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Foreign language learning using augmented reality environments: a systematic review 利用增强现实环境学习外语:系统综述
Pub Date : 2024-02-09 DOI: 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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引用次数: 0
Features of adaptive training algorithms for improved complex skill acquisition 改进复杂技能学习的自适应训练算法的特点
Pub Date : 2024-02-08 DOI: 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.
复杂技能的培训通常由培训师或调解员根据受训者的具体情况进行指导。然而,辅助培训成本高、劳动强度大,而且在偏远或极端环境中使用调解员是不可行的。在长期载人航天飞行、军事野外作业或远程医疗等应用中传授复杂的技能可能需要自动培训算法。虚拟现实(VR)是一种有效、易于编程、身临其境的培训媒介,已被广泛应用于各个领域。然而,在寻找指导自动训练进展的最有效算法的过程中,仍有一些问题有待解决。本研究探讨了响应性、个性化和子任务独立性对 VR 自动训练算法在训练复杂的操作相关任务时的功效的影响。32名受试者(16男/16女,18-54岁)在VR模拟中使用四种不同的自动训练算法接受了在火星上驾驶和着陆航天器的训练。我们在模拟驾驶舱中对受试者的表现进行了评估。我们发现,与为中位受试者设计的标准化进度相比,个性化训练平均能更快地掌握技能(p = 0.0050)。如果希望所有受试者都能获得一致的结果,那么标准化进度可能更可取。子任务之间难度调整的独立性可能会提高技能的掌握程度,而每个子任务的进度一致则会增加自我报告的流程体验(p = 0.01)、流畅性(p = 0.02)和流程短量表的吸收性(p = 0.01)。数据可视化表明,对某些受试者来说,高响应算法可能会加快学习进度,提高技能掌握程度。要提高从训练到测试的技能转移,可能需要高响应性或标准化的训练进度。围绕一个群体的训练需求,优化设计自动化、个性化的自适应算法,可能有助于提高复杂操作任务的技能掌握程度。
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引用次数: 0
Features of adaptive training algorithms for improved complex skill acquisition 改进复杂技能学习的自适应训练算法的特点
Pub Date : 2024-02-08 DOI: 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.
复杂技能的培训通常由培训师或调解员根据受训者的具体情况进行指导。然而,辅助培训成本高、劳动强度大,而且在偏远或极端环境中使用调解员是不可行的。在长期载人航天飞行、军事野外作业或远程医疗等应用中传授复杂的技能可能需要自动培训算法。虚拟现实(VR)是一种有效、易于编程、身临其境的培训媒介,已被广泛应用于各个领域。然而,在寻找指导自动训练进展的最有效算法的过程中,仍有一些问题有待解决。本研究探讨了响应性、个性化和子任务独立性对 VR 自动训练算法在训练复杂的操作相关任务时的功效的影响。32名受试者(16男/16女,18-54岁)在VR模拟中使用四种不同的自动训练算法接受了在火星上驾驶和着陆航天器的训练。我们在模拟驾驶舱中对受试者的表现进行了评估。我们发现,与为中位受试者设计的标准化进度相比,个性化训练平均能更快地掌握技能(p = 0.0050)。如果希望所有受试者都能获得一致的结果,那么标准化进度可能更可取。子任务之间难度调整的独立性可能会提高技能的掌握程度,而每个子任务的进度一致则会增加自我报告的流程体验(p = 0.01)、流畅性(p = 0.02)和流程短量表的吸收性(p = 0.01)。数据可视化表明,对某些受试者来说,高响应算法可能会加快学习进度,提高技能掌握程度。要提高从训练到测试的技能转移,可能需要高响应性或标准化的训练进度。围绕一个群体的训练需求,优化设计自动化、个性化的自适应算法,可能有助于提高复杂操作任务的技能掌握程度。
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引用次数: 0
Interactions with virtual therapists during motor rehabilitation in immersive virtual environments: a systematic review 在沉浸式虚拟环境中进行运动康复时与虚拟治疗师的互动:系统综述
Pub Date : 2024-02-05 DOI: 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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引用次数: 0
Interactions with virtual therapists during motor rehabilitation in immersive virtual environments: a systematic review 在沉浸式虚拟环境中进行运动康复时与虚拟治疗师的互动:系统综述
Pub Date : 2024-02-05 DOI: 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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引用次数: 0
Effects of decades of physical driving experience on pre-exposure postural precursors of motion sickness among virtual passengers 几十年的实际驾驶经验对虚拟乘客晕车前姿势前兆的影响
Pub Date : 2024-02-02 DOI: 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.
