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.
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.
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.
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.
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.
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.