Pub Date : 2024-02-09DOI: 10.3389/frvir.2024.1288824
Isabel Schorr, D. A. Plecher, Christian Eichhorn, Gudrun Klinker
Augmented Reality (AR) is an advancing technology that has drawn the attention of educational material designers across various academic fields. However, few studies document the successes and setbacks of AR research in the language education sector. This review delves into educational research that employs AR for language training, examining the existing literature on this topic for development trends, benefits, challenges, and success patterns to derive design principles from them. In doing so, the paper covers 40 studies published between 2016 and 2023. The findings suggest that AR is mainly used for vocabulary acquisition with a clear trend toward applying marker-based technology and mobile devices. The design principles derived indicate that the potential of AR lies primarily in contextual learning, and that the technology alone may not satisfy students’ needs in all aspects of language learning but should be used in combination with traditional teaching methods.
增强现实(Augmented Reality,AR)是一项不断发展的技术,已引起各学术领域教材设计者的关注。然而,很少有研究记录 AR 研究在语言教育领域的成功与挫折。本综述深入探讨了将 AR 应用于语言培训的教育研究,研究了有关这一主题的现有文献,以了解其发展趋势、优势、挑战和成功模式,并从中总结出设计原则。在此过程中,论文涵盖了 2016 年至 2023 年间发表的 40 项研究。研究结果表明,AR 主要用于词汇学习,应用基于标记的技术和移动设备的趋势明显。所得出的设计原则表明,AR 的潜力主要在于情境学习,而且该技术本身可能无法满足学生在语言学习各个方面的需求,而应与传统教学方法结合使用。
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Pub Date : 2024-02-08DOI: 10.3389/frvir.2024.1322656
Alessandro Verniani, Ellery Galvin, Sandra Tredinnick, Esther Putman, Eric A. Vance, Torin K Clark, Allison P. Anderson
Training complex skills is typically accomplished by means of a trainer or mediator who tailors instruction to the individual trainee. However, facilitated training is costly and labor intensive, and the use of a mediator is infeasible in remote or extreme environments. Imparting complex skills in applications like long-duration human spaceflight, military field operations, or remote medicine may require automated training algorithms. Virtual reality (VR) is an effective, easily programmable, immersive training medium that has been used widely across fields. However, there remain open questions in the search for the most effective algorithms for guiding automated training progression. This study investigates the effects of responsiveness, personalization, and subtask independence on the efficacy of automated training algorithms in VR for training complex, operationally relevant tasks. Thirty-two subjects (16M/16F, 18–54 years) were trained to pilot and land a spacecraft on Mars within a VR simulation using four different automated training algorithms. Performance was assessed in a physical cockpit mock-up. We found that personalization results in faster skill acquisition on average when compared with a standardized progression built for a median subject (p = 0.0050). The standardized progression may be preferable when consistent results are desired across all subjects. Independence of the difficulty adjustments between subtasks may lead to increased skill acquisition, while lockstep in the progression of each subtask increases self-reported flow experience (p = 0.01), fluency (p = 0.02), and absorption (p = 0.01) on the Flow Short Scale. Data visualization suggests that highly responsive algorithms may lead to faster learning progressions and higher skill acquisition for some subjects. Improving transfer of skills from training to testing may require either high responsiveness or a standardized training progression. Optimizing the design of automated, individually adaptive algorithms around the training needs of a group may be useful to increase skill acquisition for complex operational tasks.