先前的研究表明,与虚拟车辆相关的晕动症在乘客中比在驾驶员中更为常见。另外,其他研究也表明,虚拟驾驶过程中晕车的姿势前兆因先前驾驶实体车辆的经验而异。我们研究了这些先前影响的交叉点:我们询问几十年的实际驾驶经验是否会:1)影响虚拟车辆中乘客的晕动病;2)影响虚拟车辆中乘客的晕动病姿势前兆。在我们的研究中,中年人作为乘客被置于虚拟车辆中。一些参与者(物理驾驶者)有几十年驾驶物理汽车的经验,而另一些参与者(物理非驾驶者)则很少或从未驾驶过物理汽车。首先,我们测量了站立的参与者在执行简单视觉任务时头部和躯干的运动。然后,每位参与者都观看了一段虚拟车辆的运动记录,有些参与者会因此产生晕动症。之后,晕动病的发生率和严重程度在体能驾驶者和体能非驾驶者之间均无差异。我们对暴露前站立身体摇摆的分析表明,在测量运动的空间幅度和时间动态时,存在晕动病的姿势前兆。在具有统计学意义的交互作用中,这些前兆("好 "与 "晕")与实际驾驶经验(实际驾驶者与非实际驾驶者)之间存在差异。总之,我们的研究结果表明,在虚拟乘客中,长期的真实世界驾驶经验会影响晕动病的姿势前兆,但不会影响晕动病的发生率或严重程度。我们将从晕动病病因理论中感知和运动控制之间的关系来讨论这些结果。
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引用次数: 0
Effects of decades of physical driving experience on pre-exposure postural precursors of motion sickness among virtual passengers 几十年的实际驾驶经验对虚拟乘客晕车前姿势前兆的影响
Pub Date : 2024-02-02 DOI: 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.
先前的研究表明,与虚拟车辆相关的晕动症在乘客中比在驾驶员中更为常见。另外,其他研究也表明,虚拟驾驶过程中晕车的姿势前兆因先前驾驶实体车辆的经验而异。我们研究了这些先前影响的交叉点:我们询问几十年的实际驾驶经验是否会:1)影响虚拟车辆中乘客的晕动病;2)影响虚拟车辆中乘客的晕动病姿势前兆。在我们的研究中,中年人作为乘客被置于虚拟车辆中。一些参与者(物理驾驶者)有几十年驾驶物理汽车的经验,而另一些参与者(物理非驾驶者)则很少或从未驾驶过物理汽车。首先,我们测量了站立的参与者在执行简单视觉任务时头部和躯干的运动。然后,每位参与者都观看了一段虚拟车辆的运动记录,有些参与者会因此产生晕动症。之后,晕动病的发生率和严重程度在体能驾驶者和体能非驾驶者之间均无差异。我们对暴露前站立身体摇摆的分析表明,在测量运动的空间幅度和时间动态时,存在晕动病的姿势前兆。在具有统计学意义的交互作用中,这些前兆("好 "与 "晕")与实际驾驶经验(实际驾驶者与非实际驾驶者)之间存在差异。总之,我们的研究结果表明,在虚拟乘客中,长期的真实世界驾驶经验会影响晕动病的姿势前兆,但不会影响晕动病的发生率或严重程度。我们将从晕动病病因理论中感知和运动控制之间的关系来讨论这些结果。
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引用次数: 0
Flourishing-Life-Of-Wish Virtual Reality Relaxation Therapy (FLOW-VRT-Relaxation) outperforms traditional relaxation therapy in palliative care: results from a randomized controlled trial 在姑息治疗中,"生命之愿 "虚拟现实放松疗法(FLOW-VRT-Relaxation)优于传统放松疗法:随机对照试验的结果
Pub Date : 2024-01-31 DOI: 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.
