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Using virtual reality mediation in a workplace setting for employees with disabilities: A pilot study 在残疾员工的工作场所设置中使用虚拟现实调解:一项试点研究
Pub Date : 2025-01-24 DOI: 10.1016/j.cexr.2025.100093
Hung Jen Kuo , Nigel Newbutt , Sarah George , Michael Laird
Virtual Reality (VR) evolves rapidly as a pervasive media and many have started to explore how VR can be used to support a wide range of people. VR technology is also being increasingly integrated into both business and educational settings, offering immersive experiences that enhance learning, training, collaboration, and customer engagement. More recently, the use of VR to aid employment for individuals with disabilities has become a topic of interest. One such innovation use case is the integration of VR meditation practices. VR meditation offers a promising avenue to enhance the well-being of individuals with disabilities in the workplace by providing an immersive method to manage stress, enhance focus, and foster relaxation. This pilot study included 23 participants with disabilities who engaged in daily 5-min VR meditation sessions for three days. Results demonstrated the feasibility and preliminary efficacy of the intervention. Participants reported positive experiences, including increased job satisfaction, work engagement, quality of life, and mindfulness. Statistically significant improvements were observed in participants’ work engagement. Participants also provide suggestions for employers looking to adopt a similar approach.
虚拟现实(VR)作为一种普及的媒体迅速发展,许多人已经开始探索如何使用VR来支持更广泛的人群。VR技术也越来越多地融入商业和教育环境,提供沉浸式体验,增强学习、培训、协作和客户参与度。最近,使用虚拟现实技术帮助残疾人就业已经成为一个有趣的话题。其中一个创新用例是VR冥想练习的整合。VR冥想提供了一个很有前途的途径,通过提供一种沉浸式的方法来管理压力,提高注意力,促进放松,从而提高工作场所残疾人的幸福感。这项试点研究包括23名残疾参与者,他们连续三天每天进行5分钟的VR冥想。结果证明了干预的可行性和初步效果。参与者报告了积极的体验,包括工作满意度、工作投入、生活质量和专注力的提高。从统计上看,参与者的工作投入度有了显著提高。参与者还为希望采用类似方法的雇主提供了建议。
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引用次数: 0
Building ethical virtual classrooms: Confucian perspectives on avatars and VR 构建伦理虚拟课堂:儒家对虚拟化身和虚拟现实的看法
Pub Date : 2025-01-04 DOI: 10.1016/j.cexr.2024.100092
Chi-Ming Lam
This paper examines the ethical implications of using avatars and virtual reality (VR) in education, focusing on issues such as privacy, identity representation, psychological impact, equity in access, and virtual bullying. Confucian ethics, emphasizing virtues like benevolence (ren), righteousness (yi), ritual propriety (li), wisdom (zhi), trustworthiness (xin), and loyalty (zhong), offers a valuable framework for addressing these challenges. Applying these principles, educators and policymakers can create environments that prioritize student well-being and moral development. By integrating Confucian ethics with contemporary ethical frameworks, including deontology, utilitarianism, and virtue ethics, this paper argues for more robust and comprehensive ethical guidelines. The holistic approach of Confucian ethics ensures respect for students’ identities, mental well-being, and equitable learning opportunities. Ultimately, fostering a culture of virtue, respect, and inclusivity can lead to a more ethical and harmonious educational landscape with the responsible use of educational technology.