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Pub Date : 2024-02-08DOI: 10.3389/frvir.2024.1322656
Alessandro Verniani, Ellery Galvin, Sandra Tredinnick, Esther Putman, Eric A. Vance, Torin K Clark, Allison P. Anderson
Training complex skills is typically accomplished by means of a trainer or mediator who tailors instruction to the individual trainee. However, facilitated training is costly and labor intensive, and the use of a mediator is infeasible in remote or extreme environments. Imparting complex skills in applications like long-duration human spaceflight, military field operations, or remote medicine may require automated training algorithms. Virtual reality (VR) is an effective, easily programmable, immersive training medium that has been used widely across fields. However, there remain open questions in the search for the most effective algorithms for guiding automated training progression. This study investigates the effects of responsiveness, personalization, and subtask independence on the efficacy of automated training algorithms in VR for training complex, operationally relevant tasks. Thirty-two subjects (16M/16F, 18–54 years) were trained to pilot and land a spacecraft on Mars within a VR simulation using four different automated training algorithms. Performance was assessed in a physical cockpit mock-up. We found that personalization results in faster skill acquisition on average when compared with a standardized progression built for a median subject (p = 0.0050). The standardized progression may be preferable when consistent results are desired across all subjects. Independence of the difficulty adjustments between subtasks may lead to increased skill acquisition, while lockstep in the progression of each subtask increases self-reported flow experience (p = 0.01), fluency (p = 0.02), and absorption (p = 0.01) on the Flow Short Scale. Data visualization suggests that highly responsive algorithms may lead to faster learning progressions and higher skill acquisition for some subjects. Improving transfer of skills from training to testing may require either high responsiveness or a standardized training progression. Optimizing the design of automated, individually adaptive algorithms around the training needs of a group may be useful to increase skill acquisition for complex operational tasks.
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Pub Date : 2024-02-05DOI: 10.3389/frvir.2024.1284696
Stephanie Elena Crowe, Mamehgol Yousefi, B. Shahri, Thammathip Piumsomboon, Simon Hoermann
Introduction: Virtual Reality applications for rehabilitation are increasing in popularity. In traditional as well as virtual rehabilitation, the guidance of an occupational therapist through physical and verbal interaction is often required. Several studies have attempted to implement a virtual therapist or assistant in immersive virtual environments for rehabilitation.Objective: This research aims to systematically review these studies, understanding the therapist’s role and how they are represented in the virtual environment, how the virtual therapist and patient interact and the experience of users. Our goal is to provide guidance for virtual therapist implementations into fully immersive virtual reality environments.Method: The researchers systematically reviewed the literature on virtual therapists in immersive virtual environments for motor rehabilitation (protocol prospectively registered with PROSPERO ID: CRD42022357369).Results and Conclusion: Seven studies were identified, with findings showing that virtual therapists are often human-like avatars that guide patients, requiring them to mimic the therapist’s movements. Visual, haptic, or one-direction audio feedback from the therapist to the patient was provided in five studies. The selected studies were all newly developed custom-made systems, with five systems developed using the same game engine. Studies carrying out user testing utilised several methods to understand user experience, evidencing a positive attitude from therapists and motivated and satisfied patients.Future Research: The roles of virtual therapists for motor rehabilitation needs to be explored further in rigorous empirical studies to gather data on patient and therapist user experience. Considerable potential was identified in the development of virtual therapists and therapeutic alliance in the virtual environment. Future systems should reduce manual input from therapists and include personalisation and individualised patient feedback.Systematic Review Registration: [https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=357369], PROSPERO ID [CRD42022357369].
