Pub Date : 2024-07-26DOI: 10.3389/frvir.2024.1353941
Wilbert Tabone, R. Happee, Yue Yang, Ehsan Sadraei, Jorge García de Pedro, Yee Mun Lee, Natasha Merat, Joost de Winter
Introduction: Augmented reality (AR) has been increasingly studied in transportation, particularly for drivers and pedestrians interacting with automated vehicles (AVs). Previous research evaluated AR interfaces using online video-based questionnaires but lacked human-subject research in immersive environments. This study examined if prior online evaluations of nine AR interfaces could be replicated in an immersive virtual environment and if AR interface effectiveness depends on pedestrian attention allocation.Methods: Thirty participants completed 120 trials in a CAVE-based simulator with yielding and non-yielding AVs, rating the interface’s intuitiveness and crossing the road when they felt safe. To emulate visual distraction, participants had to look into an attention-attractor circle that disappeared 1 s after the interface appeared.Results: The results showed that intuitiveness ratings from the current CAVE-based study and the previous online study correlated strongly (r ≈ 0.90). Head-locked interfaces and familiar designs (augmented traffic lights, zebra crossing) yielded higher intuitiveness ratings and quicker crossing initiations than vehicle-locked interfaces. Vehicle-locked interfaces were less effective when the attention-attractor was on the environment’s opposite side, while head-locked interfaces were relatively unaffected by attention-attractor position.Discussion: In conclusion, this ‘AR in VR’ study shows strong congruence between intuitiveness ratings in a CAVE-based study and online research, and demonstrates the importance of interface placement in relation to user gaze direction.
简介:增强现实技术(AR)在交通领域的应用越来越广泛:增强现实(AR)技术在交通领域的应用越来越广泛,尤其是驾驶员和行人与自动驾驶汽车(AV)的交互。以往的研究使用基于在线视频的问卷对增强现实界面进行评估,但缺乏在沉浸式环境中的人类主体研究。本研究考察了之前对九种 AR 界面的在线评估是否可以在沉浸式虚拟环境中复制,以及 AR 界面的有效性是否取决于行人的注意力分配:方法:30 名参与者在基于 CAVE 的模拟器中完成了 120 次让行和非让行 AV 的试验,对界面的直观性进行评分,并在感觉安全时穿过马路。为了模拟视觉分心,参与者必须注视一个注意力吸引圆圈,该圆圈在界面出现 1 秒后消失:结果表明,当前基于 CAVE 的研究和之前的在线研究得出的直观性评分具有很强的相关性(r ≈ 0.90)。与车辆锁定界面相比,头部锁定界面和熟悉的设计(增强交通信号灯、斑马线)获得的直观性评分更高,过马路的启动速度更快。当注意力吸引者位于环境的另一侧时,车辆锁定界面的效果较差,而头部锁定界面则相对不受注意力吸引者位置的影响:总之,这项 "VR 中的 AR "研究表明,基于 CAVE 的研究和在线研究的直观性评分之间存在很强的一致性,并证明了与用户注视方向相关的界面位置的重要性。
{"title":"Immersive insights: evaluating augmented reality interfaces for pedestrians in a CAVE-based experiment","authors":"Wilbert Tabone, R. Happee, Yue Yang, Ehsan Sadraei, Jorge García de Pedro, Yee Mun Lee, Natasha Merat, Joost de Winter","doi":"10.3389/frvir.2024.1353941","DOIUrl":"https://doi.org/10.3389/frvir.2024.1353941","url":null,"abstract":"Introduction: Augmented reality (AR) has been increasingly studied in transportation, particularly for drivers and pedestrians interacting with automated vehicles (AVs). Previous research evaluated AR interfaces using online video-based questionnaires but lacked human-subject research in immersive environments. This study examined if prior online evaluations of nine AR interfaces could be replicated in an immersive virtual environment and if AR interface effectiveness depends on pedestrian attention allocation.Methods: Thirty participants completed 120 trials in a CAVE-based simulator with yielding and non-yielding AVs, rating the interface’s intuitiveness and crossing the road when they felt safe. To emulate visual distraction, participants had to look into an attention-attractor circle that disappeared 1 s after the interface appeared.Results: The results showed that intuitiveness ratings from the current CAVE-based study and the previous online study correlated strongly (r ≈ 0.90). Head-locked interfaces and familiar designs (augmented traffic lights, zebra crossing) yielded higher intuitiveness ratings and quicker crossing initiations than vehicle-locked interfaces. Vehicle-locked interfaces were less effective when the attention-attractor was on the environment’s opposite side, while head-locked interfaces were relatively unaffected by attention-attractor position.Discussion: In conclusion, this ‘AR in VR’ study shows strong congruence between intuitiveness ratings in a CAVE-based study and online research, and demonstrates the importance of interface placement in relation to user gaze direction.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"54 23","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141799583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-22DOI: 10.3389/frvir.2024.1390703
Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, M. Latoschik