本文研究了在教育中使用化身和虚拟现实(VR)的伦理影响,重点关注隐私、身份代表、心理影响、访问公平和虚拟欺凌等问题。儒家伦理强调仁(仁)、义(义)、礼(礼)、智(智)、信(信)、忠(忠)等美德,为解决这些挑战提供了一个有价值的框架。运用这些原则,教育者和决策者可以创造优先考虑学生福祉和道德发展的环境。通过将儒家伦理与当代伦理框架(包括义务论、功利主义和美德伦理)相结合,本文主张建立更健全和全面的伦理准则。儒家伦理的整体方法确保尊重学生的身份、心理健康和公平的学习机会。最终,培养一种美德、尊重和包容的文化,通过负责任地使用教育技术,可以创造一个更有道德、更和谐的教育环境。
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引用次数: 0
Perception of head shape, texture fidelity and head orientation of the instructor’s look-alike avatar 感知教练的头像的头部形状、纹理保真度和头部方向
Pub Date : 2024-12-26 DOI: 10.1016/j.cexr.2024.100091
Oyewole Oyekoya , Kwame Agyemang Baffour
Using look-alike avatars may enhance the likeability and realism of avatars in 3D virtual learning environments. This paper explores perception of the features of the look-alike avatar representations of an instructor in virtual environments in two studies. In a pilot study, an instructor was represented as a look-alike, stick, and video avatar, allowing us to investigate students’ perceptions of teaching effectiveness in virtual and augmented reality environments. The main study seeks to determine the influence of three specific features of a look-alike avatar (head shape, texture fidelity and head orientation) on perception of likeability and visual realism, especially when judged by other people. Two textured look-alike avatars were generated using: (i) three-dimensional (3D) stereophotogrammetry; and (ii) 3D face reconstruction from a single full-face image. Participants compared three different head orientations (0°, 45°, 90°) of the look-alike avatars’ textured heads to their corresponding head silhouettes, to emphasize the differences in head shapes. Results suggest that participants prefer geometrically-accurate photorealistic avatars of the instructor due to the accuracy of the head shape and texture fidelity. In line with studies on face recognition, participants ranked the likeability and realism of the look-alike avatars similarly regardless of the head orientation. We discuss the implications of these findings for 3D virtual learning environments.
在三维虚拟学习环境中,使用相似的虚拟角色可以提高虚拟角色的受欢迎程度和真实感。本文在两项研究中探讨了对虚拟环境中教师相似头像表征特征的感知。在一项初步研究中,一名教师被代表为一个相似的、手杖和视频化身,使我们能够调查学生在虚拟和增强现实环境中对教学效果的看法。主要研究旨在确定长相相似的虚拟化身的三个具体特征(头部形状、纹理保真度和头部方向)对人们对受欢迎程度和视觉真实感的感知的影响,尤其是在被其他人评判时。使用(i)三维(3D)立体摄影测量法生成两个纹理相似的化身;以及(ii)从单张全脸图像进行3D人脸重建。参与者将三种不同的头部方向(0°,45°,90°)与头像对应的头部轮廓进行比较,以强调头部形状的差异。结果表明,由于头部形状的准确性和纹理的保真度,参与者更喜欢几何精确的逼真的教练化身。与人脸识别研究一致的是,无论头像朝向如何,参与者对头像的可爱度和真实性的评价都是相似的。我们讨论了这些发现对3D虚拟学习环境的影响。
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引用次数: 0
Engage and learn: Improved learning of cellular structures using a virtual reality-based learning experience 参与和学习:使用基于虚拟现实的学习体验改进细胞结构的学习
Pub Date : 2024-12-01 DOI: 10.1016/j.cexr.2024.100089
Heino Laubscher , Ben Loos , Rensu P. Theart
This study investigates the efficacy of Virtual Reality (VR) as an interactive tool for teaching complex cellular structures and functions. Despite VR’s growing popularity in education, its effectiveness remains debated, often due to the absence of guiding learning theories in VR design studies. Addressing this gap, we developed a VR-based learning experience grounded in the Cognitive Theory of Multimedia Learning (CTML). Utilising modern microscopy techniques, we transformed confocal microscopy z-stacks into three-dimensional cellular structures, enhanced with artistic impressions for VR visualisation. A user study with 52 participants, primarily engineering students, compared the VR learning experience to traditional slideshow methods. Results indicated that the VR group demonstrated significantly higher learning performance and understanding of mammalian cell structures compared to the slideshow group. Additionally, participants in the VR group reported greater intrinsic motivation, presence, and perceived learning effectiveness. These findings suggest VR’s potential as a superior teaching tool in cell physiology and underscore the importance of integrating learning theories like CTML in VR educational design. The principles applied in this study could extend to other educational domains, enhancing learning outcomes through well-theorised VR applications.
