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Immersive insights: evaluating augmented reality interfaces for pedestrians in a CAVE-based experiment 身临其境的洞察力:在基于 CAVE 的实验中评估行人的增强现实界面
Pub Date : 2024-07-26 DOI: 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。
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引用次数: 3
Object Motion Manipulation and time perception in virtual reality 虚拟现实中的物体运动操控和时间感知
Pub Date : 2024-07-22 DOI: 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.
本文介绍了一种改变虚拟现实(VR)中时间感知方式的新方法。它涉及直接(如时钟)或间接(如钟摆)操纵与计时相关的物体的运动速度和模式。影响我们对时间感知的物体被称为 "Zeitgebers";例如,观察时钟或钟摆往往会影响我们对时间流逝的感知。其内部零件(钟针或摆环)的运动速度与时间感知有着或明或暗的关系。然而,在 VR 中加快或减慢虚拟时钟或摆锤的速度会产生怎样的感知效果仍是一个悬而未决的问题。我们假设其内部运动的加速会加快时间的流逝,而轨道摆运动的不规则性会放大这种效果。我们预计,摆的不规则运动会降低无聊感,提高注意力,从而使时间看起来过得更快。因此,我们对 32 名参与者进行了一项实验,让他们接触两种同时表现出规律和不规律运动的虚拟摆。它们是虚拟时钟和轨道摆,分别以慢速、正常速度和快速运行。我们的研究结果表明,与慢速条件相比,参与者在快速条件下观察虚拟参照物时,时间流逝得更快。与时钟相比,轨道摆明显加快了感知时间的流逝。我们认为,不规则运动需要更高的注意力,这一点可以从参与者显著延长的凝视固定时间中得到证实。这些发现对于在 VR 中进行时间感知操作至关重要,为抑郁症等疾病的创新治疗和改善健康状况提供了潜力。然而,还需要进一步的临床研究来证实这些应用。
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引用次数: 0
The museum of digital things: extended reality and museum practices 数字博物馆:扩展现实与博物馆实践
Pub Date : 2024-07-18 DOI: 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.
本研究利用现象学框架对博物馆进行了哲学上的重新构思。它探讨了扩展现实(XR)"物 "在博物馆体验中所扮演的角色,并研究了它们的功能与传统物品有何不同。现有研究强调了博物馆领域的技术工具、解决方案和各种游客体验模式。然而,只有少数论文关注在博物馆中使用 XR 的理论方面。本实证研究采用定性研究方法,对 XR 设计与开发、博物馆文化、策展和博物馆展览方面的专家进行了 22 次半结构式访谈。研究结果表明,XR 通过提供与博物馆物品互动的新维度,增强了博物馆的策展和展览实践。这与海德格尔的 "物 "和 "四重 "概念相吻合--将凡人(即博物馆参观者)、大地(即参观者参与的活动)、天空(即文物激发的潜能和思想)和神灵(即参观者与展品互动时的情感)融为一体。因此,XR 所带来的这些新的互动可以突出数字博物馆空间中文物所附带的叙事和意义,促进对历史的新的理解和关系,因为文物的数字化。此外,这还可能影响 XR 在博物馆和文化遗产机构开发多渠道策划和多感官游客体验中的应用。
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引用次数: 0
Editorial: Mixed reality in palliative care 社论:姑息关怀中的混合现实
Pub Date : 2024-07-12 DOI: 10.3389/frvir.2024.1436986
Royce Ng, Álvaro Cassinelli, Daniel Eckhoff
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引用次数: 0
Using virtual reality to support the design of work systems in 3P workshops: a use case from the automotive industry 利用虚拟现实支持 3P 车间工作系统的设计:汽车行业的使用案例
Pub Date : 2024-07-11 DOI: 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.
在以客户为中心和产品多样化导致竞争日益激烈的背景下,汽车行业面临着提高生产流程效率的挑战。工作系统的设计在其中起着决定性的作用。虚拟技术被认为具有支持这一过程的巨大潜力。在这项实地研究中,我们调查了以用户为中心的虚拟现实(VR)应用程序在车间规划中的使用情况。在几个星期的时间里,该技术被用于富有成效的 3P 研讨会。重点是专业团体的接受程度,这对成功整合 VR 技术至关重要。为了对此进行评估,对 83 名参与者进行了基于技术接受和使用统一理论(UTAUT)、任务-技术契合度和用户体验问卷(UEQ)的问卷调查研究。结果表明,VR 技术可用于开展 3P 研讨班并实现加速。用户接受度的决定因素包括任务与技术的契合度、软件的用户体验以及技术对职业群体的支持程度。年龄和之前的虚拟现实经验对用户接受度没有显著影响。我们对研究结果的理论和实践意义进行了讨论,并指出了局限性。
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引用次数: 0
Ethical approach to the use of immersive technologies. Advance about digitalisation of multilingual programs in the EHEA 使用沉浸式技术的伦理方法。推进欧洲高等教育局(EHEA)多语言课程的数字化进程
Pub Date : 2024-07-11 DOI: 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.
