Search results for "Virtual reality"
showing 10 items of 376 documents
Mondi virtuali e realtà virtuale. Un’analisi del fenomeno nella formazione sanitaria
2019
Negli ultimi sei anni la realtà virtuale (VR) e i mondi virtuali (VE) sono diventati sempre più tecnologicamente avanzati e molto più accessibili per quel che riguarda l’accesso economico. In sanità essi vengono utilizzati principalmente per cinque scopi: formazione degli studenti; formazione dei professionisti (simulatori); riabilitazione/terapia; cura/diagnosi e gestione del dolore. In questa review abbiamo analizzato 2.252 articoli pubblicati tra il 2012 e il 2019 su PubMed ed abbiamo organizzato gli articoli nelle aree simulazione per studenti; simulazione per specializzandi; simulazione avanzata per professionisti; applicazioni nei campi medico/dentale/infermieristico (soft skills); re…
The hierarchy of needs for user experiences in virtual reality
2021
Virtual reality (VR) is rapidly becoming more widely adopted by various industries, and virtual content is just as rapidly becoming available for consumers. However, there is a lack of guidelines and standards for VR content to be held to in terms of experiential design. Because VR is a relatively new media form for consumers, there is a high risk of user attrition due to the novelty of the service. Therefore, if the first experience of the technology is with poorly made content, users will be much less likely to use VR again. Therefore, as various industries and organizations digitalize and adopt emerging technology such as VR, great care should be given to the way the virtual content and …
Virtual Reality, Augmented Reality, and In Vivo Exposure Therapy: A Preliminary Comparison of Treatment Efficacy in Small Animal Phobia
2018
This study aggregated data from three randomized control trials to explore the differential efficacy of three forms of exposure therapy, namely, in vivo (iVET), virtual reality (VRET), and augmented reality (ARET), in the treatment of small animal phobia. Additionally, baseline patient characteristics were used to detect subgroups of patients who showed a differential response to certain treatment modalities. Primary measures were distance covered, anxiety during the behavioral avoidance test (BAT), and overall fear of small animals. A repeated-measures analysis of variance was used to explore the overall treatment effect across the exposure modalities. A cluster analysis and an analysis of…
How to get things done in social virtual reality : A study of team cohesion in social virtual reality–enabled teams
2022
Social virtual reality (SVR) enables teams to operate in a virtual environment that simulates and enhances real-world interactions. However, there is an absence of empirical analysis of how SVR can affect the performance of virtual teams. This paper documents how SVR affects the formation of team cohesion (i.e., task cohesion and social cohesion), which is a critical success factor for team performance. To address this gap in the research, we conducted a qualitative study by interviewing 20 members from virtual teams assigned to perform a challenging collaborative task in SVR. As a contribution, our study identifies five primary affordances and 11 sub-affordances for team cohesion in SVR. W…
A Self-Contained Biometric Sensor for Ubiquitous Authentication
2007
This paper describes a real-life behavior framework in simulation game based on Probabilistic State Machine (PSM) with Gaussian random distribution. According to the dynamic environment information, NPC can generate behavior planning autonomously associated with defined FSM. After planning process, we illuminate Gaussian probabilistic function for real-life action simulation in time and spatial domains. The expected value of distribution is estimated during behavior planning process and variance is determined by NPC personality in order to realize real life behavior simulation. We experiment the framework and Gaussian PSM on a restaurant simulation game. Furthermore we give some suggestions…
Towards a scenario of virtual mental health environments for school-aged children
2017
This study explores student teachers’ future design scenarios focusing on promoting children’s mental health literacy through virtual reality (VR) environments. VR use is on the verge of many breakthroughs in several areas of lived experience. One such area pertains to educational contexts. Student teachers were chosen as the subjects of this study due to the likelihood that they will be the primary users and disseminators of these emerging technologies in educational contexts. The students created five types of future scenarios that contained different environments and activity modes, including those that are still not yet feasible to realize with current technological capabilities. The ai…
Optical measurement of virtual reality headset performance
2018
Virtuaalitodellisuussilmikoiden päänseurantajärjestelmän suorituskyvyn mittaamista varten kehitettiin mittausmenetelmä ja sulautettu kameramoduuli. Kyse on päästä päähän mittauksesta (engl. end-to-end measurement), jossa robotti liikuttaa silmikkoa ja kamera mittaa sisällön muutoksia näytöllä. Tavoitteena on optisesti mitata päänseurantajärjestelmän tarkkuutta kuvaamalla näytön sisältöä näytön virkistykseen tahdistettuna. Työssä keskityttiin kameramoduulin ja siihen liittyvien konenäköalgoritmien kehittämiseen. Mittauksessa näytöllä on kolmiulotteinen kohde, jossa on tunnistettavia pisteitä. Paikallistamalla nämä pisteet kuvassa voidaan määrittää grafiikkamoottorin virtuaalisen kameran asen…
La validación transcultural de intervenciones clínicas basadas en evidencia para el tratamiento de trastornos de ansiedad
2014
Las aplicaciones de tecnologías avanzadas han generado la emergencia de un espacio de investigación en ciencias del comportamiento. El creciente acervo de publicaciones, sobre la eficacia y eficiencia de programas de intervención para una serie de trastornos psicológicos, plan- tea la necesidad de fortalecerlos, evaluando su generalización a otros contextos culturales para contribuir a la medición de la validez externa. Mediante la colaboración de dos grupos de investi- gación, se realizó la validación transcultural de tres intervenciones empleando realidad virtual para el tratamiento de miedo a volar, agorafobia y miedo a hablar en público con un programa auto-apli- cado, que demostraron p…
Early Immersion in Minority Language Contexts: Canada and Finland
2020
This chapter discusses early immersion in a minority language in two bilingual countries, Canada and Finland. In Canada, immersion in the minority language, French, has been implemented since the mid-1960s and Finland introduced immersion in Swedish in the mid-1980s. As the core features of immersion education evolve in tandem with second language education theorizing (particularly as it relates to the interdependence and hybridity between and within languages), so too does the need to revisit the relevance of these core features across different contexts. In this vein, this chapter compares how changing socio-political realities in the two contexts have influenced program development in re…
Applying Affordances Scale as a Design Method : Case Virtual Reality Course Design
2021
Practitioners including designers and teachers developing Virtual Reality (VR) courses are facing a question regarding the strengths and subject areas in which VR-enriched courses might have the highest potential compared to conventional courses. The present study develops a survey scale to assess and match industry managers’ requirements for skills for working life. The same scale was surveyed among two different groups of higher education students participating in conventional courses and a VR-aided course. The results indicate that the industry requirements were higher than met by the both course types. However, the results highlight a set of skills for which the VR courses have the high…