Factors affecting the visual ergonomics of train drivers in VR simulation driving: Snow and Ice line environment and train speed DOI
Xiao Hong Zhao, Ze‐Rui Xiang, Zutao Zhang

и другие.

Safety Science, Год журнала: 2025, Номер 185, С. 106806 - 106806

Опубликована: Фев. 10, 2025

Язык: Английский

Countering the Novelty Effect: A Tutorial for Immersive Virtual Reality Learning Environments DOI Creative Commons

Ines Miguel-Alonso,

Bruno Rodríguez-Garcia, David Checa

и другие.

Applied Sciences, Год журнала: 2023, Номер 13(1), С. 593 - 593

Опубликована: Янв. 1, 2023

Immersive Virtual Reality (iVR) is a new technology, the novelty effect of which can reduce enjoyment iVR experiences and, especially, learning achievements when presented in classroom; an that interactive tutorial proposed this research help overcome. Its increasingly complex levels are designed on basis Mayer’s Cognitive Theory Multimedia Learning, so users quickly gain familiarity with environment. The was included experience for its validation 65 users. It success, according to user satisfaction and usability survey. First, it gained very high ratings satisfaction, engagement, immersion. Second, skill rates suggested helped controllers. Finally, medium-high value flow pointed major concerns related challenges sort experience. A few cases cybersickness also arose. survey showed only intense significantly limited performance enjoyment; low had no influence immersion little skill, presence, greatly reducing benefits tutorial, despite remained useful.

Язык: Английский

Процитировано

52

Daily exposure to virtual nature reduces symptoms of anxiety in college students DOI Creative Commons
Matthew H. E. M. Browning, Seunguk Shin,

Gabrielle Drong

и другие.

Scientific Reports, Год журнала: 2023, Номер 13(1)

Опубликована: Янв. 23, 2023

Exposure to natural environments offers an array of mental health benefits. Virtual reality provides simulated experiences being in nature when outdoor access is limited. Previous studies on virtual have focused mainly single "doses" nature. The effects repeated exposure remain poorly understood. Motivated by this gap, we studied the influence a daily intervention symptoms anxiety, depression, and underlying cause poor health: rumination. Forty college students (58% non-Hispanic White, median age = 19) were recruited from two U.S. universities randomly assigned or control group. Over several weeks, anxious arousal (panic) apprehension (worry) decreased with exposure. Participants identifying as women, past VR users, experienced outdoors, engaged beauty benefited particularly strongly did not help anhedonic depression Further research necessary distinguish for whom interventions impact outcomes.

Язык: Английский

Процитировано

39

Fully Immersive Virtual Reality Using 360° Videos to Manage Well-Being in Older Adults: A Scoping Review DOI Creative Commons

Julie Restout,

Iouri Bernache‐Assollant,

Charles Morizio

и другие.

Journal of the American Medical Directors Association, Год журнала: 2023, Номер 24(4), С. 564 - 572

Опубликована: Фев. 6, 2023

Язык: Английский

Процитировано

32

Being in Virtual Reality and Its Influence on Brain Health—An Overview of Benefits, Limitations and Prospects DOI Creative Commons
Beata Sokołowska

Brain Sciences, Год журнала: 2024, Номер 14(1), С. 72 - 72

Опубликована: Янв. 10, 2024

Dynamic technological development and its enormous impact on modern societies are posing new challenges for 21st-century neuroscience. A special place is occupied by technologies based virtual reality (VR). VR tools have already played a significant role in both basic clinical neuroscience due to their high accuracy, sensitivity specificity and, above all, ecological value.

Язык: Английский

Процитировано

15

Effects of Incorporating a Large Language Model-Based Adaptive Mechanism Into Contextual Games on Students’ Academic Performance, Flow Experience, Cognitive Load and Behavioral Patterns DOI
Minkai Wang, Di Zhang, Jingdong Zhu

и другие.

Journal of Educational Computing Research, Год журнала: 2025, Номер unknown

Опубликована: Фев. 17, 2025

Scientific knowledge is often abstract and challenging, making it difficult for students to apply these concepts effectively. Digital game-based learning (DGBL) offers an engaging immersive approach, but the fixed resources predetermined paths in most games limit its ability adapt individual learners’ needs. Large language models, as advanced conversational agents, are capable of personalized interaction by adapting users' styles, interests, preferences. This study explores a large model-based adaptive contextual game (LLM-ACG) approach aimed at transforming scientific education into engaging, interactive, supportive environments. Additionally, this research examines impacts LLM-ACG on academic performance, flow experiences, cognitive load, behavioral patterns among students. A quasi-experimental design was employed compare differences achievements experiences between conventional (C-CG) fifth-grade Furthermore, in-depth analysis student during gameplay conducted through lagged sequence analysis. The findings indicate that demonstrates clear advantage over C-CG terms enhancing students' experiences. It effectively reduces load significantly promotes positive behaviors sustained motivation

Язык: Английский

Процитировано

2

Feedback Mechanism in Immersive Virtual Reality Influences Physical Hands-on Task Performance and Cognitive Load DOI
Wei‐Sheng Wang, Chia‐Ju Lin, Hsin‐Yu Lee

и другие.