This paper presents a novel approach to altering how time is perceived in Virtual Reality (VR). It involves manipulating the speed and pattern of motion in objects associated with timekeeping, both directly (such as clocks) and indirectly (like pendulums). Objects influencing our perception of time are called ‘zeitgebers‘; for instance, observing a clock or pendulum tends to affect how we perceive the passage of time. The speed of motion of their internal parts (clock hands or pendulum rings) is explicitly or implicitly related to the perception of time. However, the perceptual effects of accelerating or decelerating the speed of a virtual clock or pendulum in VR is still an open question. We hypothesize that the acceleration of their internal motion will accelerate the passage of time and that the irregularity of the orbit pendulum’s motion will amplify this effect. We anticipate that the irregular movements of the pendulum will lower boredom and heighten attention, thereby making time seem to pass more quickly. Therefore, we conducted an experiment with 32 participants, exposing them to two types of virtual zeitgebers exhibiting both regular and irregular motions. These were a virtual clock and an orbit pendulum, each operating at slow, normal, and fast speeds. Our results revealed that time passed by faster when participants observed virtual zeitgebers in the fast speed condition than in the slow speed condition. The orbit pendulum significantly accelerated the perceived passage of time compared to the clock. We believe that the irregular motion requires a higher degree of attention, which is confirmed by the significantly longer gaze fixations of the participants. These findings are crucial for time perception manipulation in VR, offering potential for innovative treatments for conditions like depression and improving wellbeing. Yet, further clinical research is needed to confirm these applications.
{"title":"Object Motion Manipulation and time perception in virtual reality","authors":"Maximilian Landeck, Fabian Unruh, Jean-Luc Lugrin, M. Latoschik","doi":"10.3389/frvir.2024.1390703","DOIUrl":"https://doi.org/10.3389/frvir.2024.1390703","url":null,"abstract":"This paper presents a novel approach to altering how time is perceived in Virtual Reality (VR). It involves manipulating the speed and pattern of motion in objects associated with timekeeping, both directly (such as clocks) and indirectly (like pendulums). Objects influencing our perception of time are called ‘zeitgebers‘; for instance, observing a clock or pendulum tends to affect how we perceive the passage of time. The speed of motion of their internal parts (clock hands or pendulum rings) is explicitly or implicitly related to the perception of time. However, the perceptual effects of accelerating or decelerating the speed of a virtual clock or pendulum in VR is still an open question. We hypothesize that the acceleration of their internal motion will accelerate the passage of time and that the irregularity of the orbit pendulum’s motion will amplify this effect. We anticipate that the irregular movements of the pendulum will lower boredom and heighten attention, thereby making time seem to pass more quickly. Therefore, we conducted an experiment with 32 participants, exposing them to two types of virtual zeitgebers exhibiting both regular and irregular motions. These were a virtual clock and an orbit pendulum, each operating at slow, normal, and fast speeds. Our results revealed that time passed by faster when participants observed virtual zeitgebers in the fast speed condition than in the slow speed condition. The orbit pendulum significantly accelerated the perceived passage of time compared to the clock. We believe that the irregular motion requires a higher degree of attention, which is confirmed by the significantly longer gaze fixations of the participants. These findings are crucial for time perception manipulation in VR, offering potential for innovative treatments for conditions like depression and improving wellbeing. Yet, further clinical research is needed to confirm these applications.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"85 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141817492","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-18DOI: 10.3389/frvir.2024.1396280
Zhennuo Song, Leighton Evans
