Sustainability,
Journal Year:
2025,
Volume and Issue:
17(5), P. 2284 - 2284
Published: March 6, 2025
Air
traffic
controller
employees
in
Libya
face
difficult
working
environments
due
to
a
lack
of
supervisory
support
high-pressure
environment.
This
is
necessary
for
the
capacity
make
crucial
decisions,
especially
emergencies
requiring
quick
action
and
decision
making.
study’s
purpose
was
leverage
social
exchange
theory
investigate
mediating
role
work
engagement
moderating
emotional
stability
relationship
between
perceived
service
recovery
performance
air
controllers
three
units:
Area
Control
Center,
Approach
Control,
Tower.
A
stratified
sampling
technique
employed
collect
data
from
168
employees.
Of
total
responses,
6
were
considered
invalid,
resulting
162
valid
usable
responses.
The
collected
analyzed
using
partial
least
squares
structural
equation
modeling
(PLS-SEM)
software
(version
4.1.0.8).
study
discovered
that
had
positive
significant
impact
on
engagement.
It
revealed
partially
mediates
performance.
Furthermore,
influence
Supervisors
should
adopt
measures
enhance
employee
engagement,
such
as
acknowledging
individual
collective
achievements,
promoting
involvement
making,
providing
avenues
professional
development.
These
will
contribute
improvements
JMIR Neurotechnology,
Journal Year:
2024,
Volume and Issue:
3, P. e50538 - e50538
Published: March 18, 2024
Background
Acquired
brain
injury
(ABI)
is
a
prominent
cause
of
disability
globally,
with
virtual
reality
(VR)
emerging
as
promising
aid
in
neurorehabilitation.
Nonetheless,
the
diversity
among
VR
interventions
can
result
inconsistent
outcomes
and
pose
challenges
determining
efficacy.
Recent
reviews
offer
best
practice
recommendations
for
designing
implementing
therapeutic
to
evaluate
acceptance
fully
immersive
interventions.
Objective
This
study
aims
usability
feasibility
co-designed
VR-based
neurorehabilitation
support
tool
by
conducting
multiple
proof-of-concept
trials
sample
patients
ABI
within
hospital
setting.
Methods
A
single
session
deploying
custom
serious
games
train
cognitive
functions
using
new-generation
head-mounted
display
was
conducted
inpatients
ABI.
Structured
questionnaires
were
administered
at
end
system
intervention,
participants’
familiarity
technology,
any
adverse
effects
related
cybersickness.
Additionally,
training
duration
while
wearing
headset
demographic
characteristics
participants
considered.
Results
total
20
participated
1-hour
trial.
The
mean
score
37
(SD
2.6)
out
40,
technology
level
9.2
2.9)
12,
Simulator
Sickness
Questionnaire
1.3
2).
On
average,
wore
approximately
25.6
4.7)
minutes
during
intervention.
There
no
substantial
differences
levels
based
on
patients’
etiology
or
age,
notable
symptoms
cybersickness
reported.
Significantly
strong
correlations
noted
between
various
categories,
including
exposure,
motivation,
interactivity,
task
specificity,
immersion
aspects.
Further,
there
significant
association
intervention
time
number
tasks
performed
(P<.001).
Furthermore,
who
derived
enjoyment
from
sessions
expressed
heightened
interest
incorporating
into
their
daily
Moreover,
oculomotor
issues
found
be
highly
sensitive
onset
disorientation
sickness
Conclusions
Through
collaborative
approach,
this
showcases
rehabilitation
Key
components
such
encompass
multidisciplinary
array
experiences
integrating
principles
techniques.
Applied Sciences,
Journal Year:
2024,
Volume and Issue:
14(14), P. 6285 - 6285
Published: July 19, 2024
Amidst
population
aging
and
lifestyle
shifts,
the
incidence
of
neurological
disorders
such
as
stroke
Alzheimer’s
disease
is
increasing,
profoundly
affecting
patients’
cognitive
functions
everyday
life.
Conventional
rehabilitation
approaches
often
necessitate
substantial
time
manpower,
yet
their
outcomes
remain
uncertain.
Although
computer-assisted
offers
convenience,
it
can
be
somewhat
monotonous
in
its
experience.
Virtual
reality
(VR)
technology
has
introduced
a
novel
pathway
for
rehabilitation,
enhancing
personalization
outcome
assessment
through
tailored
immersive
environments
real-time
data
recording.
This
paper
aims
to
survey
application
VR
examining
impact
on
improving
memory,
attention,
motor
function,
social
skills.
A
systematic
review
methodology
was
employed,
following
PRISMA
guidelines,
identify
analyze
relevant
studies
from
2010
2023.
