Virtual Reality,
Год журнала:
2023,
Номер
27(3), С. 1751 - 1764
Опубликована: Фев. 22, 2023
Abstract
Previous
studies
showed
similar
spatial
orientation
ability
(SO)
between
real
world
(RW)
and
virtual
reality
(VR).
As
the
SO
deteriorates
with
age,
it
is
crucial
to
investigate
whether
degradation
in
VR,
as
may
affect
use
of
VR
tools
for
older
people,
such
physical
therapy.
Therefore,
we
extended
our
previous
study,
which
RW
was
measured
younger
participants
(18–35
years)
a
higher
age
group
(>
55
examine
VR's
influence
on
their
SO.
Two
main
tests
were
conducted.
In
first
test,
blindfolded,
asked
rotate
(0°,
45°,
180°,
225°)
fixed
starting
position,
walk
straight
different
objects
they
had
memorized
before.
This
test
conducted
twice.
An
ANOVA
only
revealed
significant
interaction
factors
Age
(young/old)
Condition
(VR/RW)
45°-rotation
second
run.
Here,
both
groups
performed
similarly
RW,
while
greater
deviations
appeared.
Nevertheless,
overall
Age*Condition-interaction
not
significant.
subjects
required
blindfolded
two
from
positions.
The
position
changed
three
times
each
condition
but
equal
VR.
No
interactions
found
(
p
>
0.05).
Both
groups,
supporting
usage
regardless
age.
Multimodal Technologies and Interaction,
Год журнала:
2024,
Номер
8(7), С. 58 - 58
Опубликована: Июль 5, 2024
Extended
reality,
which
encompasses
virtual,
augmented,
and
mixed
emerges
as
an
important
didactic
resource,
offering
great
potential
to
bring
heritage
closer
the
educational
environment.
Heritage
education
is
a
challenge
for
today’s
society,
contributing
cultural
social
development.
Therefore,
aim
of
this
systematic
review
analyze
documents
related
in
through
extended
reality.
The
search
was
conducted
using
Scopus
Web
Sciences
databases,
allowing
international
search.
We
excluded
any
document
that
not
scientific
article
published
journal.
A
total
52
were
analyzed,
all
open-access
articles.
Preliminary
results
indicate
virtual
reality
augmented
are
utilized
work
with
architectural,
historical,
archaeological,
musical
heritage.
has
been
applied
stages
system,
formal
non-formal
settings,
thereby
demonstrating
its
versatility.
These
experiences
increase
motivation
academic
performance
comparison
less
innovative
methodologies,
line
other
studies
on
topic.
In
conclusion,
make
significant
impact
education,
particularly
when
combined
creation
multidisciplinary
groups
will
enhance
research
near
future.
Information,
Год журнала:
2024,
Номер
15(9), С. 515 - 515
Опубликована: Авг. 23, 2024
The
application
of
extended
reality
(XR)
technology
in
education
has
been
growing
for
the
last
two
decades.
XR
offers
immersive
and
interactive
visualization
experiences
that
can
enhance
learning
by
making
it
engaging.
Recent
technological
advances
have
led
to
availability
high-quality
affordable
headsets.
These
advancements
spurred
a
wave
research
focused
on
designing,
implementing,
validating
educational
interventions.
Limited
literature
focuses
recent
trends
within
science,
technology,
engineering,
mathematics
(STEM)
education.
Thus,
this
paper
presents
an
umbrella
review
explores
exploding
field
its
transformative
potential
STEM
Using
six
online
databases,
zoomed
17
out
1972
papers
education,
published
between
2020
2023,
following
Preferred
Reporting
Items
Systematic
reviews
Meta-Analyses
(PRISMA)
guidelines.
results
highlighted
types
applied
(i.e.,
virtual
augmented
reality),
specific
disciplines
involved,
focus
each
study
reviewed,
major
findings
from
reviews.
Overall,
benefits
using
are
apparent:
boosts
student
motivation,
facilitates
engagement,
improves
skills,
example.
However,
still
challenges
must
be
addressed,
such
as
physical
discomfort
learner
wearing
headset
technical
glitches.
Besides
revealing
encourages
reflection
current
practices
suggests
ways
apply
effectively.