本研究采用雪球纪实方法,从多学科角度探讨了将先进的沉浸式技术融入教育的伦理意义。本研究提倡采用综合方法,建议将法律框架、伦理规范和以核心价值观为中心的教育计划结合起来。身临其境技术不断发展的伦理前景揭示了研究人员的不同观点,一些人强调了担忧,另一些人则强调了优势。此外,一些人利用身临其境技术开展伦理教育,以应对新出现的挑战。实施后的伦理挑战和规范促进了这一主题的不断扩展。仔细研究可以发现沉浸式技术与 Metaverse 之间细微的差异和共性,强调多方面的考虑因素。AR、VR 和 MxR 技术全面涉及法律问题,而 Metaverse 则侧重于身份保护。在教育领域,身临其境技术表现出更成熟的伦理问题,强调了与元宇宙相比的丰富性。
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引用次数: 0
Focus groups in the metaverse: shared virtual spaces for patients, clinicians, and researchers 元宇宙中的焦点小组:患者、临床医生和研究人员共享的虚拟空间
Pub Date : 2024-07-10 DOI: 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.
患者焦点小组在促进以用户为中心的医疗设备和新技术设计方面具有重要价值,它能有效捕捉患者丰富而深入的体验,帮助彻底评估可行性、耐受性和可用性。虽然 "元宇宙 "在医疗保健领域的应用前景广阔,但其在患者焦点小组中的应用仍有待探索。在本视角中,我们将讨论元宇宙在与患者开展焦点小组讨论方面的潜力。焦点小组的主题是为慢性腰痛患者设计和开发治疗性虚拟现实应用。我们开展了一项试点研究,比较了在共享虚拟空间和实际地点开展焦点小组的情况。这种体验得到了患者、研究人员和临床医生的积极响应,表明元宇宙是开展此类会议的可行媒介,对远程参与者具有潜在的优势,为今后扩展焦点小组以外的范围、涵盖各种患者支持和信息小组打开了大门。这种方法有助于在设计过程中直接听取患者的意见,从而促进以患者为中心的医疗保健,这可能有助于改善医疗服务、患者满意度和治疗效果。
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引用次数: 0
Mental health providers are inexperienced but interested in telehealth-based virtual reality therapy: survey study 心理健康服务提供者缺乏经验,但对基于远程保健的虚拟现实疗法感兴趣:调查研究
Pub Date : 2024-07-04 DOI: 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.
虚拟现实(VR)是一种新兴技术,可以增强心理保健的体验和效果。然而,心理健康治疗师在将 VR 应用于实践方面进展缓慢。基于远程医疗的 VR 治疗(tele-VR)的实施可以促进心理保健的采用和创新。为了探索治疗师对远程 VR 的看法,我们于 2023 年 6 月至 7 月对美国的执业心理健康服务提供者进行了一次横断面调查。我们分析了 176 份由治疗师填写的调查问卷,其中 51.14% 的治疗师以前从未接触过 VR,只有 6.25% 的治疗师在临床上使用过 VR,56.82% 的治疗师对 VR 治疗持中立态度。尽管治疗师对 VR 普遍缺乏经验,但他们表示,各种远程 VR 模拟(如社交场合、飞行、高度)和功能(如个性化空间、家庭作业、互动性)对他们的治疗有一定至极大的帮助。治疗师还要求为他们的远程保健客户提供更多的 VR 模拟和功能,如行为技能培训、暴露疗法、性别认同疗法和 VR 心理评估。治疗师将《健康保险可携性与责任法案》的合规性、在购买前试用 VR 的能力、治疗师的经济承受能力、客户的可及性以及保险覆盖范围评为对远程 VR 影响最大的五个实施因素。总体而言,治疗师普遍缺乏经验,对远程保健治疗中的 VR 持中立态度,但对特定应用中的远程 VR 很感兴趣。这些发现为今后研究和合作开发治疗 VR 内容和功能提供了可操作的方向。
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引用次数: 0
An evaluation of the effectiveness of immersive virtual reality training in non-specialized medical procedures for caregivers and students: a brief literature review 针对护理人员和学生的非专业医疗程序沉浸式虚拟现实培训效果评估:文献综述
Pub Date : 2024-07-04 DOI: 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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引用次数: 0
Beyond sight: Comparing traditional virtual reality and immersive multi-sensory environments in stress reduction of university students 超越视觉:比较传统虚拟现实和沉浸式多感官环境在减轻大学生压力方面的作用
Pub Date : 2024-07-03 DOI: 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。
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引用次数: 0
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Frontiers in Virtual Reality
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