The effect of narrative element incorporation on physical activity and game experience in active and sedentary virtual reality games [0.03%]
叙事元素的加入对主动和被动虚拟现实游戏中身体活动和游戏体验的影响研究
Amy Shirong Lu,Victoria Pelarski,Dar Alon et al.
Amy Shirong Lu et al.
Narratives are pervasive in video games and have been found to increase physical activity in active video games. However, the effect of incorporating narrative elements has seldom been examined in fully immersive virtual reality games. We i...
The affordances of clinical simulation immersive technology within healthcare education: a scoping review [0.03%]
临床模拟沉浸式技术在卫生保健教育中的应用:范围审查
Stephen Aiello,Thomas Cochrane,Charles Sevigny
Stephen Aiello
Whilst clinical simulation is established as an effective education tool within the healthcare community, the inability to offer authentic educational learning environments remains problematic. Advances in technology such as immersive virtu...
Home-based immersive virtual reality physical rehabilitation in paediatric patients for upper limb motor impairment: a feasibility study [0.03%]
基于家庭的沉浸式虚拟现实物理康复在儿童上肢运动障碍中的应用:一项可行性研究
Ivan Phelan,Alicia Carrion-Plaza,Penny J Furness et al.
Ivan Phelan et al.
Upper limb motor impairment (ULMI) rehabilitation is a long-term, demanding and challenging process to recover motor functionality. Children and adolescents may be limited in daily life activities due to reduced functions such as decreased ...
BeHere: a VR/SAR remote collaboration system based on virtual replicas sharing gesture and avatar in a procedural task [0.03%]
BeHere:在程序任务中基于虚拟复制品分享手势和头像的VR/SA远程协作系统
Peng Wang,Yue Wang,Mark Billinghurst et al.
Peng Wang et al.
In this paper, we focus on the significance of remote collaboration using virtual replicas, avatar, and gesture on a procedural task in industry; thus, we present a Virtual Reality (VR)/Spatial Augmented Reality (SAR) remote collaboration s...
Psychological predictors of consumer-level virtual reality technology adoption and usage [0.03%]
消费者级虚拟现实技术采纳与使用的心理预测因素
James J Cummings,Tiernan J Cahill,Erin Wertz et al.
James J Cummings et al.
In recent years, virtual reality (VR) technology has been mainstreamed for at-home use, with various consumer-oriented devices released by media firms such as Meta, Google, Samsung, and HTC. The present research investigates the role of psy...
Differences in virtual and physical head orientation predict sickness during active head-mounted display-based virtual reality [0.03%]
虚拟和物理头部方向的不同可以预测主动头戴显示虚拟现实过程中的不适反应
Stephen Palmisano,Robert S Allison,Joel Teixeira et al.
Stephen Palmisano et al.
During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-based display lag generate differences in our virtual and physical head pose (referred to as DVP). We propose that large-amplitude, time-varyi...
Using interpretative phenomenological analysis to gain a qualitative understanding of presence in virtual reality [0.03%]
使用现象学解释分析来获得虚拟现实中“存在感”的质性理解
Nathan James Kelly
Nathan James Kelly
Quantitative methods have thus far been the predominant methodological stance of virtual presence research, leaving much to be desired in terms of qualitative understanding. Yet, virtual experiences are a highly personal engagement, unique ...
Application of virtual reality for peritoneal dialysis exchange learning in patients with end-stage renal disease and cognitive impairment [0.03%]
虚拟现实技术在终末期肾病和认知障碍患者腹膜透析交换学习中的应用
Connie M S Lee,Kenneth N K Fong,Maggie M Y Mok et al.
Connie M S Lee et al.
Cognitive impairment is not uncommon in patients with end-stage renal disease and can make it more difficult for these patients to carry out peritoneal dialysis (PD) on their own. Their attempts to do so may result in adverse consequences s...
Dropout rate in randomised controlled trials of balance and gait rehabilitation in multiple sclerosis: is it expected to be different for virtual reality-based interventions? A systematic review with meta-analysis and meta-regression [0.03%]
多发性硬化平衡和步态康复的随机对照试验中的失访率:基于虚拟现实的干预措施会有不同吗?系统评价及荟萃分析和荟萃回归分析
María Jesús Casuso-Holgado,Cristina García-Muñoz,Rocío Martín-Valero et al.
María Jesús Casuso-Holgado et al.
To assess and meta-analyse the pooled dropout rate from the randomised control trilas that use virtual reality for balance or gait rehabilitation in people with multiple sclerosis. A systematic review of randomised control trials with meta-...
Immersive virtual reality for upper limb rehabilitation: comparing hand and controller interaction [0.03%]
沉浸式虚拟现实用于上肢康复:手与控制器交互的比较
M-Carmen Juan,Julen Elexpuru,Paulo Dias et al.
M-Carmen Juan et al.
Virtual reality shows great potential as an alternative to traditional therapies for motor rehabilitation given its ability to immerse the user in engaging scenarios that abstract them from medical facilities and tedious rehabilitation exer...