本研究探讨虚拟实境(VR)作为教学复杂细胞结构和功能的互动工具的功效。尽管VR在教育中越来越受欢迎,但其有效性仍存在争议,这通常是由于VR设计研究中缺乏指导性学习理论。为了解决这一问题,我们开发了一种基于虚拟现实的学习体验,该体验基于多媒体学习的认知理论(CTML)。利用现代显微镜技术,我们将共聚焦显微镜转换成三维细胞结构,增强了VR可视化的艺术印象。一项由52名参与者(主要是工程系学生)参与的用户研究将VR学习体验与传统的幻灯片学习方法进行了比较。结果表明,与幻灯片组相比,VR组表现出更高的学习成绩和对哺乳动物细胞结构的理解。此外,VR组的参与者报告了更大的内在动机、存在感和感知学习效率。这些发现表明VR作为细胞生理学优秀教学工具的潜力,并强调了将CTML等学习理论整合到VR教育设计中的重要性。本研究中应用的原则可以扩展到其他教育领域,通过理论完善的VR应用来提高学习效果。
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引用次数: 0
Using cospaces in augmented reality digital story creation: A thematic analysis 在增强现实数字故事创作中使用共空间:专题分析
Pub Date : 2024-12-01 DOI: 10.1016/j.cexr.2024.100090
Davy Tsz Kit Ng , Wan Yee Winsy Lai , Morris Siu-yung Jong , Chi Wui Ng
With the digital affordances of augmented reality (AR) technologies, research has shown their value for contextualized, interactive and collaborative language learning through supporting real-world immersion. In recent years, CoSpaces has been a popular AR learning tool with an extensive library of 3D models and constructive gadgets, as well as a visual programming platform. With this tool, students can create projects of digital stories by building personalized AR artifacts, scenes, and storylines, and then share their projects in a dynamic and global community of children. This study examined the characteristics of 39 selected CoSpaces’ open projects via thematic analysis and categorization into five learning contexts: (1) art, history, culture and design, (2) STEM, (3) classroom English and everyday communication, (4) fairy tale/literature, and (5) campus tour. Furthermore, this study identified six language learning competencies derived from digital story creation: (1) discovering knowledge, (2) connecting to prior experience and knowledge, (3) conducting research, (4) problem-solving, (5) expressing and creating digitally, as well as (6) presenting, appreciating and evaluating. Digital literacy refers to the ability to use technology to find, evaluate, create, and communicate information. In addition, three major types of digital literacy skills necessary for AR digital storytelling processes have been identified, encompassing digital creativity, technoligcal proficiency, and research skills. Our results contribute to discovering educational values in developing digital language competency through AR digital story creation. Recommendations are offered for future research and for educators to design appropriate AR learning experiences.
随着增强现实(AR)技术的数字启示,研究表明,通过支持现实世界沉浸,增强现实技术在情境化、互动性和协作性语言学习中的价值。近年来,CoSpaces已经成为一个流行的AR学习工具,它拥有广泛的3D模型库和建设性的小工具,以及一个可视化编程平台。有了这个工具,学生们可以通过构建个性化的AR人工制品、场景和故事情节来创建数字故事项目,然后在一个充满活力的全球儿童社区中分享他们的项目。本研究通过主题分析和分类,考察了39个选定的CoSpaces开放项目的特点,并将其分为五种学习情境:(1)艺术、历史、文化和设计,(2)STEM,(3)课堂英语和日常交流,(4)童话/文学,(5)校园游览。此外,本研究确定了从数字故事创作中获得的六种语言学习能力:(1)发现知识,(2)连接先前的经验和知识,(3)进行研究,(4)解决问题,(5)数字化表达和创作,以及(6)呈现,欣赏和评估。数字素养指的是使用技术发现、评估、创造和交流信息的能力。此外,已经确定了增强现实数字叙事过程所需的三种主要类型的数字素养技能,包括数字创造力、技术熟练程度和研究技能。我们的研究结果有助于发现通过AR数字故事创作培养数字语言能力的教育价值。为未来的研究和教育工作者设计适当的AR学习体验提供了建议。
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引用次数: 0
A virtual classroom map-based immersive VR learning approach to fostering collaborative learning 基于虚拟教室地图的沉浸式 VR 学习方法,促进协作学习
Pub Date : 2024-11-19 DOI: 10.1016/j.cexr.2024.100088
Xiuli Huang , Felicitas Macgilchrist
The Virtual Reality (VR) supported collaborative learning approach has been approved as effective collaborative learning in various education by many researchers. However, optimizing high-level collaborative activities for sharing and building knowledge in VR technology-based collaborative learning is lacking. In this study, a virtual classroom map approach was proposed to enhance classroom knowledge-sharing culture and in the meantime support teachers in observing group work and to help students obtain feedback in the immersive virtual reality (IVR) supported collaborative learning in schooling. A randomized crossover design was used to compare the virtual classroom map-supported IVR learning approach (condition 1) and the IVR learning without virtual classroom map approach (condition 2) in English as a Foreign Language (EFL) education in two schools in East Germany. Data analysis showed that: (1) The virtual classroom map-supported IVR learning approach (MIVRL) improved students' content performance on writing tasks compared to IVR learning without the virtual classroom map approach (IVRL). (2) Despite its complex choreography of devices, the MIVRL did not reduce students’ interests and did not increase their fear of failure. (3) The proposed MIVRL approach showed the possibility of turning VR into a practice strengthening a “culture of sharing” in formal education. The results suggest that the virtual classroom map approach may be implemented as a tool for assisting VR-supported collaborative learning. Moreover, with the virtual classroom map, VR can be turned into a practice strengthening a “culture of sharing” in immersive learning.
