Healthcare
assistants
(HCAs)
are
frontline
caregivers
for
older
adults.
This
study
evaluated
the
effectiveness
of
combining
augmented
reality
(AR)
and
virtual
(VR)
to
implement
oral
healthcare
simulation
training
HCAs.
npj Digital Medicine,
Год журнала:
2022,
Номер
5(1)
Опубликована: Сен. 2, 2022
In
the
metaverse,
users
will
actively
engage
with
3D
content
using
extended
reality
(XR).
Such
XR
platforms
can
stimulate
a
revolution
in
health
communication,
moving
from
information-based
to
experience-based
content.
We
outline
three
major
application
domains
and
describe
how
affordances
(presence,
agency
embodiment)
improve
healthy
behaviour
by
targeting
users'
threat
coping
appraisal.
discuss
communication
via
help
address
long-standing
challenges.
ACM Transactions on Computer-Human Interaction,
Год журнала:
2023,
Номер
30(5), С. 1 - 42
Опубликована: Апрель 1, 2023
Body
ownership
illusions
(BOIs)
occur
when
participants
experience
that
their
actual
body
is
replaced
by
a
shown
in
virtual
reality
(VR).
Based
on
systematic
review
of
the
cumulative
evidence
BOIs
from
111
research
articles
published
2010
to
2021,
this
article
summarizes
findings
empirical
studies
BOIs.
Following
PRISMA
guidelines,
points
diverse
experimental
practices
for
inducing
and
measuring
ownership.
The
two
major
components
embodiment
measurement,
agency,
are
examined.
avatars
generally
leads
modest
slightly
higher
agency.
We
also
find
BOI
lacks
statistical
power
standardization
across
tasks,
measurement
instruments,
analysis
approaches.
Furthermore,
reviewed
showed
lack
clarity
fundamental
terminology,
constructs,
theoretical
underpinnings.
These
issues
restrict
scientific
advances
BOIs,
together
impede
rigor
theory-building.
Acta Psychologica,
Год журнала:
2023,
Номер
237, С. 103945 - 103945
Опубликована: Май 19, 2023
In
previous
studies,
anti-vaccination
attitudes
have
been
attributed
either
to
far-right
voters
or
both
far-left
and
voters.
The
present
study
investigated
the
associations
of
political
orientation
with
vaccine
hesitancy
intention
be
vaccinated
against
COVID-19,
potential
mediating
roles
trust
in
science
belief
misinformation.
A
total
750
Italian
respondents
completed
an
online
questionnaire
period
between
second
third
wave
COVID-19
(from
9th
March
May
2021).
results
showed
that
had
direct
indirect
intention,
mediated
by
Specifically,
right-wing
adherents
were
less
trustful
scientists
believed
COVID-19-related
misinformation
more
than
left-wing
adherents,
these
two
factors
accounted
for
their
higher
reduced
willingness
receive
anti-COVID-19
vaccination.
Our
findings
are
line
predictions
mindsponge
theory
suggest
communicative
campaigns
aimed
at
improving
rates
acceptance
should
specifically
focused
on
enhancing
reducing
Journal of Computer Assisted Learning,
Год журнала:
2022,
Номер
38(4), С. 1127 - 1140
Опубликована: Март 29, 2022
Abstract
Objective
Many
industries
struggle
with
training
dynamic
risk
assessment,
and
how
to
bridge
the
gap
between
safety
behavior
in
real
life
scenarios.
In
this
article,
we
focus
on
assessment
during
a
mooring
operation
investigate
potential
value
of
using
immersive
virtual
reality
(VR)
simulations
compared
standard
procedures
an
international
maritime
organization.
Methods
pilot
study,
two
ways
implementing
VR
simulation
(stand‐alone
or
post‐simulation
reflection)
manual
personal
trainer
condition
between‐subjects
design
86
students
school.
Based
results
stand‐alone
non‐Western,
Educated,
Industrialized,
Rich,
Democratic
(WEIRD)
sample
28
seafarers
from
Kiribati
Islands
at
Results
The
group
reported
significantly
higher
perceived
enjoyment
(d
=
1.28),
intrinsic
motivation
0.96),
learning
0.90),
behavioral
change
0.88),
lower
extraneous
cognitive
load
0.82)
group,
but
differences
self‐efficacy,
attitudes
were
not
significant.
Discussion
support
train
that
are
difficult
world
suggest
technologies
can
be
useful
for
providing
just
time
anywhere,
anytime,
global
market
where
employees
increasingly
cross‐cultural
dislocated.
IEEE Transactions on Visualization and Computer Graphics,
Год журнала:
2023,
Номер
29(11), С. 4633 - 4643
Опубликована: Окт. 3, 2023
Virtual
Reality
(VR)
systems
have
traditionally
required
users
to
operate
the
user
interface
with
controllers
in
mid-air.
More
recent
VR
systems,
however,
integrate
cameras
track
headset's
position
inside
environment
as
well
user's
hands
when
possible.
