ObjectivesThis article describes and tests a novel multi-method approach to examine decision-making: virtual reality-Based Retrospective Think-Aloud (VR-RTA). The VR-RTA method taps into the offender perspective and a...
详细信息
ObjectivesThis article describes and tests a novel multi-method approach to examine decision-making: virtual reality-Based Retrospective Think-Aloud (VR-RTA). The VR-RTA method taps into the offender perspective and aims to enhance memory recall and information *** applied VR-RTA among a sample of incarcerated burglars (N = 200) who scouted virtual neighborhoods to explore opportunities for burglary in immersive VR equipped with integrated eye tracking. Subsequently, they viewed a screen recording of their scouting process and simultaneously "thought aloud" about their assessment of the environment and decision-making strategies. Emerging themes were then further examined in an interview and linked to survey data. Recorded eye tracking data were used to examine burglars' attention towards environmental features to identify deterrent and attracting cues, and were triangulated with the survey and interview *** and detailed insights into participants' interpretation of the environment and their decision-making strategies were obtained. VR-RTA assisted in verbalizing automated cognitive processes and increased participant engagement by building *** a multi-method approach able to capture in-the-moment considerations underlying decision-making during crime commission, VR-RTA offers potential to develop into an important tool for crime research. It is able to both overcome limitations of studies using retrospective methods, such as interviews and surveys, and contribute to the nascent field of criminological research using immersive technologies.
Understanding the causal factors of early emergency responses, particularly in the context of nuclear emergencies, is crucial for disaster management. However, challenges arise from the specificity of disasters, uncer...
详细信息
Understanding the causal factors of early emergency responses, particularly in the context of nuclear emergencies, is crucial for disaster management. However, challenges arise from the specificity of disasters, uncertainty in human behavior, and the lack of reliable data. virtual reality (VR) and Machine Learning (ML) have emerged as promising tools for addressing these challenges. This study proposes a novel framework for estimating causal effects using VR and ML technologies. The proposed framework was designed to address the research questions identified in the research design phase and primarily consists of two key components: (1) the implementation of a VR-based Human-in-the-Loop (HITL) experimental system for extracting human behavior data, and (2) the development of a ML-based causal model utilizing the collected behavioral data. In the first component, the VR-based HITL experimental system focuses on the process of setting up disaster scenarios and collecting behavioral data in response to the proposed causal factors. Subsequently, the second component involves using the collected behavioral data to develop a ML-based causal model that quantitatively estimates causal effects by controlling for biases and confounding variables. The verification experiment results demonstrated that the nuclear emergency scenario (ATT: -94.08 sec) significantly reduced decision-making time more than any other cue. Notably, the scenario in which a clear and accurate evacuation order was provided by the government (Scenario 2, ATT: -116.70 sec) saw the most substantial reduction in decision-making time of the scenarios. Although official cues (ATE: -16.15 sec) had a relatively limited effect compared to the emergency scenario (ATT: -94.08 sec), they underscore the need to enhance government guidelines to facilitate quicker decision-making. The proposed framework, through verification experiments, illustrates how modern techniques can estimate causal relationships in decision-mak
Navigation through a floor maze has been used to assess cognition of individuals. In this paper, we analyze novel performance outcomes in gait and balance during navigation in virtual reality Floor Mazes (VRFM). The u...
详细信息
Navigation through a floor maze has been used to assess cognition of individuals. In this paper, we analyze novel performance outcomes in gait and balance during navigation in virtual reality Floor Mazes (VRFM). The unique contributions of this paper are: 1) We analyze changes in the gait and balance as subjects navigate through the mazes of different difficulty. These performance metrics are more discriminatory when compared to completion time, which is used frequently in the literature;2) Walking steps are classified into straight steps, turn steps, and spin steps as mazes contain frequent turns;3) Maze difficulty is defined by the number of decision points. We conducted experiments with ten young healthy subjects across three conditions: 1) Control Mazes (CM) wherein the path from the start to the goal was displayed;2) Easy Mazes (EM) which contained a maximum of two decision points;3) Hard Mazes (HM) which contained more than two decision points. The results showed that in hard mazes, subjects took smaller and slower steps with increased gait variability when compared to control mazes or easy mazes. Spin steps showed an increased mediolateral margin of stability in hard mazes compared to easy mazes. The mediolateral center of mass displacement was smaller in straight steps and turn steps in hard mazes when compared to control mazes. These results provide new performance metrics to evaluate navigation in floor mazes. These performance metrics describe how the spatiotemporal parameters of gait change in mazes of different difficulty as opposed to completion time which is a cumulative measure of gait performance.
The study examines the impact of virtual reality (VR) on team activities, especially brainstorming and product design prototyping. An experiment involved 87 participants working in both VR and physical reality. The re...