This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) “things” play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technological tools, solutions and various visitor experience modalities in the museum sector. However, only a few papers focus on the theoretical aspects of using XR in museums. This empirical study adopts a qualitative research methodology, and 22 semi-structured interviews with specialists in XR design and development, museum culture, curation and museum exhibitions are conducted. The findings suggest that XR enhances museum curation and exhibition practices by providing new dimensions for interacting with museum objects. This aligns with Heidegger’s “the thing” and “fourfold” concepts—the integration of mortals (i.e., museum visitors), earth (i.e., the activities participated in by the visitors), sky (i.e., the potentialities and ideas stimulated by the artefacts) and divinities (i.e., the visitors’ emotions while interacting with the exhibits). Therefore, these new interactions, enabled by XR, can accentuate the narratives attached to and the meaning of the artefacts within the digital museum space, facilitating new understandings and relationships with history due to the digitisation of objects. Furthermore, this can potentially impact XR’s use in developing multi-channel curation and multi-sensory visitor experiences in museums and cultural heritage institutions.
{"title":"The museum of digital things: extended reality and museum practices","authors":"Zhennuo Song, Leighton Evans","doi":"10.3389/frvir.2024.1396280","DOIUrl":"https://doi.org/10.3389/frvir.2024.1396280","url":null,"abstract":"This study presents a philosophical reconceptualisation of museums using phenomenological frameworks. It explores the role extended reality (XR) “things” play in the museum experience and studies how their function differs from traditional objects. Existing studies highlight the technological tools, solutions and various visitor experience modalities in the museum sector. However, only a few papers focus on the theoretical aspects of using XR in museums. This empirical study adopts a qualitative research methodology, and 22 semi-structured interviews with specialists in XR design and development, museum culture, curation and museum exhibitions are conducted. The findings suggest that XR enhances museum curation and exhibition practices by providing new dimensions for interacting with museum objects. This aligns with Heidegger’s “the thing” and “fourfold” concepts—the integration of mortals (i.e., museum visitors), earth (i.e., the activities participated in by the visitors), sky (i.e., the potentialities and ideas stimulated by the artefacts) and divinities (i.e., the visitors’ emotions while interacting with the exhibits). Therefore, these new interactions, enabled by XR, can accentuate the narratives attached to and the meaning of the artefacts within the digital museum space, facilitating new understandings and relationships with history due to the digitisation of objects. Furthermore, this can potentially impact XR’s use in developing multi-channel curation and multi-sensory visitor experiences in museums and cultural heritage institutions.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 18","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141826907","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-11DOI: 10.3389/frvir.2024.1268780
Alma F. Hertwig, André Brandewiede, Markus A. Feufel
In a context of increased competition due to growing customer centricity and product diversity, the automotive industry is challenged to improve the efficiency of its production processes. The design of the work system plays a decisive role in this. Virtual technologies are seen as having great potential to support this process. In this field study, the use of a user-centered Virtual Reality (VR) application for planning workshops was investigated. Over several weeks, the technology was used in the productive 3P workshop. The focus was on the acceptance of the professional groups, which is crucial for the successful integration of VR technology. To evaluate this, a questionnaire study based on the Unified Theory of Acceptance and Use of Technology (UTAUT), task-technology fit, and User Experience Questionnaire (UEQ) was conducted with 83 participants. Results show that VR technology can be used to conduct 3P workshops and enable acceleration. Determinants of user acceptance are task-technology fit, user experience of the software and how well occupational groups are supported by the technology. Age and prior VR experience did not have a significant impact on user acceptance. The results are discussed with respect to their theoretical and practical implications and limitations are identified.
