Immersive and desktop virtual reality in virtual fashion stores: a comparison between shopping experiences [0.03%]
沉浸式和桌面虚拟现实在家用时尚店中的比较购物体验
Marina Ricci,Alessandro Evangelista,Annalisa Di Roma et al.
Marina Ricci et al.
With the high growth and prosperity of e-commerce, the retail industry needs to explore new technologies that improve digital shopping experiences. In the current technological scenario, Virtual Reality (VR) emerges as a tool and an opportu...
Perceived usefulness of, engagement with, and effectiveness of virtual reality environments in learning industrial operations: the moderating role of openness to experience [0.03%]
开放式体验在虚拟现实学习环境中的感知有用性、参与度和有效性中的调节作用
Eugene Yin-Cheung Wong,Ray Tak-Yin Hui,Hao Kong
Eugene Yin-Cheung Wong
The development of virtual reality (VR) in enhancing the effectiveness of the learning process, with its interactive, immersive, and intuitive pedagogical environment, has become a necessity for corporations with increasingly complex operat...
Using 360-degree immersive videos to assess multiple transdiagnostic symptoms: A study focusing on fear of negative evaluation, paranoid thoughts, negative automatic thoughts, and craving [0.03%]
利用360度沉浸式视频评估多种跨诊断症状:一项针对负面评价恐惧、妄想思维、消极自动思维和渴望的研究
Clara Della Libera,Jessica Simon,Frank Larøi et al.
Clara Della Libera et al.
Over the last 20 years, virtual reality (VR) has gained a great interest for both assessment and treatment of various psychopathologies. However, due to high costs and material specificity, VR remains disadvantageous for clinicians. Adoptin...
Using immersive virtual reality to remotely examine performance differences between dominant and non-dominant hands [0.03%]
利用沉浸式虚拟现实远程检查主导手和非主导手性能差异
Jack Owen Evans,Krasimira Tsaneva-Atanasova,Gavin Buckingham
Jack Owen Evans
Circle drawing may be a useful task to study upper-limb function in patient populations. However, previous studies rely on expensive and bulky robotics to measure performance. For clinics or hospitals with limited budgets and space, this ma...
Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment [0.03%]
沉浸式可视化技术对认知负荷、动机、可用性和具身化的影响
N Wenk,J Penalver-Andres,K A Buetler et al.
N Wenk et al.
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visua...
Designing effective virtual reality environments for pain management in burn-injured patients [0.03%]
烧伤患者疼痛管理的有效虚拟现实环境设计
Ivan Phelan,Penny J Furness,Maria Matsangidou et al.
Ivan Phelan et al.
Burn patients engage in repetitive painful therapeutic treatments, such as wound debridement, dressing changes, and other medical processes high in procedural pain. Pharmacological analgesics have been used for managing pain, but with ineff...
Predicting motor behavior: an efficient EEG signal processing pipeline to detect brain states with potential therapeutic relevance for VR-based neurorehabilitation [0.03%]
预测运动行为:一种有效的情商信号处理流水线,用于检测基于VR的神经康复具有潜在治疗价值的脑状态
Eric J McDermott,Johanna Metsomaa,Paolo Belardinelli et al.
Eric J McDermott et al.
Virtual reality (VR)-based motor therapy is an emerging approach in neurorehabilitation. The combination of VR with electroencephalography (EEG) presents further opportunities to improve therapeutic efficacy by personalizing the paradigm. S...
Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment [0.03%]
玩乐中康复:为儿童上肢运动功能障碍设计的虚拟现实物理疗法
Ivan Phelan,Penny Jayne Furness,Maria Matsangidou et al.
Ivan Phelan et al.
Children with upper limb motor impairment often undergo repetitive therapeutic physiotherapy sessions to minimize functional disabilities of the affected area. Even though therapeutic processes can improve functional outcomes and minimize p...
Immersive virtual reality for improving cognitive deficits in children with ADHD: a systematic review and meta-analysis [0.03%]
改善注意缺陷多动障碍儿童认知缺损的沉浸式虚拟现实疗法:系统评价和荟萃分析
Niamh Corrigan,Costina-Ruxandra Păsărelu,Alexandra Voinescu
Niamh Corrigan
Virtual reality (VR) shows great potential in treating and managing various mental health conditions. This includes using VR for training or rehabilitation purposes. For example, VR is being used to improve cognitive functioning (e.g. atten...
Acceptance and use of virtual reality games: an extension of HMSAM [0.03%]
虚拟现实游戏的接受和使用:一种扩展的HMSAM模型
Tuomas Kari,Mehmet Kosa
Tuomas Kari
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding rega...