导言:虚拟现实技术在康复领域的应用日益普及。在传统康复和虚拟康复中,通常需要职业治疗师通过身体和语言互动提供指导。有几项研究试图在沉浸式虚拟康复环境中实施虚拟治疗师或助理:本研究旨在系统回顾这些研究,了解治疗师的角色、他们在虚拟环境中的表现方式、虚拟治疗师和患者的互动方式以及用户的体验。我们的目标是为虚拟治疗师在完全沉浸式虚拟现实环境中的应用提供指导:研究人员系统地查阅了有关虚拟治疗师在沉浸式虚拟环境中进行运动康复的文献(PROSPERO ID:CRD42022357369 的前瞻性注册协议):研究结果显示,虚拟治疗师通常是引导患者的类人化身,要求患者模仿治疗师的动作。在五项研究中,治疗师向患者提供了视觉、触觉或单向音频反馈。所选研究均为新开发的定制系统,其中五个系统使用相同的游戏引擎开发。进行用户测试的研究采用了多种方法来了解用户体验,证明了治疗师的积极态度以及患者的积极性和满意度:未来研究:虚拟治疗师在运动康复中的作用需要在严格的实证研究中进一步探索,以收集有关患者和治疗师用户体验的数据。虚拟治疗师和虚拟环境中的治疗联盟的发展潜力巨大。未来的系统应减少治疗师的人工输入,并包括个性化和个体化的患者反馈:[https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=357369], prospero id [crd42022357369]。
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Pub Date : 2024-02-05DOI: 10.3389/frvir.2024.1284696
Stephanie Elena Crowe, Mamehgol Yousefi, B. Shahri, Thammathip Piumsomboon, Simon Hoermann
Introduction: Virtual Reality applications for rehabilitation are increasing in popularity. In traditional as well as virtual rehabilitation, the guidance of an occupational therapist through physical and verbal interaction is often required. Several studies have attempted to implement a virtual therapist or assistant in immersive virtual environments for rehabilitation.Objective: This research aims to systematically review these studies, understanding the therapist’s role and how they are represented in the virtual environment, how the virtual therapist and patient interact and the experience of users. Our goal is to provide guidance for virtual therapist implementations into fully immersive virtual reality environments.Method: The researchers systematically reviewed the literature on virtual therapists in immersive virtual environments for motor rehabilitation (protocol prospectively registered with PROSPERO ID: CRD42022357369).Results and Conclusion: Seven studies were identified, with findings showing that virtual therapists are often human-like avatars that guide patients, requiring them to mimic the therapist’s movements. Visual, haptic, or one-direction audio feedback from the therapist to the patient was provided in five studies. The selected studies were all newly developed custom-made systems, with five systems developed using the same game engine. Studies carrying out user testing utilised several methods to understand user experience, evidencing a positive attitude from therapists and motivated and satisfied patients.Future Research: The roles of virtual therapists for motor rehabilitation needs to be explored further in rigorous empirical studies to gather data on patient and therapist user experience. Considerable potential was identified in the development of virtual therapists and therapeutic alliance in the virtual environment. Future systems should reduce manual input from therapists and include personalisation and individualised patient feedback.Systematic Review Registration: [https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=357369], PROSPERO ID [CRD42022357369].
导言:虚拟现实技术在康复领域的应用日益普及。在传统康复和虚拟康复中,通常需要职业治疗师通过身体和语言互动提供指导。有几项研究试图在沉浸式虚拟康复环境中实施虚拟治疗师或助理:本研究旨在系统回顾这些研究,了解治疗师的角色、他们在虚拟环境中的表现方式、虚拟治疗师和患者的互动方式以及用户的体验。我们的目标是为虚拟治疗师在完全沉浸式虚拟现实环境中的应用提供指导:研究人员系统地查阅了有关虚拟治疗师在沉浸式虚拟环境中进行运动康复的文献(PROSPERO ID:CRD42022357369 的前瞻性注册协议):研究结果显示,虚拟治疗师通常是引导患者的类人化身,要求患者模仿治疗师的动作。在五项研究中,治疗师向患者提供了视觉、触觉或单向音频反馈。所选研究均为新开发的定制系统,其中五个系统使用相同的游戏引擎开发。进行用户测试的研究采用了多种方法来了解用户体验,证明了治疗师的积极态度以及患者的积极性和满意度:未来研究:虚拟治疗师在运动康复中的作用需要在严格的实证研究中进一步探索,以收集有关患者和治疗师用户体验的数据。虚拟治疗师和虚拟环境中的治疗联盟的发展潜力巨大。未来的系统应减少治疗师的人工输入,并包括个性化和个体化的患者反馈:[https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=357369], prospero id [crd42022357369]。
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Pub Date : 2024-02-02DOI: 10.3389/frvir.2024.1258548
Chih-Hui Chang, T. Stoffregen, Man Kit Lei, K. Cheng, Chung-Chieh Li