详细信息
The study examines the impact of virtual reality (VR) on team activities, especially brainstorming and product design prototyping. An experiment involved 87 participants working in both VR and physical reality. The results showed that creativity in product design prototyping was lower in VR, even though tasks were completed faster and with greater difficulty. In brainstorming tasks, VR was perceived as more entertaining but less practical and useful compared to physical reality, which fostered higher creativity and efficiency. Participants described VR as fun, creative, and engaging, yet also time-consuming. The study emphasizes that successful implementation of VR in corporate processes requires careful planning, adequate resources, and user experience. Nevertheless, VR holds potential as a complementary tool, particularly in supporting remote collaboration and sharing 3D objects.
Mining is a complex, multifaceted industry that requires ongoing adaptation. The integration of virtual reality (VR) offers promising solutions to some of the industry's key challenges, such as the need for safety...
详细信息
Mining is a complex, multifaceted industry that requires ongoing adaptation. The integration of virtual reality (VR) offers promising solutions to some of the industry's key challenges, such as the need for safety simulations and task training for harsh working conditions, data analysis, remote operations, and many more. VR, as part of the broader Extended reality (XR) framework, provides immersive environments that enable users to experience scenarios that may be costly and dangerous to replicate or that are not possible to replicate in the real world. However, despite the potential of VR, there is a limited comprehensive review of its applications within the mining sector, particularly in recent years. This paper presents a literature review focused on VR's use in mining, aiming to provide answers to the extent of VR-related publications over the years, current use areas of VR in the industry, existing research gaps, and potential future applications. By examining the state of VR in mining, this review seeks to offer a roadmap for future research and development, highlighting areas where VR can significantly enhance education, safety, operational processes, and more.
Ophthalmoscopy is a required clinical skill which is difficult to learn. This paper describes the development of a VR ophthalmoscopy app to support learning of this skill. It was developed using the Unity game engine,...
详细信息
Ophthalmoscopy is a required clinical skill which is difficult to learn. This paper describes the development of a VR ophthalmoscopy app to support learning of this skill. It was developed using the Unity game engine, Google CardboardTM and smart phone. Forty-eight clinicians agreed to evaluate it for system usability (SUS), technology acceptance and knowledge acquisition (pre and post quizzes). Twenty-seven volunteers undertook the quiz. Mean scores improved by all (6.3 +/- 1.5 to 8.4 +/- 0.8 p <0.001);medical students (6.2 +/- 1.5 to 8.5 +/- 0.9 p <0.001 n:20);doctors (6.4 +/- 1.5 to 8.3 +/- 0.8 p <0.05 n:7). Overall, SUS was 74 +/- 11 (n:33), medical students rating 72 +/- 12 (n:20) and doctors 77 +/- 9 (n:13). Forty-eight volunteers provided feedback on technology acceptance. All highly rated its ease of use and how it improved their confidence in being able to perform this diagnostic procedure. Regression analyses emphasized the importance of usability, ability to perform the task and ease of use as predictors of success. Ninety percent of users felt that this type of technology would benefit their clinical training but should not replace other forms of teaching. Owing to the lack of technical -focused development frameworks this study also defines an appropriate framework that ensures clinicians are central to the process.
Objective. virtual reality (VR) serves as a modern and powerful tool to enrich neurofeedback (NF) and brain-computer interface (BCI) applications as well as to achieve higher user motivation and adherence to training....
详细信息
Objective. virtual reality (VR) serves as a modern and powerful tool to enrich neurofeedback (NF) and brain-computer interface (BCI) applications as well as to achieve higher user motivation and adherence to training. However, between 20%-80% of all the users develop symptoms of cybersickness (CS), namely nausea, oculomotor problems or disorientation during VR interaction, which influence user performance and behavior in VR. Hence, we investigated whether CS-inducing VR paradigms influence the success of a NF training task. Approach. We tested 39 healthy participants (20 female) in a single-session VR-based NF study. One half of the participants was presented with a high CS-inducing VR-environment where movement speed, field of view and camera angle were varied in a CS-inducing fashion throughout the session and the other half underwent NF training in a less CS-inducing VR environment, where those parameters were held constant. The NF training consisted of 6 runs of 3 min each, in which participants should increase their sensorimotor rhythm (SMR, 12-15 Hz) while keeping artifact control frequencies constant (Theta 4-7 Hz, Beta 16-30 Hz). Heart rate and subjectively experienced CS were also assessed. Main results. The high CS-inducing condition tended to lead to more subjectively experienced CS nausea symptoms than the low CS-inducing condition. Further, women experienced more CS, a higher heart rate and showed a worse NF performance compared to men. However, the SMR activity during the NF training was comparable between both the high and low CS-inducing groups. Both groups were able to increase their SMR across feedback runs, although, there was a tendency of higher SMR power for male participants in the low CS group. Significance. Hence, sickness symptoms in VR do not necessarily impair NF/BCI training success. This takes us one step further in evaluating the practicability of VR in BCI and NF applications. Nevertheless, inter-individual differences in CS susceptib
Hereditary Spastic Paraplegia (HSP) is a neurodegenerative condition characterized by weakness and spasticity in the lower limbs, requiring stabilization to improve essential movements such as walking. This study aims...
