The Benefits of Combining Mixed Virtual Reality Exergaming with Occupational Therapy for Upper Extremity Dexterity DOI Open Access
Nadinne Roman,

Cozmin Baseanu,

Vlad Ionut Tuchel

и другие.

Electronics, Год журнала: 2023, Номер 12(6), С. 1431 - 1431

Опубликована: Март 17, 2023

Virtual Reality (VR) is expanding worldwide in education, training, gaming, and healthcare to achieve distinct outcomes. This paper aimed identify what extent physiotherapy based on mixed VR technology occupational therapy serves the functionality of healthy subjects’ upper extremities; it also analyzed benefits this protocol for guidelines hand dexterity re-habilitation. Fifteen exergames sessions were performed 60 min three weeks with a sample sixteen people. The Jebsen Taylor Hand Function Test Scale (JTHFTS), Nine-Hole Peg test (9 Hole), Box Blocks (BBT), Timed Functional Arm Shoulder (TFAST) used pre post-therapy assessment. Linear regression was main tasks, predicting extremity dexterity. results pre- post-exercise assessments suggested significant improvements both extremities, dominant non-dominant. BBT, nine-hole peg test, FAST showed differences post-therapy, favoring prophylactical exercises. Hence, linear hand, five models emerged as potential predictors agility. capacity pick up large light objects seemed bring most critical influence However, regarding non-dominant that writing ability potent predictor In respect, research can be guideline further training since combined essential contributions limb proprioception functioning.

Язык: Английский

Immersive Learning for Lost Architectural Heritage: Interweaving the Past and Present, Physical and Digital in the Monastery of Madre de Deus DOI Open Access
Jesse Rafeiro, Ana Tomé,

Maria Nazário

и другие.

Sustainability, Год журнала: 2024, Номер 16(3), С. 1156 - 1156

Опубликована: Янв. 30, 2024

This paper presents the creation of an immersive learning experience lost 16th-century Monastery Madre de Deus, now National Tile Museum in Lisbon, Portugal. It builds upon previous virtual reconstruction research which resulted several digital models accompanied by paradata supporting construction different hypotheses. Reinforced a review relevant literature intersecting heritage dissemination, transparency and learning, this details created with Shapespark 2.9.7, online platform designed for architectural walkthroughs but repurposed dissemination. The result is prototype that takes place existing building wherein visitor can be transported to equivalent spaces 16th or 17th century gain first-hand experiences speculative pasts. While constraints necessitated counterintuitive narrative workaround, enabled creative associations made between physical past present. identifies various advantages disadvantages context long-term sustainability heritage.

Язык: Английский

Процитировано

2

Knowledge-Graph-Driven Mind Mapping for Immersive Collaborative Learning: A Pilot Study in Edu-Metaverse DOI Creative Commons
Ye Jia, Xiangzhi Eric Wang, Zackary P. T. Sin

и другие.

IEEE Transactions on Learning Technologies, Год журнала: 2024, Номер 17, С. 1834 - 1848

Опубликована: Янв. 1, 2024

One of the promises edu-metaverse is its ability to provide a virtual environment that enables us engage in learning activities are similar or on par with reality. The digital enhancements introduced contribute our increased expectations novel experiences. However, despite promising outcomes, there appears be limited adoption for practical at this time. We believe can attributed fact lack investigation into learners' behavior given social environment. This critical, as without behavioral insight, it hinders development education material and direction an edu-metaverse. paper aims insights learner by conducting focused pilot study. Particularly, we investigate when drawing mind maps metaverse aided embedded knowledge graph. Compared Zoom, typical video conferencing remote collaboration platform, seems users more involved activities, co-presence assist engagement so they willing task collaboratively. Our work also provides insight interaction activity design edu-metaverse, particularly involved.

Язык: Английский

Процитировано

2

Embodied immersive virtual reality to enhance the conceptual understanding of charged particles: A qualitative study DOI Creative Commons
Pedro Acevedo, Alejandra J. Magana, Yoselyn Walsh

и другие.

Computers & Education X Reality, Год журнала: 2024, Номер 5, С. 100075 - 100075

Опубликована: Авг. 5, 2024

Learning in science, technology, engineering, and mathematics (STEM) is often challenging due to the abstract counterintuitive nature of some concepts. Computer-based learning has emerged as an alternative method help improve students' comprehension these complex topics, even though technological tools must be supported with pedagogical strategies, technology affordances, sound design, structured activities teach scientific concepts properly. In that sense, we propose design immersive virtual reality (IVR) experience, including visual haptic cues facilitate about electric fields (EFs) charged particles (CPs) We scaffolded our tool based on embodied principles cognition. The IVR experience allows learners manipulate components point charges (e.g., particles, distance between charges) learn electricity conducted a qualitative study (N = 8) assess designed application. sample included undergraduate students (five male three female) from technology-related or no prior knowledge high school higher education physics. assessed participants' conceptual understanding through pretest-posttest brief interview identify their expected interaction affordances. Screen recording System Usability Scale (SUS) are other metrics interest defining performance experience. collected data thematic analysis suggested participants recognized affordances used them interact, link previous knowledge, different factors explain physics phenomenon. Additionally, provided insights for designing experiences promote STEM topics principles.

Язык: Английский

Процитировано

2

Integrating Digital Technologies and Alternate Reality Games for Sustainable Education: Enhancing Cultural Heritage Awareness and Learning Engagement DOI Open Access
Hao-Chiang Koong Lin, Li-Wen Lu,

Ruei-Shan Lu

и другие.

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.

Язык: Английский

Процитировано

2

The Benefits of Combining Mixed Virtual Reality Exergaming with Occupational Therapy for Upper Extremity Dexterity DOI Open Access
Nadinne Roman,

Cozmin Baseanu,

Vlad Ionut Tuchel

и другие.

Electronics, Год журнала: 2023, Номер 12(6), С. 1431 - 1431

Опубликована: Март 17, 2023

Virtual Reality (VR) is expanding worldwide in education, training, gaming, and healthcare to achieve distinct outcomes. This paper aimed identify what extent physiotherapy based on mixed VR technology occupational therapy serves the functionality of healthy subjects’ upper extremities; it also analyzed benefits this protocol for guidelines hand dexterity re-habilitation. Fifteen exergames sessions were performed 60 min three weeks with a sample sixteen people. The Jebsen Taylor Hand Function Test Scale (JTHFTS), Nine-Hole Peg test (9 Hole), Box Blocks (BBT), Timed Functional Arm Shoulder (TFAST) used pre post-therapy assessment. Linear regression was main tasks, predicting extremity dexterity. results pre- post-exercise assessments suggested significant improvements both extremities, dominant non-dominant. BBT, nine-hole peg test, FAST showed differences post-therapy, favoring prophylactical exercises. Hence, linear hand, five models emerged as potential predictors agility. capacity pick up large light objects seemed bring most critical influence However, regarding non-dominant that writing ability potent predictor In respect, research can be guideline further training since combined essential contributions limb proprioception functioning.

Язык: Английский

Процитировано

6