Recognizing
that
patients
with
different
conditions
have
varying
needs
aspects
VR,
we
propose
Multi-Dimensional
Cognitive
Rehabilitation
Theory
Model
(MD-VRCRTM).
model
categorizes
technologies
into
six
primary
types:
individual
immersive,
semi-immersive,
non-immersive,
multiplayer
non-immersive
systems.
categorization
cater
specific
requirements
various
patients.
For
instance,
individuals
autism
spectrum
disorder
(ASD)
may
benefit
more
applications
enhance
skills;
those
Parkinson’s
(PD)
might
profit
facilitate
function
recovery;
traumatic
brain
injury
(TBI)
require
highly
experiences
boost
concentration
treatment
efficacy;
(AD)
better
suited
or
semi-immersive
minimize
load
receive
stimulation.
Brain Research Bulletin,
Journal Year:
2024,
Volume and Issue:
210, P. 110923 - 110923
Published: March 8, 2024
Currently,
we
face
an
exponentially
increasing
interest
in
immersion,
especially
sensory-driven
mainly
due
to
the
rapid
development
of
ideas
and
business
models
centered
around
a
digital
virtual
universe
as
well
availability
affordable
immersive
technologies
for
education,
communication,
entertainment.
However,
clear
definition
'immersion',
terms
established
neurocognitive
concepts
measurable
properties,
remains
elusive,
slowing
research
on
human
side
interfaces.
To
address
this
problem,
propose
conceptual,
taxonomic
model
attention
immersion.
We
argue
(a)
modeling
immersion
theoretically
studying
experimentally
requires
detailed
characterization
role
even
though
(b)
attention,
while
necessary,
cannot
be
sufficient
condition
defining
Our
broader
goal
is
characterize
that
will
compatible
with
psychophysiolgical
measures
could
then
principle
used
assessment
eventually
optimization
experience.
start
from
perspective
projection
induced
reality,
build
accepted
taxonomies
different
modes
our
two-competitor
model.
The
allows
quantitative
implementation
has
easy
graphical
interpretation.
It
helps
highlight
important
link
between
affect
Biomedicines,
Journal Year:
2023,
Volume and Issue:
11(12), P. 3225 - 3225
Published: Dec. 6, 2023
Cognitive
Rehabilitation
(CR)
is
a
therapeutic
approach
designed
to
improve
cognitive
functioning
after
brain
injury,
including
stroke.
Two
major
categories
of
techniques,
namely
traditional
and
advanced
(including
virtual
reality-VR),
are
widely
used
in
CR
for
patients
with
various
neurological
disorders.
More
objective
outcome
measures
needed
better
investigate
recovery
In
the
last
ten
years,
application
electroencephalography
(EEG)
as
non-invasive
portable
neuroimaging
method
has
been
explored
extract
hallmarks
neuroplasticity
induced
by
VR
rehabilitation
approaches,
particularly
within
chronic
stroke
population.
The
aim
this
study
neurophysiological
effects
conducted
environment
using
VRRS
device.
Thirty
moderate-to-severe
ischemic
phase
(at
least
6
months
event),
mean
age
58.13
(±8.33)
experimental
group
57.33
(±11.06)
control
group,
were
enrolled.
They
divided
into
two
groups:
an
receiving
neurocognitive
stimulation
same
amount
conventional
neurorehabilitation,
respectively.
To
changes
training,
we
focused
on
power
band
spectra
theta,
alpha,
beta
EEG
rhythms
both
groups.
We
observed
that
when
technology
was
employed
amplify
treatments
recovery,
significant
EEG-related
neural
improvements
detected
primary
motor
circuit
terms
spectral
density
time-frequency
domains.
Indeed,
analysis
suggested
resulted
increase
alpha
occipital
areas
frontal
areas,
while
no
variations
theta
power.
Our
data
suggest
potential
effectiveness
VR-based
promoting
neuroplastic
even
Robotics,
Journal Year:
2024,
Volume and Issue:
13(3), P. 49 - 49
Published: March 14, 2024
The
landscape
of
neurorehabilitation
is
undergoing
a
profound
transformation
with
the
integration
artificial
intelligence
(AI)-driven
robotics.
This
review
addresses
pressing
need
for
advancements
in
pediatric
and
underscores
pivotal
role
AI-driven
robotics
addressing
existing
gaps.
By
leveraging
AI
technologies,
robotic
systems
can
transcend
limitations
preprogrammed
guidelines
adapt
to
individual
patient
needs,
thereby
fostering
patient-centric
care.
explores
recent
strides
social
diagnostic
robotics,
physical
therapy,
assistive
smart
interfaces,
cognitive
training
within
context
neurorehabilitation.
Furthermore,
it
examines
impact
emerging
techniques,
including
emotional
intelligence,
interactive
reinforcement
learning,
natural
language
processing,
on
enhancing
cooperative
outcomes.
Importantly,
imperative
responsible
deployment
emphasizes
significance
unbiased,
explainable,
interpretable
models
adaptability
effectiveness
settings.