{"title":"Using virtual reality to support the design of work systems in 3P workshops: a use case from the automotive industry","authors":"Alma F. Hertwig, André Brandewiede, Markus A. Feufel","doi":"10.3389/frvir.2024.1268780","DOIUrl":"https://doi.org/10.3389/frvir.2024.1268780","url":null,"abstract":"In a context of increased competition due to growing customer centricity and product diversity, the automotive industry is challenged to improve the efficiency of its production processes. The design of the work system plays a decisive role in this. Virtual technologies are seen as having great potential to support this process. In this field study, the use of a user-centered Virtual Reality (VR) application for planning workshops was investigated. Over several weeks, the technology was used in the productive 3P workshop. The focus was on the acceptance of the professional groups, which is crucial for the successful integration of VR technology. To evaluate this, a questionnaire study based on the Unified Theory of Acceptance and Use of Technology (UTAUT), task-technology fit, and User Experience Questionnaire (UEQ) was conducted with 83 participants. Results show that VR technology can be used to conduct 3P workshops and enable acceleration. Determinants of user acceptance are task-technology fit, user experience of the software and how well occupational groups are supported by the technology. Age and prior VR experience did not have a significant impact on user acceptance. The results are discussed with respect to their theoretical and practical implications and limitations are identified.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"70 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141658457","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-11DOI: 10.3389/frvir.2024.1357595
Beatriz Peña-Acuña, Fernando D. Rubio-Alcalá
This study explores the ethical implications of integrating advanced immersive technologies into education using a snowball documentary methodology, considering multidisciplinary perspectives. Advocating for a holistic approach, it suggests combining legal frameworks, ethical codes, and educational programs centered on core values. The evolving ethical landscape of immersive technologies reveals varied viewpoints among researchers, with some emphasizing concerns and others highlighting advantages. Additionally, some leverage immersive technologies for ethical education in response to emerging challenges. Post-implementation, ethical challenges and norms contribute to the ongoing expansion of the topic. A closer examination identifies nuanced differences and commonalities between immersive technologies and the Metaverse, emphasizing multifaceted considerations. Legal aspects are thoroughly covered in AR, VR, and MxR technologies, while the Metaverse focuses on identity protection. In education, immersive technologies exhibit more developed ethical concerns, underscoring the richness compared to the Metaverse.
{"title":"Ethical approach to the use of immersive technologies. Advance about digitalisation of multilingual programs in the EHEA","authors":"Beatriz Peña-Acuña, Fernando D. Rubio-Alcalá","doi":"10.3389/frvir.2024.1357595","DOIUrl":"https://doi.org/10.3389/frvir.2024.1357595","url":null,"abstract":"This study explores the ethical implications of integrating advanced immersive technologies into education using a snowball documentary methodology, considering multidisciplinary perspectives. Advocating for a holistic approach, it suggests combining legal frameworks, ethical codes, and educational programs centered on core values. The evolving ethical landscape of immersive technologies reveals varied viewpoints among researchers, with some emphasizing concerns and others highlighting advantages. Additionally, some leverage immersive technologies for ethical education in response to emerging challenges. Post-implementation, ethical challenges and norms contribute to the ongoing expansion of the topic. A closer examination identifies nuanced differences and commonalities between immersive technologies and the Metaverse, emphasizing multifaceted considerations. Legal aspects are thoroughly covered in AR, VR, and MxR technologies, while the Metaverse focuses on identity protection. In education, immersive technologies exhibit more developed ethical concerns, underscoring the richness compared to the Metaverse.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"133 27","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141656543","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-10DOI: 10.3389/frvir.2024.1432282
Beñat Amestoy Alonso, T. Donegan, Isaac Calvis, Justyna Świdrak, Edgar Rodriguez, Caribay Vargas-Reverón, Andrés Combalia, Ramon Oliva Martinez, Maria V. Sanchez-Vives
Patient focus groups can be invaluable for facilitating user-centered design of medical devices and new technologies, effectively capturing the richness and depth of patient experiences to help thoroughly assess feasibility, tolerance, and usability. While the metaverse holds promise for healthcare applications, its use in patient focus groups remains unexplored. In this Perspective we discuss the potential of the metaverse for conducting focus groups with patients. The theme of the focus group was the design and development of a therapeutic virtual reality application for patients with chronic low back pain. We carried out a pilot study comparing a focus group in a shared virtual space versus a physical location. This experience was positively received by patients, researchers, and clinicians, suggesting the metaverse is a viable medium for conducting these meetings and has potential advantages for remotely located participants, opening the doors for future expansion beyond focus groups to encompass all kinds of patient support and information groups. This approach fosters patient-centered healthcare by helping to facilitate patient voices directly into the design process, which may help lead to improved healthcare delivery, patient satisfaction, and treatment outcomes.