International Journal of Human-Computer Interaction, Год журнала: 2023, Номер 40(15), С. 4103 - 4115

Опубликована: Май 11, 2023

The affordance of immersive virtual reality (VR) holds great potential for education, supporting learning through simulation and visualization. However, the literature on STEM education indicates that VR is not necessarily more effective than traditional learning, because participants are immersed in environments with high visual loads, which increases cognitive load, resulting poor outcomes. In addition, studies rarely evaluate learner performance physical hands-on activities after participating programs. Therefore, this study, we seek to reduce load by incorporating feedback into environment. This study conducts a quasi-experiment proposes environment embedded electronic circuits practical task, investigate learners' task skills their load. Participants were randomly assigned groups without feedback. results show reducing participants' extraneous increasing engagement, fewer trial-and-error times units better task.

Язык: Английский

Процитировано

20

Human Factors/Ergonomics (HFE) Evaluation in the Virtual Reality Environment: A Systematic Review DOI
Reza Kazemi,

Seul Chan Lee

International Journal of Human-Computer Interaction, Год журнала: 2023, Номер 40(17), С. 4533 - 4549

Опубликована: Июнь 29, 2023

A variety of human factors/ergonomics (HFE) problems have been studied by researchers and developers in VR environments. This systematic review aimed to summarize important HFE issues classify the validated instruments used quantify them virtual reality The most representative electronic databases for this (2013–2022) were searched original articles. results showed that aspects, such as cybersickness, visual fatigue, mental workload, performance, spatial presence, usability relevant assessed, whereas some physical posture, stress, discomfort, consider less often. Previous studies neglected factors ergonomic issues, ergonomics, aftereffects, fatigue error. In environments, presence was an emerging factor compared real Most techniques unidimensional subjective. Future should focus on more risks associated with emphasizing objective multidimensional subjective methods.

Язык: Английский

Процитировано

18

The impact of visual and auditory distractions on the performance of neurodiverse students in virtual reality (VR) environments DOI Creative Commons
Ibrahim Dahlstrom‐Hakki,

Zachary Alstad,

Jodi Asbell‐Clarke

и другие.

Virtual Reality, Год журнала: 2024, Номер 28(1)

Опубликована: Янв. 22, 2024

Abstract Ambient environmental stimuli may impact how a student is or not able to apply themselves in cognitive and educational tasks. For neurodivergent learners, these barriers can be compounded as they more likely attend task-irrelevant ambient noise. The affordances of new systems, such virtual reality (VR), could useful for allowing students deliberate control over what information experience do not. This study seeks explore the dynamics attention VR environments. To address this, participants were asked perform number visual search tasks assess both auditory distractions on speed accuracy markers. Results indicate differential background noise performance neurotypical participants. Potential benefits neurodiverse populations design recommendations this emerging space are discussed.

Язык: Английский

Процитировано

9

Virtual Environment, Real Impacts: A Self-determination Perspective on the use of Virtual Reality for Pro-environmental Behavior Interventions DOI Creative Commons
Rui Xiong, Shirley S. Ho, Wenqi Tan

и другие.

Environmental Communication, Год журнала: 2024, Номер 18(5), С. 628 - 647

Опубликована: Июнь 10, 2024

Plastic waste is a serious environmental problem worldwide. Effective communication key to mobilizing the public adopt pro-environmental behaviors for reducing plastic waste. While virtual reality (VR) proposed as viable tool that could overcome several challenges facing communication, certain limitations exist in extant literature, making it unclear whether modality of VR itself, rather than some extraneous factor, accounts outcomes. Hence, adopting between-subjects experimental design, this study improves on past research by comparing efficacy game with an equivalent computerized quiz increasing participants' behavioral intention. Our results indicate (vs. quiz) has comparative advantage intention learn about (BIL). Furthermore, guided self-determination theory, we find perceived autonomy and autonomous motivation serve serial mediators relationship between BIL.

Язык: Английский

Процитировано

7

Psychological outcomes of extended reality interventions in spinal cord injury rehabilitation: a systematic scoping review DOI Creative Commons

Samuel David Williamson,

Anders Orup Aaby,

Sophie Lykkegaard Ravn

и другие.

Spinal Cord, Год журнала: 2025, Номер unknown

Опубликована: Янв. 9, 2025

Abstract Study design Systematic scoping review. Objectives Extended reality (XR) is becoming a recognisable tool for assisting in spinal cord injury (SCI) rehabilitation. While the success of XR mediated interventions often evaluated based on improvements physical and functional performance, present systematic review aimed to identify synthesize evidence reported psychological outcomes SCI In doing so, we contribute towards an adaptation that meaningful individuals living with SCI. Methods Seven bibliometric databases were systematically searched. Included studies needed be peer-reviewed, test structured targeted adult (≥ 16 years) population, assess any construct. Individual double-screening against pre-defined eligibility criteria was performed. Data from included extracted, tabulated, analysed. Results A total 964 unique initially identified. 13 analysis. The most frequently quantified depression, self-esteem, anxiety. Among other things, qualitative suggests VR-based provided enjoyment, relaxation, source positive distraction. Conclusion Immersive rehabilitation have been positively evaluated, both qualitatively quantitatively, participants. further research needed, find immersive emerging treatment option promise maintaining improving health during

Язык: Английский

Процитировано

1