In
conclusion,
this
provides
comprehensive
overview
evolving
offers
valuable
insights
clinicians,
researchers,
policymakers.
Journal of Macromarketing,
Journal Year:
2024,
Volume and Issue:
unknown
Published: May 15, 2024
This
paper
responds
to
the
scholarly
call
for
investigating
role
of
technology
consumption
in
promoting
healthy
aging—it
aims
identify
public's
beliefs
about
potential
virtual
reality
(VR)
well-being
older
adults.
The
study
utilized
a
big-data
methodology
and
employed
machine
learning
scrape
comments
made
by
social
media
users
on
most
popular
YouTube
videos
that
discuss
people's
use
VR
technology.
After
data
cleaning
process,
was
left
with
1,917
out
3,952
were
then
subject
analysis
through
thematic,
emotion,
sentiment
analyses.
findings
revealed
three
themes
public
beliefs:
1)
empowerment
technology,
generational
adaptability,
learning;
2)
ethical
implications
aging;
3)
cognitive
physical
engagement.
emotion
analyses
indicated
general
has
predominantly
positive
perception
application
people.
In
summary,
synthesis
results
from
suggested
empower
seniors
promote
mental
activity
while
also
highlighting
importance
maintaining
genuine
connections
standards.
Device,
Journal Year:
2024,
Volume and Issue:
2(6), P. 100425 - 100425
Published: June 1, 2024
This
review
presents
an
overview
of
the
integration
virtual
reality
(VR)
and
electroencephalography
(EEG),
known
as
VR-EEG
systems,
their
promising
applications
brain-computer
interfaces
(BCIs),
including
motor
cognitive
rehabilitation,
entertainment,
education.
We
outline
progress
thus
far
highlight
challenges
still
faced,
such
hair
compatibility,
seamless
EEG
sensors
VR
headsets,
limited
recording
sites
signal
quality.
also
points
out
areas
requiring
advancements,
development
electrodes,
multimodal
closed-loop
for
providing
a
more
tailored,
immersive
BCI
experience.
Physical Therapy in Sport,
Journal Year:
2022,
Volume and Issue:
55, P. 229 - 240
Published: May 1, 2022
Unlike
in
neurological
patient
populations,
the
effects
of
Extended
Reality
within
context
sports
medicine
have
rarely
been
studied.
This
systematic
review
was
conducted
to
investigate
value
Realty-assisted
rehabilitation
and
injury
prevention
strategies
on
outcomes.
PubMed
Web
Science
databases
were
consulted.
The
search
strategy
consisted
terms
Virtual
(Intervention),
(Outcome)
healthy
athletes
or
with
a
musculoskeletal
(Population).
After
eligibility
Risk
Bias
screening,
ten
articles
included.
analysis
resulted
level
evidence
varying
between
C
(three
articles),
B
(six
articles)
A2
(one
article)
scores.
found
provide
an
added
for
both
It
particularly
provides
clinicians
opportunity
address
underlying
biomechanical
risk
profile
common
injuries,
allowing
train
protective
movement
patterns
more
effectively.
More
large-scale
high-quality
prospective
research
is
needed
order
determine
whether
Reality-assisted
therapy
superior
conventional
circles
strong
conclusive
evidence.
Frontiers in Virtual Reality,
Journal Year:
2023,
Volume and Issue:
4
Published: Feb. 24, 2023
Introduction:
This
study
aimed
to
evaluate
the
effectiveness
of
a
virtual
reality
based
intervention
in
processing
speed
and
working
memory
students
with
ADHD
symptomatology.
Methods:
A
randomized
experimental
was
conducted,
sample
consisting
25
adult
participants
recruited
from
Escola
Superior
de
Saúde
do
Politécnico
Porto.
The
were
allocated
into
two
groups:
passive
control
group
an
that
completed
10
sessions
using
reality-based
games
Enhance
VR
app.
included
6
games:
Whack-a-mole,
Shuffled,
Assembly,
React,
Memory
Wall,
Maestro.
underwent
pre-
post-intervention
evaluations
Southwestern
Assessment
Processing
Speed
(SWAPS)
Sequence
Letters
Numbers
Spatial
Location
Wechsler
Adult
Intelligence
Scale
-
3
rd
Edition
WAIS-III
.
Descriptive
statistics
used
characterize
mixed
ANOVA
test
intervention.
Results:
There
improvement
results
exposed
(
p
<
0.001)
value
interaction
between
time
also
significant
=
0.004).
no
statistically
differences
participants’
different
variables
under
study,
except
for
values
location
improved
relative
initial
assessment
0.034).
Discussion:
cognitive
training
resulted
improvements
measures,
which
not
found
group.
Although
we
cannot
make
same
conclusions
regarding
memory,
these
suggest
progress
group,
possibly
influenced
by
intervention,
should
be
verified
future
studies
longer
interventions.