{"title":"Focus groups in the metaverse: shared virtual spaces for patients, clinicians, and researchers","authors":"Beñat Amestoy Alonso, T. Donegan, Isaac Calvis, Justyna Świdrak, Edgar Rodriguez, Caribay Vargas-Reverón, Andrés Combalia, Ramon Oliva Martinez, Maria V. Sanchez-Vives","doi":"10.3389/frvir.2024.1432282","DOIUrl":"https://doi.org/10.3389/frvir.2024.1432282","url":null,"abstract":"Patient focus groups can be invaluable for facilitating user-centered design of medical devices and new technologies, effectively capturing the richness and depth of patient experiences to help thoroughly assess feasibility, tolerance, and usability. While the metaverse holds promise for healthcare applications, its use in patient focus groups remains unexplored. In this Perspective we discuss the potential of the metaverse for conducting focus groups with patients. The theme of the focus group was the design and development of a therapeutic virtual reality application for patients with chronic low back pain. We carried out a pilot study comparing a focus group in a shared virtual space versus a physical location. This experience was positively received by patients, researchers, and clinicians, suggesting the metaverse is a viable medium for conducting these meetings and has potential advantages for remotely located participants, opening the doors for future expansion beyond focus groups to encompass all kinds of patient support and information groups. This approach fosters patient-centered healthcare by helping to facilitate patient voices directly into the design process, which may help lead to improved healthcare delivery, patient satisfaction, and treatment outcomes.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"4 24","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141661808","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-04DOI: 10.3389/frvir.2024.1332874
Triton Ong, Janelle F. Barrera, Charvi Sunkara, Hiral C. Soni, Julia Ivanova, Mollie R. Cummins, Kaitlyn R. Schuler, Hattie Wilczewski, Brandon M. Welch, Brian E. Bunnell
Virtual reality (VR) is an emerging technology that can enhance experiences and outcomes in mental healthcare. However, mental health therapists have been slow to adopt VR into practice. Implementation of telehealth-based VR therapy (tele-VR) could catalyze adoption and innovation in mental healthcare. To explore therapists’ perspectives on tele-VR, we conducted a cross-sectional survey of practicing mental health providers in the United States in June-July 2023. We analyzed 176 completed surveys from therapists, of whom 51.14% had no prior experience with VR, only 6.25% had used VR clinically, and 56.82% had neutral impressions of VR for therapy. Despite therapists’ general inexperience with VR, therapists indicated a wide variety of tele-VR simulations (e.g., social situations, flying, heights) and features (e.g., personalized spaces, homework, interactivity) would be moderately to extremely useful for their practices. Therapists also requested additional VR simulations and features for their telehealth clients such as behavioral skills training, exposure therapy, gender identity therapy, and psychological assessments in VR. Therapists rated Health Insurance Portability and Accountability Act compliance, the ability to try VR before buying, affordability for therapists, accessibility for clients, and insurance coverage as the five most influential implementation factors for tele-VR. Overall, therapists were generally inexperienced and neutral about VR for telehealth therapy, but were interested in tele-VR for specific applications. These findings provide actionable directions for future research and collaborative development of therapeutic VR content and features.