详细信息
Hereditary Spastic Paraplegia (HSP) is a neurodegenerative condition characterized by weakness and spasticity in the lower limbs, requiring stabilization to improve essential movements such as walking. This study aims to investigate the benefits of Vestibular Rehabilitation (VR) with virtual reality (VRi) in individuals with HSP. A randomized pilot clinical trial was conducted, registered on the Rebec Platform (trial RBR-3JMX67), with 16 adult patients of both sexes diagnosed with HSP, allocated into two groups: Balance (BG) and Strength (SG). Participants underwent anamnesis, otorhinolaryngological and labyrinthine evaluation, followed by assessment with Lafayete dynamometer and ABC (confidence scale) and VAS (pain assessment) questionnaires at three time points: T0 (baseline), T1 (after 10 sessions), and T2 (after 20 sessions). VAS results showed no significant changes between T0 and T2, indicating no discomfort caused by rehabilitation. In the ABC questionnaire, both groups showed improvement in balance perception. Dynamometer assessment revealed a significant increase in peak force (p = 0.006) and mean force in hip abduction (p = 0.001). For the force development rate (FDR), there was a trend towards significance in BG. In dorsiflexion, both groups showed significant improvements in FDR, especially in BG (p = 0.011) and SG (p = 0.004). VRi game scores were significant for both groups, validating the effectiveness of rehabilitation. These findings confirm the benefits of vestibular rehabilitation with virtual reality in individuals with HSP, highlighting the need for further research to consolidate these results and fully explore the potential of this therapeutic approach.
virtual reality (VR) tools represent current interactive computerized simulation tools. The application of VR can provide immersive simulations by facilitating hands-on exploration and analysis, fostering a deeper und...
详细信息
virtual reality (VR) tools represent current interactive computerized simulation tools. The application of VR can provide immersive simulations by facilitating hands-on exploration and analysis, fostering a deeper understanding of complex phenomena. VR can also permit the development of competencies in different contexts, such as in education. This article investigates the potential of VR as an educational tool at two educational levels in Chile: high school and university students. Given the positive experience results, this article aims to generalize in academic contexts about how the implementation of VR can support learning in the academic field and analyze the associated benefits and challenges. The experimental study was carried out with groups of students from the two educational levels, applying a standard instrumental model to identify VR's advantages and limitations concerning improving students' learning, participation, and motivation to continue learning with similar experiences. We highlight that the results obtained provided valuable information for understanding the impact of VR in education and offering recommendations for its effective implementation in educational settings. The primary limitation of this study is the existing hardware limitations that prevent this experience from being repeated in other academic settings. However, technology has reduced costs and is more accessible than before. Concerning the students' experience, they expressed their satisfaction and motivation regarding experiencing VR and related learning. Hence, without a doubt, VR represents a transformative tool in education.
virtual reality (VR) has become a prominent tool for training because of its immersive and interactive virtual environments, reshaping conventional methods and procedures. VR has also been utilized in the field of edu...
详细信息
ISBN:
(纸本)9798400717123
virtual reality (VR) has become a prominent tool for training because of its immersive and interactive virtual environments, reshaping conventional methods and procedures. VR has also been utilized in the field of education as it engages students, which is a fundamental component in ensuring effective learning. The incorporation of the subject, "Oral Communication in Context (OCC)," in the K-12 curriculum in the Philippines has become a concern for students with public speaking anxiety (PSA) as their speech performance correlates with their academic performance. Several studies and literature have shown that overcoming PSA can be addressed by practicing with VR before delivering a speech which improves their oral communication skills. As such, this study evaluates the effectiveness of VR technology for training while assessing impromptu speech factors and its transfer. An experiment was done with 36 participants, from the De La Salle University (DLSU) Senior High School (SHS) Manila - Integrated School, where they had to deliver two impromptu speeches. Students practiced speech delivery using a Meta Quest 2 (TM) VR headset with the virtualSpeech (TM) application as a benchmark, followed by a traditional face-to-face method. Quantitative analysis using a dependent t-Test revealed no significant difference in speech factors such as filler words and long pauses between the two trials. However, results have shown significantly fewer unnecessary movements in relation to the VR enabled speeches compared to the traditional method. Furthermore, interview data showed that most participants felt VR initially reduced their anxiety, and enhanced aspects like eye contact and controlled movements compared to traditional speeches. Overall, VR showed promise as a supplement training tool to complement public speaking training, especially for novices to build confidence;showing that it is at par with current methods of practice.
暂无评论