虚拟现实(VR)支持的协作学习方法已被许多研究人员认可为各种教育中有效的协作学习方法。然而,在基于虚拟现实技术的协作学习中,如何优化高层次的协作活动,以实现知识共享和知识建构,尚属空白。本研究提出了一种虚拟课堂地图方法,以增强课堂知识共享文化,同时支持教师观察小组工作,并帮助学生在学校教育中的沉浸式虚拟现实(IVR)支持的协作学习中获得反馈。在东德两所学校的英语作为外语(EFL)教学中,采用了随机交叉设计,比较了有虚拟教室地图支持的 IVR 学习方法(条件 1)和无虚拟教室地图支持的 IVR 学习方法(条件 2)。数据分析显示(1) 与不使用虚拟教室地图的 IVR 学习方法(IVRL)相比,使用虚拟教室地图支持的 IVR 学习方法(MIVRL)提高了学生在写作任务中的内容表现。(2) 尽管 MIVRL 的设备编排复杂,但并没有降低学生的兴趣,也没有增加他们对失败的恐惧。(3) 拟议的 MIVRL 方法表明,在正规教育中,有可能将 VR 转化为加强 "共享文化 "的实践。研究结果表明,虚拟教室地图方法可以作为辅助 VR 支持的协作学习的工具来实施。此外,有了虚拟教室地图,VR 可以成为加强沉浸式学习中 "分享文化 "的一种实践。
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引用次数: 0
Immersive quantum: A systematic literature review of XR in quantum technology education 身临其境的量子:量子技术教育中的 XR 系统文献综述
Pub Date : 2024-11-07 DOI: 10.1016/j.cexr.2024.100087
Ge Song, Xunan Wang, Rami Ghannam
Recent advancements in quantum technology have created an urgent need for skilled professionals in this field, necessitating innovative educational approaches. This systematic literature review investigates the integration of Extended Reality (XR), including Virtual and Augmented Reality, in quantum technology education. We analyzed 19 shortlisted articles from major digital libraries using comprehensive methodologies, including refined search strings, rigorous inclusion and exclusion criteria as well as manual filtering. Our analysis highlights the application of XR technology across various quantum disciplines, predominantly quantum computing and quantum chemistry, at different educational levels, with a focus on university-level education. Notably, our review reveals a dominance of design-development research, a scarcity of empirical studies and a significant absence of educational learning theories as foundational frameworks. Additionally, we identify critical gaps in the current research landscape, including limited focus on immersive design elements and learner engagement strategies. The findings point towards emerging opportunities for future research, emphasizing the need for more empirical studies, intervention features and a holistic integration of educational learning theories. This review serves as a roadmap for advancing XR-based quantum education, fostering innovative research directions and shaping effective teaching practices.
量子技术的最新进展迫切需要该领域的专业技术人才,因此需要创新的教育方法。本系统性文献综述调查了扩展现实(XR)(包括虚拟现实和增强现实)在量子技术教育中的整合情况。我们采用综合方法,包括细化搜索字符串、严格的纳入和排除标准以及人工筛选,分析了从主要数字图书馆中筛选出的 19 篇文章。我们的分析强调了 XR 技术在不同量子学科(主要是量子计算和量子化学)不同教育层次的应用,重点是大学教育。值得注意的是,我们的综述显示,设计开发研究占主导地位,实证研究很少,而作为基础框架的教育学习理论则严重缺失。此外,我们还发现了当前研究领域中的关键空白,包括对沉浸式设计元素和学习者参与策略的关注有限。研究结果指出了未来研究的新机遇,强调需要更多的实证研究、干预特点以及教育学习理论的全面整合。本综述可作为推进基于 XR 的量子教育、促进创新研究方向和形成有效教学实践的路线图。
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引用次数: 0
Examining reading proficiency and science learning using mixed reality in elementary school science 利用混合现实技术考察小学科学中的阅读能力和科学学习情况
Pub Date : 2024-11-02 DOI: 10.1016/j.cexr.2024.100086
Leonard A. Annetta , Mark H. Newton , Yvonne Franco , Ashley Johnson , Denise Bressler
Scientific literacy is foundational for many young learners in primary school grades when they have mastered the ability to comprehend vocabulary terms and the science concepts behind them. Text with engaging visual imagery can improve students' comprehension, enhance retrieval, and increase retention when it is integrated into either or both reading and science instruction. Integrating multimedia experiences into science content reading to enhance text through mixed reality (MR) has the potential to supplement both understanding of science concepts and reading ability. This study examined whether reading elementary science text, heavy in science vocabulary, through MR enhanced students’ reading fluency and/or science content learning. A quasi-experimental convergent mixed methods one group pretest-posttest design was employed with 24 grade 5 students in a rural area of the United States Mid-Atlantic region. Data sources included a reading fluency and retelling test, physical and chemical changes end of unit test, and post-interviews. Wilcoxon Signed Rank Tests suggested reading fluency and comprehension gains were statistically significant (p < .05). Qualitative analyses suggested audio integration, enjoyment while engaging with the MR, and finally the visual components of the MR enhanced the learning process. Findings suggest a potential for MR to increase science learning and reading interest especially among low-proficiency readers.