Previous research has shown that motion sickness associated with virtual vehicles is more common among passengers than among drivers. Separately, other studies have shown that postural precursors of motion sickness during virtual driving differ as a function of prior experience driving physical vehicles. We investigated the intersection of those prior effects: We asked whether decades of physical driving experience 1) would influence motion sickness among passengers in a virtual vehicle, and 2) would influence postural precursors of motion sickness among passengers in a virtual vehicle. In our study, middle-aged adults were exposed to a virtual vehicle as passengers. Some participants (Physical Drivers) had decades of experience driving physical automobiles, while others (Physical Non-Drivers) had rarely or never driven a physical vehicle. First, we measured head and torso movement as standing participants performed simple visual tasks. Then, each participant watched a recording of the motion of a virtual vehicle, which induced motion sickness in some participants. Afterward, neither the incidence nor the severity of motion sickness differed between Physical Drivers and Physical Non-Drivers. Our analysis of pre-exposure standing body sway revealed postural precursors of motion sickness in measures of the spatial magnitude and temporal dynamics of movement. In statistically significant interactions, these precursors (Well vs. Sick) differed as a function of physical driving experience (Physical Drivers vs. Physical Non-Drivers). Overall, our results indicate that, among virtual passengers, long-term real-world driving experience influenced the postural precursors of motion sickness, but not the incidence or severity of motion sickness. We discuss these results in terms of relationships between perception and motor control in theories of motion sickness etiology.
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Pub Date : 2024-02-02DOI: 10.3389/frvir.2024.1258548
Chih-Hui Chang, T. Stoffregen, Man Kit Lei, K. Cheng, Chung-Chieh Li
Previous research has shown that motion sickness associated with virtual vehicles is more common among passengers than among drivers. Separately, other studies have shown that postural precursors of motion sickness during virtual driving differ as a function of prior experience driving physical vehicles. We investigated the intersection of those prior effects: We asked whether decades of physical driving experience 1) would influence motion sickness among passengers in a virtual vehicle, and 2) would influence postural precursors of motion sickness among passengers in a virtual vehicle. In our study, middle-aged adults were exposed to a virtual vehicle as passengers. Some participants (Physical Drivers) had decades of experience driving physical automobiles, while others (Physical Non-Drivers) had rarely or never driven a physical vehicle. First, we measured head and torso movement as standing participants performed simple visual tasks. Then, each participant watched a recording of the motion of a virtual vehicle, which induced motion sickness in some participants. Afterward, neither the incidence nor the severity of motion sickness differed between Physical Drivers and Physical Non-Drivers. Our analysis of pre-exposure standing body sway revealed postural precursors of motion sickness in measures of the spatial magnitude and temporal dynamics of movement. In statistically significant interactions, these precursors (Well vs. Sick) differed as a function of physical driving experience (Physical Drivers vs. Physical Non-Drivers). Overall, our results indicate that, among virtual passengers, long-term real-world driving experience influenced the postural precursors of motion sickness, but not the incidence or severity of motion sickness. We discuss these results in terms of relationships between perception and motor control in theories of motion sickness etiology.
