Toward the validation of VR-HMDs for medical education: a systematic literature review [0.03%]
基于文献的系统回顾:用于医学教育的VR-HMDs验证研究
Shiva Pedram,Grace Kennedy,Sal Sanzone
Shiva Pedram
The latest technological advancements in the domain of virtual reality (VR) have created new opportunities to use VR as a training platform for medical students and practitioners more broadly. Despite the growing interest in the use of VR a...
cleAR: an interoperable architecture for multi-user AR-based school curricula [0.03%]
基于多用户AR的学校课程的互操作体系结构
Stefano Masneri,Ana Domínguez,Miguel Sanz et al.
Stefano Masneri et al.
Although there are some experiences that demonstrate the validity of the use of augmented reality in schools to help students understand and retain complex concepts, augmented reality has not been widely adopted in the education sector yet....
Kelsey E Onderdijk,Lies Bouckaert,Edith Van Dyck et al.
Kelsey E Onderdijk et al.
Spurred by recent advances in digital technologies, virtual concerts have become established modes for event attendance and represent a rapidly growing segment of the music industry. Yet, up to now, general experience of virtual concert att...
Eunhee Chang,Mark Billinghurst,Byounghyun Yoo
Eunhee Chang
Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness. Previous studies have attempted to develop a reliable measure for...
Immersive virtual reality as support for the mental health of elderly women: a randomized controlled trial [0.03%]
沉浸式虚拟现实技术在老年女性精神健康方面的支持作用:一项随机对照试验
Błażej Cieślik,Karolina Juszko,Pawel Kiper et al.
Błażej Cieślik et al.
Several forms of virtual reality (VR) have shown promise in treating mental disorders. However, there is a lack of research investigating the use of multicomponent immersive VR. Therefore, this study aimed to evaluate the effectiveness of a...
Xuan Li,Hengxin Chen,Shengdong He et al.
Xuan Li et al.
The current popular online communication platforms can convey information only in the form of text, voice, pictures, and other electronic means. The richness and reliability of information is not comparable to traditional face-to-face commu...
Zahy Ramadan
Zahy Ramadan
The development pace of digital socialization has accelerated drastically in the past decade, especially with the COVID-19 pandemic. Through that continuing digital shift, the idea of the metaverse, a virtual parallel world that can digital...
Théo Combe,Jean-Rémy Chardonnet,Frédéric Merienne et al.
Théo Combe et al.
This paper proposes to analyse user experience using two different immersive device categories: a cave automatic virtual environment (CAVE) and a head-mounted display (HMD). While most past studies focused on one of these devices to charact...
Improving real-world skills in people with intellectual disabilities: an immersive virtual reality intervention [0.03%]
改善智力障碍者在现实生活中的技能:沉浸式虚拟现实干预措施
Stefan Carlo Michalski,Nicholas Charles Gallomarino,Ancret Szpak et al.
Stefan Carlo Michalski et al.
Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this populatio...
Presence and simulator sickness predict the usability of a virtual reality attention task [0.03%]
沉浸感和模拟器疾病预测虚拟现实注意力任务的可用性
Alexandra Voinescu,Karin Petrini,Danaë Stanton Fraser
Alexandra Voinescu
Attention is the ability to actively process specific information within one's environment over longer periods of time while disregarding other details. Attention is an important process that contributes to overall cognitive performance fro...