许多小学低年级学生在掌握了理解词汇和词汇背后的科学概念的能力后,科学素养就成为了他们的基础。将具有引人入胜的视觉形象的文本整合到阅读和科学教学中,可以提高学生的理解能力,增强检索能力,并增加记忆。将多媒体体验整合到科学内容阅读中,通过混合现实(MR)增强文本,有可能补充对科学概念的理解和阅读能力。本研究探讨了通过混合现实技术阅读科学词汇量较大的小学科学课文是否能提高学生的阅读流畅性和/或科学内容学习能力。本研究采用了准实验收敛混合方法,对美国大西洋中部农村地区的 24 名五年级学生进行了一组前测-后测设计。数据来源包括阅读流畅性和复述测试、物理和化学变化单元期末测试以及后期访谈。Wilcoxon Signed Rank Tests 表明,阅读流利度和理解能力的提高在统计学上具有显著意义(p < .05)。定性分析表明,音频整合、参与磁共振学习时的愉悦感以及磁共振的视觉组件最终都增强了学习过程。研究结果表明,MR 有可能提高科学学习和阅读兴趣,尤其是对低水平读者而言。
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引用次数: 0
Unlocking the power of immersive learning: The FAIRI instructional design proposition for adaptive immersive virtual reality 释放沉浸式学习的力量:适应性沉浸式虚拟现实的 FAIRI 教学设计主张
Pub Date : 2024-10-11 DOI: 10.1016/j.cexr.2024.100084
Gilles Obourdin , Sven de Maeyer , Piet Van den Bossche
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引用次数: 0
Designing a virtual reality system for clinical education and examination 为临床教育和考试设计虚拟现实系统
Pub Date : 2024-10-10 DOI: 10.1016/j.cexr.2024.100083
Olawale Babatunde Akinwale , Olatunde Abiona , Ayodeji Oludola Oluwatope , Olayinka Donald Otuyemi , Omotade Adebimpe Ijarotimi , Abiola Olubusola Komolafe , Stephen Babatunde Aregbesola , Babatope Ayodeji Kolawole , Olufemi Mayowa Adetutu , Ojo Melvin Agunbiade , Adeboye Titus Ayinde , Lanre Idowu , Oluseye Ademola Okunola , Alaba Adeyemi Adediwura
The COVID-19 pandemic clearly showed how much medical and clinical students’ education relied on physical instruction and examination. The work presented here was born by the fact that medical and clinical education had to be suspended during the social distancing phase of the pandemic. This work presents the lessons learned from creating a virtual reality system (VTRACS) for educating and assessing clinical students on a limited budget. Our work showed that clinical education could be done in a virtual space with a minimal virtual reality setup and a low-cost virtual reality headset.
COVID-19 大流行清楚地表明,医学和临床专业学生的教育在很大程度上依赖于体能教学和检查。在大流行病的社会疏远阶段,医学和临床教育不得不暂停,本文介绍的工作就是在这种情况下产生的。这项工作介绍了在预算有限的情况下创建虚拟现实系统(VTRACS)以教育和评估临床学生的经验教训。我们的工作表明,临床教育可以在虚拟空间中进行,只需最低限度的虚拟现实设置和低成本的虚拟现实耳机。
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引用次数: 0
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Computers & Education: X Reality
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