of noise. The proposed web-based approach resulted feasible and accurate, opening up new opportunities to create VR immersive scenarios and applications to measure biofeedback, with potential use in ecological momentary assessment of emotion elicitation and in respiratory training.
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