In recent years, virtual reality (VR) has gained attention from researchers in diverse fields, particularly in therapy of phobias. Currently, virtual reality exposure therapy therapy (VRET) is considered a promising c...
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In recent years, virtual reality (VR) has gained attention from researchers in diverse fields, particularly in therapy of phobias. Currently, virtual reality exposure therapy therapy (VRET) is considered a promising cognitive-behavioral therapy technique. However, specific psychological and physiological responses of VR users to virtual exposure in such a context are still only vaguely explored. In this experimental study, we mapped VR exposure in a height environment in people with a moderate fear of heights-acrophobia. Thirty-six participants were divided into experimental and control groups-with and without psychological guidance during exposure. Participants' subjective level of anxiety was examined, and objective physiological response was captured via heart rate variability (HRV) measurement. Psychological assessments recorded an anticipated rise in participant anxiety following exposure to height;nevertheless, no distinctions were observed in self-reported anxiety concerning psychological guidance. Notably, objective physiological measures revealed that VR exposure prompts physiological responses akin to real-world scenarios. Moreover, based on the analysis of heart rate variability, participants who received psychological guidance were identified as better at compensating for anxiety compared to those without such support. These findings support VRET as a promising tool for psychotherapy and advocate for psychological guidance as beneficial in reducing anxiety and managing stress during exposure. The results may help improve our understanding of anxiety during exposure to phobic stimuli.
PurposeThe purpose of this meta-analysis is to encapsulate the outcomes and generate meaningful conclusions by examining the factors that influence consumers' purchase and non-purchase behaviour intention in a vir...
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PurposeThe purpose of this meta-analysis is to encapsulate the outcomes and generate meaningful conclusions by examining the factors that influence consumers' purchase and non-purchase behaviour intention in a virtual reality retailing ***/methodology/approachThis study integrates the outcomes from 52 studies, including 403 relationships involving 19,188 samples. The analysis was conducted using R-metafor and AMOS *** findings indicate that key factors that influence purchase and non-purchase behavioural intentions are virtual reality (VR)characteristics, virtual reality experience and consumer attitudes. VR experience is the strongest predictor for purchase decisions in virtual environment ,while consumer attitude towards VR most strongly influences the non-purchase behaviour of the consumers. Furthermore, the age of the respondents, cultural backgrounds (high vs low power distance) and gender moderate the relationship between consumers' attitudes and purchase and behaviour *** implicationsMarketers can positively influence consumer attitudes and behavioural intentions by prioritizing the design of the virtual environment and facilitating unique experiences (by manipulating different sensory stimuli) in virtual ***/valueThe current meta-analysis reconciles and reinforces the findings in the extant literature and provides a robust empirical generalization of the critical factors that influence consumers' purchase or behavioural intentions in a virtual retailing context.
Featured Application Management of Smart City services using Digital Twin concept with the integration of Internet of Things and virtual reality. Special focus in interoperability to enable cross-service *** The fusio...
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Featured Application Management of Smart City services using Digital Twin concept with the integration of Internet of Things and virtual reality. Special focus in interoperability to enable cross-service *** The fusion of Internet of Things (IoT), Digital Twins, and virtual reality (VR) technologies marks a pivotal advancement in urban development, offering new services to citizens and municipalities in urban environments. This integration promises enhanced urban planning, management, and engagement by providing a comprehensive, real-time digital reflection of the city, enriched with immersive experiences and interactive capabilities. It enables smarter decision-making, efficient resource management, and personalized citizen services, transforming the urban landscape into a more sustainable, livable, and responsive environment. The research presented herein focuses on the practical implementation of a DT concept for managing cross-domain smart city services, leveraging VR technology to create a virtual replica of the urban environment and IoT devices. Imperative for cross-domain city services is interoperability, which is crucial not only for the seamless operation of these advanced tools but also for unlocking the potential of cross-service applications. Through the deployment of our model at the IoTMADLab facilities, we showcase the integration of IoT devices within varied urban infrastructures. The outcomes demonstrate the efficacy of VR interfaces in simplifying complex interactions, offering pivotal insights into device functionality, and enabling informed decision-making processes.
virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings tha...
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virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.
Among the major sources of disturbance in offices, noise and poor acoustics consistently rank at the top. Moreover, the positive impact which connecting with nature has on individuals is welldocumented, yet still not ...
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Among the major sources of disturbance in offices, noise and poor acoustics consistently rank at the top. Moreover, the positive impact which connecting with nature has on individuals is welldocumented, yet still not investigated in-depth in terms of office soundscapes. In the present study, a methodology using virtual reality (VR) technology is employed to analyse the benefits of Biophilic Design interventions in office spaces. Notably, the study investigates the independent and interaction effects of audio-visual connection with nature on 1) office soundscape, and 2) physiological parameters, and 3) explores potential correlations between physiological and soundscape response. Three different visual scenarios (Indoor Green, Outdoor Green and NonBiophilic) and three sound environments (Office - O, Office + Traffic - O + T and Office + Nature - O + N) for a virtual office environment were combined in a between-subjects design experiment. During their exposure to each acoustical scenario, 198 participants' responses on perceived affective quality of soundscapes (ISO/TS 12913-2) and physiological reactions (ElectroDermal Activity - EDA, Pulse Rate - PR, Skin Temperature -ST) were collected. The results show a major effect of the sound factor on soundscape assessment, with the O + N scenario resulting in increased pleasantness and eventfulness compared to the O scenario, i.e. a more vibrant office soundscape. Moreover, an interaction between sound and visual stimuli on pleasantness was detected, with IG being more effective in O + N, while OG being more beneficial in the O + T scenario. Significant positive physiological responses were more elicited in the presence of an acoustical connection with nature than a visual one: pleasant soundscapes of nature were associated with lowered EDA and PR with an additional improvement in EDA in the presence of indoor greenery. Moreover, a more pleasant sound (O + N) tended to decrease skin temperature in the presence of indoor gre
with the continuous development of communication technology, the rise and promotion of mobile terminals and the sound concept of digital learning are widely accepted. Mobile learning based on digital learning and mobi...