{"title":"Effects of decades of physical driving experience on pre-exposure postural precursors of motion sickness among virtual passengers","authors":"Chih-Hui Chang, T. Stoffregen, Man Kit Lei, K. Cheng, Chung-Chieh Li","doi":"10.3389/frvir.2024.1258548","DOIUrl":"https://doi.org/10.3389/frvir.2024.1258548","url":null,"abstract":"Previous research has shown that motion sickness associated with virtual vehicles is more common among passengers than among drivers. Separately, other studies have shown that postural precursors of motion sickness during virtual driving differ as a function of prior experience driving physical vehicles. We investigated the intersection of those prior effects: We asked whether decades of physical driving experience 1) would influence motion sickness among passengers in a virtual vehicle, and 2) would influence postural precursors of motion sickness among passengers in a virtual vehicle. In our study, middle-aged adults were exposed to a virtual vehicle as passengers. Some participants (Physical Drivers) had decades of experience driving physical automobiles, while others (Physical Non-Drivers) had rarely or never driven a physical vehicle. First, we measured head and torso movement as standing participants performed simple visual tasks. Then, each participant watched a recording of the motion of a virtual vehicle, which induced motion sickness in some participants. Afterward, neither the incidence nor the severity of motion sickness differed between Physical Drivers and Physical Non-Drivers. Our analysis of pre-exposure standing body sway revealed postural precursors of motion sickness in measures of the spatial magnitude and temporal dynamics of movement. In statistically significant interactions, these precursors (Well vs. Sick) differed as a function of physical driving experience (Physical Drivers vs. Physical Non-Drivers). Overall, our results indicate that, among virtual passengers, long-term real-world driving experience influenced the postural precursors of motion sickness, but not the incidence or severity of motion sickness. We discuss these results in terms of relationships between perception and motor control in theories of motion sickness etiology.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"25 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139871243","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 : 2024-01-31DOI: 10.3389/frvir.2023.1304155
Olive K. L. Woo, Antoinette M. Lee, Royce Ng, Daniel Eckhoff, Raymond Lo, Álvaro Cassinelli
Introduction: As the global population continues to age, the demand for palliative care is progressively increasing. This growing trend highlights the pressing need for groundbreaking interventions that can effectively manage palliative symptoms and improve the quality of end-of-life care. We present a brief, structured, personalized, and innovative psychological intervention named Flourishing-Life-Of-Wish Virtual Reality Therapy (FLOW-VRT)®, which capitalizes on the distinctiveness of virtual reality (VR) as an advanced technology for symptom management. FLOW-VRT is theoretically based on self-determination theory, stress coping theory, flow theory, and attention restoration theory. With a special focus on relaxation, “FLOW-VRT-Relaxation” is designed to enhance end-of-life coping through personalized VR relaxation. As most studies on the use of VR in palliative care have been feasibility or pilot studies with small sample sizes, there is a need for a randomized controlled trial with sufficient statistical power.Methods: The current study used a randomized controlled trial (n = 128) to test the efficacy of FLOW-VRT-Relaxation by comparing it to traditional relaxation practice in palliative care.Results: Our results showed that following a FLOW-VRT-Relaxation session, the symptoms of distress that patients in palliative care have to endure significantly reduced, whether physical or emotional in nature.Discussions: The current findings provide promising results regarding the therapeutic potential of using FLOW-VRT-Relaxation as a cost-effective, scalable, and personalized VR relaxation for patients in palliative care.