{"title":"Mental health providers are inexperienced but interested in telehealth-based virtual reality therapy: survey study","authors":"Triton Ong, Janelle F. Barrera, Charvi Sunkara, Hiral C. Soni, Julia Ivanova, Mollie R. Cummins, Kaitlyn R. Schuler, Hattie Wilczewski, Brandon M. Welch, Brian E. Bunnell","doi":"10.3389/frvir.2024.1332874","DOIUrl":"https://doi.org/10.3389/frvir.2024.1332874","url":null,"abstract":"Virtual reality (VR) is an emerging technology that can enhance experiences and outcomes in mental healthcare. However, mental health therapists have been slow to adopt VR into practice. Implementation of telehealth-based VR therapy (tele-VR) could catalyze adoption and innovation in mental healthcare. To explore therapists’ perspectives on tele-VR, we conducted a cross-sectional survey of practicing mental health providers in the United States in June-July 2023. We analyzed 176 completed surveys from therapists, of whom 51.14% had no prior experience with VR, only 6.25% had used VR clinically, and 56.82% had neutral impressions of VR for therapy. Despite therapists’ general inexperience with VR, therapists indicated a wide variety of tele-VR simulations (e.g., social situations, flying, heights) and features (e.g., personalized spaces, homework, interactivity) would be moderately to extremely useful for their practices. Therapists also requested additional VR simulations and features for their telehealth clients such as behavioral skills training, exposure therapy, gender identity therapy, and psychological assessments in VR. Therapists rated Health Insurance Portability and Accountability Act compliance, the ability to try VR before buying, affordability for therapists, accessibility for clients, and insurance coverage as the five most influential implementation factors for tele-VR. Overall, therapists were generally inexperienced and neutral about VR for telehealth therapy, but were interested in tele-VR for specific applications. These findings provide actionable directions for future research and collaborative development of therapeutic VR content and features.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":" 4","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141677617","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-07-04DOI: 10.3389/frvir.2024.1402093
Casey J. Clay, John R. Budde, Andrea Q. Hoang, Armen Gushchyan
As technological advancements continue to redefine the landscape of adult education and training, virtual reality (VR) has emerged as a potent tool for enhancing skill acquisition. This literature review synthesizes existing research on the utilization of immersive and discrete VR in training adults in the medical domain. The primary focus was on understanding the effectiveness, challenges, and potential applications of VR-based training programs. Specifically, we reviewed studies related to practical skills critical to safety that target a non-surgical, discrete medical procedure (e.g., diabetes care procedures, how to correctly set a G-tube, CPR, correct personal protective equipment [PPE] usage) using an immersive VR technology as a training modality. Further, the studies reviewed had to include a comparison of immersive VR training to that of a business-as-usual (BAU) method. We conducted a review of the six studies that met the criteria and coded variables related to what technology was used, targeted skills being trained, social validity, effectiveness of the intervention, and whether generalization occurred. Key themes explored in the literature include the role of immersive experiences in enhancing learning outcomes when comparing VR training to BAU and the adaptability of VR platforms to different skill sets. Special attention was given to identifying factors that contribute to the success or limitation of VR-based training initiatives, including individual differences, technology acceptance, and effectiveness.