ISPRS International Journal of Geo-Information,
Год журнала:
2023,
Номер
12(2), С. 61 - 61
Опубликована: Фев. 9, 2023
Location-based
augmented
reality
technology
for
real-world,
outdoor
experiences
is
rapidly
gaining
in
popularity
a
variety
of
fields
such
as
engineering,
education,
and
gaming.
By
anchoring
medias
to
geographic
coordinates,
it
possible
design
immersive
remotely,
without
necessitating
an
in-depth
knowledge
the
context.
However,
creation
typically
requires
complex
programming
tools
that
are
beyond
reach
mainstream
users.
We
introduce
BiodivAR,
web
cartographic
tool
authoring
location-based
AR
experiences.
Developed
using
user-centered
methodology
open-source
interoperable
technologies,
second
iteration
effort
started
2016.
It
designed
meet
needs
defined
through
use
cases
co-designed
with
end
users
enables
custom
geolocated
points
interest.
This
approach
enabled
substantial
progress
over
previous
iteration.
Its
reliance
on
geolocation
data
anchor
objects
relative
user’s
position
poses
set
challenges:
On
mobile
devices,
GNSS
accuracy
lies
between
1
m
30
m.
Due
its
impact
anchoring,
this
lack
can
have
deleterious
effects
usability.
conducted
comparative
user
test
application
combination
two
different
types
(GNSS
versus
RTK).
While
test’s
results
undergoing
analysis,
we
hereby
present
assessment
our
system’s
usability
based
eye-tracking
traces
events,
questionnaires.
Sustainability,
Год журнала:
2024,
Номер
16(21), С. 9451 - 9451
Опубликована: Окт. 30, 2024
As
traditional
cultural
heritage
education
gradually
reduces
students’
exposure
to
the
physical
environment,
it
is
more
difficult
stimulate
awareness
of
and
interest
in
local
culture.
The
concepts
preservation
sustainable
development
have
not
yet
been
effectively
integrated
into
teaching.
Therefore,
this
study
developed
an
alternative
reality
game
(ARG)
combined
with
a
learning
scaffold
enable
students
gain
deeper
understanding
history
Taiwan
during
Japanese
rule
period
through
immersive
experience
explore
solve
real-world
problems
interactive
which
helped
understand
development.
results
showed
that
experimental
group
using
ARG
significantly
outperformed
control
terms
effectiveness
engagement.
Students
only
had
curriculum
content
but
also
higher
behavioral
emotional
In
addition,
increased,
indicates
materials
are
effective
promoting
their
educational
identity.
This
confirms
combination
innovative
technology
gamified
instruction
enhances
promotes
heritage.
Future
research
should
further
optimize
use
reduce
impact
operational
difficulties
on
how
can
be
used
subject
areas.
Virtual Reality,
Год журнала:
2023,
Номер
27(3), С. 1751 - 1764
Опубликована: Фев. 22, 2023
Abstract
Previous
studies
showed
similar
spatial
orientation
ability
(SO)
between
real
world
(RW)
and
virtual
reality
(VR).
As
the
SO
deteriorates
with
age,
it
is
crucial
to
investigate
whether
degradation
in
VR,
as
may
affect
use
of
VR
tools
for
older
people,
such
physical
therapy.
Therefore,
we
extended
our
previous
study,
which
RW
was
measured
younger
participants
(18–35
years)
a
higher
age
group
(>
55
examine
VR's
influence
on
their
SO.
Two
main
tests
were
conducted.
In
first
test,
blindfolded,
asked
rotate
(0°,
45°,
180°,
225°)
fixed
starting
position,
walk
straight
different
objects
they
had
memorized
before.
This
test
conducted
twice.
An
ANOVA
only
revealed
significant
interaction
factors
Age
(young/old)
Condition
(VR/RW)
45°-rotation
second
run.
Here,
both
groups
performed
similarly
RW,
while
greater
deviations
appeared.
Nevertheless,
overall
Age*Condition-interaction
not
significant.
subjects
required
blindfolded
two
from
positions.
The
position
changed
three
times
each
condition
but
equal
VR.
No
interactions
found
(
p
>
0.05).
Both
groups,
supporting
usage
regardless
age.