{"title":"Flourishing-Life-Of-Wish Virtual Reality Relaxation Therapy (FLOW-VRT-Relaxation) outperforms traditional relaxation therapy in palliative care: results from a randomized controlled trial","authors":"Olive K. L. Woo, Antoinette M. Lee, Royce Ng, Daniel Eckhoff, Raymond Lo, Álvaro Cassinelli","doi":"10.3389/frvir.2023.1304155","DOIUrl":"https://doi.org/10.3389/frvir.2023.1304155","url":null,"abstract":"Introduction: As the global population continues to age, the demand for palliative care is progressively increasing. This growing trend highlights the pressing need for groundbreaking interventions that can effectively manage palliative symptoms and improve the quality of end-of-life care. We present a brief, structured, personalized, and innovative psychological intervention named Flourishing-Life-Of-Wish Virtual Reality Therapy (FLOW-VRT)®, which capitalizes on the distinctiveness of virtual reality (VR) as an advanced technology for symptom management. FLOW-VRT is theoretically based on self-determination theory, stress coping theory, flow theory, and attention restoration theory. With a special focus on relaxation, “FLOW-VRT-Relaxation” is designed to enhance end-of-life coping through personalized VR relaxation. As most studies on the use of VR in palliative care have been feasibility or pilot studies with small sample sizes, there is a need for a randomized controlled trial with sufficient statistical power.Methods: The current study used a randomized controlled trial (n = 128) to test the efficacy of FLOW-VRT-Relaxation by comparing it to traditional relaxation practice in palliative care.Results: Our results showed that following a FLOW-VRT-Relaxation session, the symptoms of distress that patients in palliative care have to endure significantly reduced, whether physical or emotional in nature.Discussions: The current findings provide promising results regarding the therapeutic potential of using FLOW-VRT-Relaxation as a cost-effective, scalable, and personalized VR relaxation for patients in palliative care.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"7 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140479101","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 : 2024-01-29DOI: 10.3389/frvir.2023.1286950
David R. Glowacki
Near-death experiences (NDEs) and psychedelic drug experiences (YDEs) enable access to dimensions of non-ordinary sensation, perception, and insight beyond typical day-to-day phenomenology. Both are associated with a dissolution of conventional spatio-temporal conceptual distinctions, and a corresponding sense of connectedness and unity. Moreover, NDEs and YDEs have shown a remarkable ability to reduce the anxiety that people associate with death. In two recent papers, we showed that multi-person virtual reality experiences (VREs) designed within the ‘numadelic’ aesthetic (where bodies are represented as light energy rather than material objects) can elicit psychometric results comparable to YDEs. It nevertheless remains an open question why numadelic aesthetics achieve the observed results, especially given that the vast majority of VREs represent bodies as typically perceived in the ‘real-world’. This article describes the origins of the numadelic aesthetic from subjective accounts of NDE phenomenology, and attempts to unravel mechanistic aspects of the numadelic aesthetic by embedding it within a more general theoretical framework. Specifically, we elaborate a 2-axis schematic grounded in predictive coding models of cognition and matter-energy ideas from physics. One axis tracks ‘structural specificity’, and the other tracks ‘symbolic rigidity’. The majority of VREs, which emphasize photorealistic fidelity to content derived from ‘day-to-day’ phenomenology, are characterized by high structural specificity and high symbolic rigidity. Such approaches collapse imaginative potential into a limited low-entropy space of ‘exogenous’ possibility, unlike the high-entropy brain states associated with YDEs. In contrast, aesthetic domains characterized by low structural specificity and low symbolic rigidity are less concerned with fidelity to phenomenological priors, offering an expansive, ‘uncollapsed’ high-entropy possibility space into which participants can project meaning and corresponding endogenous insights can arise (e.g., as occurs in NDEs and YDEs). Situated within this theoretical framing, the numadelic aesthetic emerges as a practical example of an un-collapsed approach to representation, helping to explain the experimental observations within previous papers. Moreover, the theoretical framing suggests various experimental tests, and lays the groundwork for applying numadelic aesthetics to model NDEs, to help address the anxiety often associated with death.
