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...
A social VR-based collaborative exergame for rehabilitation: codesign, development and user study [0.03%]
基于社交VR的康复协作型运动游戏:协同设计、开发与用户研究
Syed Hammad Hussain Shah,Anniken Susanne T Karlsen,Mads Solberg et al.
Syed Hammad Hussain Shah et al.
Immersive virtual reality (VR)-based exercise video games (exergames) are increasingly being employed as a supportive intervention in rehabilitation programs to promote engagement in physical activity, especially for elderly users. A multif...
Investigating the effectiveness of immersive VR skill training and its link to physiological arousal [0.03%]
沉浸式VR技能培训的有效性及其与生理唤醒的关系研究
Unnikrishnan Radhakrishnan,Francesco Chinello,Konstantinos Koumaditis
Unnikrishnan Radhakrishnan
This paper details the motivations, design, and analysis of a study using a fine motor skill training task in both VR and physical conditions. The objective of this between-subjects study was to (a) investigate the effectiveness of immersiv...
Examining the potential of VR program Tilt Brush in reducing anxiety [0.03%]
探究VR程序Tilt Brush在减轻焦虑方面的潜力
Janice Tan,Lee Kannis-Dymand,Christian Jones
Janice Tan
Recent advancement in technology has made virtual reality (VR) more accessible and immersive than ever before, resulting in its increasing utility in various industries. Despite this, VR has remained an underutilised tool within clinical ps...
Saeedeh Sadeghi,Ricardo Daziano,So-Yeon Yoon et al.
Saeedeh Sadeghi et al.
Time sometimes feels like it is flying by or slowing down. Previous research indicates objective number of items, subjective affect, and heart rate all can influence the experience of time. While these factors are usually tested in isolatio...
Optimized virtual reality-based Method of Loci memorization techniques through increased immersion and effective memory palace designs: a feasibility study [0.03%]
一种通过增加沉浸感和有效记忆宫殿设计优化基于虚拟现实的位置法记忆技术的方法:可行性研究
Brigham Moll,Ed Sykes
Brigham Moll
For most, an improvement in memory would always be desirable, whether from the point of view of an aging individual with declining memory, or from the perspective of someone seeking to memorize large amounts of information in the shortest p...
Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360° virtual reality application for medical education: a post hoc analysis of a randomized controlled trial [0.03%]
轻度模拟器病会影响360°虚拟现实医学教育应用程序中的心率变异性、精神负荷和学习成果:随机对照试验的事后分析
Li-Jen Hsin,Yi-Ping Chao,Hai-Hua Chuang et al.
Li-Jen Hsin et al.
Virtual reality (VR) applications could be beneficial for education, training, and treatment. However, VR may induce symptoms of simulator sickness (SS) such as difficulty focusing, difficulty concentrating, or dizziness that could impair a...