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with the continuous development of communication technology, the rise and promotion of mobile terminals and the sound concept of digital learning are widely accepted. Mobile learning based on digital learning and mobile intelligent terminal technology has gradually attracted the attention of academic research and discussion circles. It can provide students with new learning experience of learning and training at any time. Due to the rapid development of social economy and science and technology, the application of science and technology in the education industry has also had a further development trend. Learners have also been looking for new learning methods to meet the complex and changing social development trend. This article studied the virtual reality human-computer interactive English teaching system based on mobile terminals and introduced the network topology of mobile learning environment and the elements of mobile learning service platform model. The design of virtual scene human-computer interactive English video teaching network resources was discussed. After the completion of the system construction, the relevant teaching practice was carried out. The practice results showed that 77.5% of the students agreed to the use of mobile terminals for English teaching, and 26.25% of them agreed very much. It could be seen that most students supported the English teaching mode of virtual reality human-computer interaction based on mobile terminals.
This study uses immersive virtual reality technology to evaluate the effects of lighting environments on cognitive performance. Interaction effects of the variables illuminance (ILL) (100 lx, 300 lx and 500 lx) and co...
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This study uses immersive virtual reality technology to evaluate the effects of lighting environments on cognitive performance. Interaction effects of the variables illuminance (ILL) (100 lx, 300 lx and 500 lx) and correlated colour temperature (CCT) (3000 K, 4000 K, 6500 K and 10500 K) are analysed through the psychological responses of 192 participants in an attention task. The results reveal significant differences in psychological metrics. The lighting environment that most enhances attention is a combination of 300 lx + 6500 K. This work shows that ILL and CCT have a significant interaction effect, and thus, analysing them in isolation may not provide a complete understanding of their impact. Lighting conditions with combinations of 500 lx + 6500 K, 300 lx + 3000 K, and 100 lx + 65000 K produce comparable results in the attention task. Nevertheless, these different lighting levels could significantly affect the energy efficiency of educational centres. The findings reveal that changes in lighting conditions within virtual environments can significantly impact attention responses. These results highlight the potential benefits of optimising lighting environments to enhance cognitive functions.
Background: This systematic literature review aims to explore the impact of rehabilitation in post-stroke patients, particularly highlighting the roles of virtual reality (VR) technology and functional electrical stim...
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Background: This systematic literature review aims to explore the impact of rehabilitation in post-stroke patients, particularly highlighting the roles of virtual reality (VR) technology and functional electrical stimulation (FES). Methods: To ensure all relevant studies were included, a thorough search was conducted in PubMed and Web of Science databases using keywords such as 'post-stroke', 'FES', 'functional electrical stimulation', 'virtual reality', and 'VR'. Studies on rehabilitating upper limb function through VR and FES in post-stroke patients were included, regardless of publication year. Studies had to compare this combination therapy with conventional methods and report outcomes related to upper limb coordination, functional mobility, and daily activities. Studies not meeting these criteria were excluded. The selection process involved screening titles, abstracts, and full texts by four independent reviewers. The quality and risk of bias of the included studies were assessed using the PEDro scale and Robvis tool. Results: The review included four studies involving 135 post-stroke patients. Two articles examined the effectiveness of an approach involving virtual reality, robotic therapy, and functional electrical stimulation in rehabilitating upper limbs in post-stroke patients, showing significant improvements in motor function and quality of life. The other two studies explored the effects of rehabilitation therapy using virtual reality combined with functional electrical stimulation on upper limb function in stroke patients, finding that combined therapy (FES with VR) was superior to functional electrical stimulation or robotic therapy. Discussion: The review was limited by the small number of studies and participants, which may affect the generalizability of the results. Variations in intervention protocols and outcome measures across studies posed challenges in synthesis. Integrating these technologies brings benefits and increases the potential for p
Nearly real-world experiences in a variety of industries may be had with virtual reality (VR) technology. virtual reality (VR) settings are widely used, and as a result, a large quantity of data is being collected fro...
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Nearly real-world experiences in a variety of industries may be had with virtual reality (VR) technology. virtual reality (VR) settings are widely used, and as a result, a large quantity of data is being collected from them. The data-driven development paradigm must be advanced and analytical procedures must be created as the amount of data increases. There are several trends and possibilities that have emerged from integration of artificial intelligence (AI) as well as machine learning (ML) in business intelligence. Modern technology has completely changed how companies gather data, draw conclusions, decide. In order to analyse complex environments, this study uses gamification and virtual reality in business intelligence modelling for e-learning. Here, virtual realitybased e-learning is modelled for business intelligence, and gamification using reinforcement alexnet Q-kernel component neural networks is used to analyse the network's complexity. Prediction accuracy, AUC, average precision, sensitivity, quadratic normalised square error are metrics used in experimental study. The evaluation's findings demonstrate the usefulness of our solution for classifying and forecasting pay levels in the business sector, which in turn helps business analytics in intricate AI settings.
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