{"title":"VR models of death and psychedelics: an aesthetic paradigm for design beyond day-to-day phenomenology","authors":"David R. Glowacki","doi":"10.3389/frvir.2023.1286950","DOIUrl":"https://doi.org/10.3389/frvir.2023.1286950","url":null,"abstract":"Near-death experiences (NDEs) and psychedelic drug experiences (YDEs) enable access to dimensions of non-ordinary sensation, perception, and insight beyond typical day-to-day phenomenology. Both are associated with a dissolution of conventional spatio-temporal conceptual distinctions, and a corresponding sense of connectedness and unity. Moreover, NDEs and YDEs have shown a remarkable ability to reduce the anxiety that people associate with death. In two recent papers, we showed that multi-person virtual reality experiences (VREs) designed within the ‘numadelic’ aesthetic (where bodies are represented as light energy rather than material objects) can elicit psychometric results comparable to YDEs. It nevertheless remains an open question why numadelic aesthetics achieve the observed results, especially given that the vast majority of VREs represent bodies as typically perceived in the ‘real-world’. This article describes the origins of the numadelic aesthetic from subjective accounts of NDE phenomenology, and attempts to unravel mechanistic aspects of the numadelic aesthetic by embedding it within a more general theoretical framework. Specifically, we elaborate a 2-axis schematic grounded in predictive coding models of cognition and matter-energy ideas from physics. One axis tracks ‘structural specificity’, and the other tracks ‘symbolic rigidity’. The majority of VREs, which emphasize photorealistic fidelity to content derived from ‘day-to-day’ phenomenology, are characterized by high structural specificity and high symbolic rigidity. Such approaches collapse imaginative potential into a limited low-entropy space of ‘exogenous’ possibility, unlike the high-entropy brain states associated with YDEs. In contrast, aesthetic domains characterized by low structural specificity and low symbolic rigidity are less concerned with fidelity to phenomenological priors, offering an expansive, ‘uncollapsed’ high-entropy possibility space into which participants can project meaning and corresponding endogenous insights can arise (e.g., as occurs in NDEs and YDEs). Situated within this theoretical framing, the numadelic aesthetic emerges as a practical example of an un-collapsed approach to representation, helping to explain the experimental observations within previous papers. Moreover, the theoretical framing suggests various experimental tests, and lays the groundwork for applying numadelic aesthetics to model NDEs, to help address the anxiety often associated with death.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"54 6","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140489970","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 : 2024-01-22DOI: 10.3389/frvir.2024.1340072
Emanuel A. Lorenz, Andreas Bråten Støen, Magnus Lie Fridheim, O. Alsos
Introduction: Acquired brain injuries pose significant societal and individual challenges worldwide. The adoption of XR technologies presents an opportunity to enhance current rehabilitation procedures. However, a comprehensive understanding of the specific requirements of different user groups in XR-based rehabilitation remains incomplete. Our objective was to identify design recommendations for designers and researchers of XR-based exergames for motor rehabilitation for lower-limb motor recovery at home.Methods: After initially conducting a mini-literature review and brief market analysis, we used a human-centered design process, interviewing central stakeholders to understand their perspectives and using thematic analysis to identify recurring themes and insights related to XR-based rehabilitation.Results: The resulting eight key themes for integrating XR-based exergames into acquired brain injuries (ABI) rehabilitation were safety, flexibility, efficacy, usability, technology, motivation, ownership, and social factors.Conclusion: By addressing technical and user-oriented demands, our resulting design recommendations aid designers in developing meaningful XR-based rehabilitation exercises.
{"title":"Design recommendations for XR-based motor rehabilitation exergames at home","authors":"Emanuel A. Lorenz, Andreas Bråten Støen, Magnus Lie Fridheim, O. Alsos","doi":"10.3389/frvir.2024.1340072","DOIUrl":"https://doi.org/10.3389/frvir.2024.1340072","url":null,"abstract":"Introduction: Acquired brain injuries pose significant societal and individual challenges worldwide. The adoption of XR technologies presents an opportunity to enhance current rehabilitation procedures. However, a comprehensive understanding of the specific requirements of different user groups in XR-based rehabilitation remains incomplete. Our objective was to identify design recommendations for designers and researchers of XR-based exergames for motor rehabilitation for lower-limb motor recovery at home.Methods: After initially conducting a mini-literature review and brief market analysis, we used a human-centered design process, interviewing central stakeholders to understand their perspectives and using thematic analysis to identify recurring themes and insights related to XR-based rehabilitation.Results: The resulting eight key themes for integrating XR-based exergames into acquired brain injuries (ABI) rehabilitation were safety, flexibility, efficacy, usability, technology, motivation, ownership, and social factors.Conclusion: By addressing technical and user-oriented demands, our resulting design recommendations aid designers in developing meaningful XR-based rehabilitation exercises.","PeriodicalId":502489,"journal":{"name":"Frontiers in Virtual Reality","volume":"28 49","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-01-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139608215","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}