This
allows
directly
interact
virtual
content
mid-air
just
by
reaching
out,
thus
discarding
need
for
hand-held
physical
controllers.
However,
it
is
unclear
which
of
these
two
modalities—controller-based
or
free-hand
interaction—is
more
suitable
xmlns:xlink="http://www.w3.org/1999/xlink">efficient
input,
xmlns:xlink="http://www.w3.org/1999/xlink">accurate
interaction,
and
xmlns:xlink="http://www.w3.org/1999/xlink">long-term
use
under
xmlns:xlink="http://www.w3.org/1999/xlink">reliable
tracking
conditions.
While
interacting
introduces
weight,
also
requires
less
finger
movement
invoke
actions
(e.g.,
pressing
a
button)
hold
on
xmlns:xlink="http://www.w3.org/1999/xlink">physical
object
during
interaction.
In
this
paper,
we
investigate
effect
input
modality
(controller
vs.
interaction)
exertion,
agency,
task
performance,
motor
behavior
across
interaction
techniques
(touch,
raycast)
tasks
(selection,
trajectory-tracing).
Participants
reported
felt
control,
were
faster
accurate
using
compared
raycast
setting.
Regarding
personal
preference,
participants
chose
but
touch.
Our
correlation
analysis
revealed
that
participants'
exertion
increased
selection
speed,
quantity
arm
motion,
variation
motion
bad
postures,
following
ergonomics
metrics
such
consumed
endurance
rapid
upper
limb
assessment.
We
found
negative
between
participant's
sense
accuracy.
JMIR Serious Games,
Год журнала:
2024,
Номер
12, С. e47257 - e47257
Опубликована: Янв. 2, 2024
Background
Gamification
has
been
used
successfully
to
promote
various
desired
health
behaviors.
Previous
studies
have
gamification
achieve
behaviors
or
facilitate
their
learning
about
health.
Objective
In
this
scoping
review,
we
aimed
describe
digital
gamified
tools
that
implemented
evaluated
across
populations
encourage
vaccination,
as
well
any
reported
effects
of
identified
tools.
Methods
We
searched
Medline,
Embase,
CINAHL,
the
Web
Science
Core
Collection,
Cochrane
Database
Systematic
Reviews,
Central
Register
Controlled
Trials,
Academic
Search
Premier,
PsycInfo,
Global
Health,
and
ERIC
for
peer-reviewed
papers
describing
with
without
evaluations.
also
conducted
web
searches
Google
identify
lacking
associated
publications.
consulted
12
experts
in
field
behavior
might
missed.
extracted
data
target
population
tools,
interventions
themselves
(eg,
type
tool
platform,
disease/vaccine,
design
study),
synthesized
narratively.
Results
Of
1402
records,
included
28
(2%)
10
The
added
1
met
inclusion
criteria.
Our
final
set
therefore
11
papers,
7
(25%)
explained
development
tool,
16
(57%)
described
evaluation,
2
(7%)
both
evaluation
tool.
on
25
different
these
(44%)
were
web-based
8
(32%)
mobile
(native
mobile-enabled
web)
apps,
6
(24%)
virtual
reality
Overall,
showed
increases
knowledge
intentions
receive
vaccines,
mixed
attitudes,
positive
beliefs.
did
not
observe
discernible
advantages
one
(web
based,
mobile,
reality)
over
others.
However,
a
few
randomized
controlled
trials,
publication
bias
may
led
such
having
higher
likelihood
appearing
literature.
Conclusions
Digital
appear
potential
improving
vaccine
uptake
by
fostering
beliefs
increasing
vaccine-related
intentions.
Encouraging
comparative
features
types
could
advance
identifying
yield
more
contexts.
Further
work
area
should
seek
inform
implementation
acceptance
effective
communication,
thus
yielding
meaningful
social
impacts.
Health Education Research,
Год журнала:
2025,
Номер
40(2)
Опубликована: Янв. 1, 2025
Abstract
Interventions
with
high
levels
of
engagement
have
been
found
to
be
more
effective
at
changing
health
behavior
than
those
low
levels.
Few
prior
studies
examined
whether
in
interventions
using
social
media
groups
is
associated
higher
program
effectiveness.
This
study
participant
a
moderated
private
Facebook
group
aimed
COVID-19
vaccination
was
improvements
immunization
intentions
(N
=
263).
Engagement
the
(i.e.
emoji
reactions,
comments,
poll
votes
and
posts)
change
vaccine
were
assessed
through
retrospective
review
metrics
self-reported
surveys
4
weeks.
Overall,
59%
participants
engaged
least
once.
Participants
on
average
made
11.9
total
engagements
during
4-week
(SD
25.5),
which
6.3
15.2)
4.0
12.3)
1.4
2.2)
0.2
0.7)
post.
No
significant
differences
between
sociodemographic
characteristics
or
size.
Emoji
reactions
increased
intentions.
Each
reaction
used
4%
increase
odds
intention
vaccinate
adjusted
ratio
(aOR)
1.04,
95%
CI:
1.01–1.08,
P
0.015).
Future
should
encourage
users
use
posts.