随着技术进步不断重新定义成人教育和培训领域,虚拟现实(VR)已成为提高技能习得的有效工具。这篇文献综述了在医疗领域利用沉浸式和离散式虚拟现实技术对成人进行培训的现有研究。主要重点是了解基于 VR 的培训项目的有效性、挑战和潜在应用。具体来说,我们审查了与对安全至关重要的实用技能相关的研究,这些技能针对非手术、独立的医疗程序(例如,糖尿病护理程序、如何正确设置 G 型管、心肺复苏术、正确使用个人防护设备 [PPE]),使用沉浸式 VR 技术作为培训方式。此外,所审查的研究必须包括沉浸式 VR 培训与 "一切照旧"(BAU)方法的比较。我们对符合标准的六项研究进行了综述,并对与所使用的技术、培训的目标技能、社会有效性、干预的有效性以及是否发生了普遍化相关的变量进行了编码。文献中探讨的关键主题包括:在将 VR 培训与 BAU 进行比较时,沉浸式体验在提高学习效果方面的作用,以及 VR 平台对不同技能组合的适应性。特别关注的是识别导致基于 VR 的培训计划成功或受限的因素,包括个体差异、技术接受度和有效性。
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Pub Date : 2024-07-03DOI: 10.3389/frvir.2024.1412297
Hanieh Baktash, Daejin Kim, Amin Shirazi
This study aims to assess the efficacy of traditional virtual reality (VR) and Immersive Multi-sensory Environments (IME) in mitigating anxiety levels among university students. The study can address the following research questions: 1) What disparities exist in anxiety levels before and after exposure to traditional VR and IME? 2) How do anxiety levels compare between participants exposed to IME and those in a VR environment?The research adopted a twophase approach involving participants exhibiting moderate to high-stress levels. In the second phase, participants were randomly assigned to either a VR group (solely visual stimulation) or an IME group (comprising visual, auditory, and olfactory stimuli). The State-Trait Anxiety Inventory (STAI) were utilized to assess stress and anxiety levels before and after each experiment.The findings suggest that participants’ experiences in both VR and IME environments effectively contributed to reducing anxiety levels and fostering a tranquil atmosphere. Both experimental groups reported a significantly heightened sense of relaxation post-experiments. Although the disparity was not statistically significant, the IME group displayed a more pronounced reduction in stress levels compared to the VR group.The research underscores the significance of considering the built environment and sensory design in addressing mental health challenges among college students. Further exploration and integration of such approaches into educational settings could significantly contribute to establishing more supportive and conducive environments for student success.
本研究旨在评估传统虚拟现实(VR)和沉浸式多感官环境(IME)在减轻大学生焦虑水平方面的功效。本研究可解决以下研究问题:1) 在接触传统虚拟现实和沉浸式多感官环境前后,焦虑水平存在哪些差异? 2) 接触沉浸式多感官环境的参与者与在虚拟现实环境中的参与者的焦虑水平如何比较?在第二阶段,参与者被随机分配到 VR 组(只有视觉刺激)或 IME 组(包括视觉、听觉和嗅觉刺激)。研究结果表明,参与者在 VR 和 IME 环境中的体验有效地降低了焦虑水平,营造了宁静的氛围。两个实验组在实验后都表示放松感明显增强。这项研究强调了考虑建筑环境和感官设计在应对大学生心理健康挑战方面的重要性。研究强调了考虑建筑环境和感官设计在应对大学生心理健康挑战方面的重要意义,进一步探索并将这些方法融入教育环境中,将大大有助于为学生的成功建立更具支持性和更有利的环境。
{"title":"Beyond sight: Comparing traditional virtual reality and immersive multi-sensory environments in stress reduction of university students","authors":"Hanieh Baktash, Daejin Kim, Amin Shirazi","doi":"10.3389/frvir.2024.1412297","DOIUrl":"https://doi.org/10.3389/frvir.2024.1412297","url":null,"abstract":"This study aims to assess the efficacy of traditional virtual reality (VR) and Immersive Multi-sensory Environments (IME) in mitigating anxiety levels among university students. The study can address the following research questions: 1) What disparities exist in anxiety levels before and after exposure to traditional VR and IME? 2) How do anxiety levels compare between participants exposed to IME and those in a VR environment?The research adopted a twophase approach involving participants exhibiting moderate to high-stress levels. In the second phase, participants were randomly assigned to either a VR group (solely visual stimulation) or an IME group (comprising visual, auditory, and olfactory stimuli). The State-Trait Anxiety Inventory (STAI) were utilized to assess stress and anxiety levels before and after each experiment.The findings suggest that participants’ experiences in both VR and IME environments effectively contributed to reducing anxiety levels and fostering a tranquil atmosphere. Both experimental groups reported a significantly heightened sense of relaxation post-experiments. Although the disparity was not statistically significant, the IME group displayed a more pronounced reduction in stress levels compared to the VR group.The research underscores the significance of considering the built environment and sensory design in addressing mental health challenges among college students. Further exploration and integration of such approaches into educational settings could significantly contribute to establishing more supportive and conducive environments for student success.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"22 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141682337","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}