简介随着全球人口的不断老龄化,对姑息治疗的需求也在逐步增加。这一日益增长的趋势凸显了人们对能够有效控制姑息治疗症状并提高临终关怀质量的突破性干预措施的迫切需要。我们介绍了一种名为 "Flourishing-Life-Of-Wish 虚拟现实疗法(FLOW-VRT)®"的简短、结构化、个性化的创新心理干预方法,它充分利用了虚拟现实(VR)作为症状管理先进技术的独特性。FLOW-VRT 的理论基础是自我决定理论、压力应对理论、流动理论和注意力恢复理论。FLOW-VRT-Relaxation" 特别注重放松,旨在通过个性化的 VR 放松来增强临终应对能力。由于大多数关于在姑息治疗中使用 VR 的研究都是样本量较小的可行性研究或试点研究,因此有必要进行具有足够统计能力的随机对照试验:本研究采用随机对照试验(n = 128)的方法,将 FLOW-VRT-Relaxation 与姑息治疗中的传统放松练习进行比较,以检验其疗效:结果:我们的研究结果表明,在进行 FLOW-VRT-Relaxation 训练后,姑息治疗患者不得不忍受的痛苦症状明显减少,无论是身体上的还是情绪上的:目前的研究结果表明,FLOW-VRT-Relaxation 作为一种经济有效、可扩展的个性化 VR 放松方法,对姑息治疗患者的治疗潜力具有广阔的前景。
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引用次数: 0
VR models of death and psychedelics: an aesthetic paradigm for design beyond day-to-day phenomenology 死亡与迷幻药的 VR 模型:超越日常现象学的设计美学范式
Pub Date : 2024-01-29 DOI: 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.
濒死体验(NDEs)和迷幻药体验(YDEs)使人们能够获得超越典型日常现象学的非凡感觉、知觉和洞察力。这两种体验都与传统时空概念区分的消解以及相应的联系感和统一感有关。此外,NDEs 和 YDEs 还显示出一种非凡的能力,能够减轻人们与死亡相关联的焦虑。在最近的两篇论文中,我们表明,根据 "数字 "美学(在这种美学中,身体被表现为光能量而不是物质对象)设计的多人虚拟现实体验(VREs)可以产生与 YDEs 相当的心理测量结果。然而,为什么 "数字 "美学能够获得观察到的结果,这仍然是一个未决问题,尤其是考虑到绝大多数虚拟现实体验都是以 "现实世界 "中的典型感知来表现人体。这篇文章描述了NDE现象学主观描述中的数字美学起源,并试图通过将数字美学嵌入到一个更普遍的理论框架中来揭示数字美学的机理方面。具体而言,我们根据认知的预测编码模型和物理学中的物质-能量思想,阐述了一个双轴图式。一个轴追踪 "结构特异性",另一个轴追踪 "符号刚性"。大多数 VRE 强调逼真地忠实于 "日常 "现象学的内容,其特点是高结构特异性和高符号刚性。这种方法将想象力潜能坍缩到 "外生 "可能性的有限低熵空间中,这与与 YDEs 相关的高熵大脑状态不同。与此相反,以低结构特异性和低符号刚性为特征的审美领域则不太关注现象学先验的忠实性,而是提供了一个广阔的、"未坍缩 "的高熵可能性空间,参与者可以将意义投射其中,并产生相应的内源性洞察力(例如,发生在 "无熵 "和 "有熵 "现象中的情况)。在这一理论框架下,数字美学作为一种非坍缩表征方法的实践范例出现了,有助于解释前几篇论文中的实验观察结果。此外,该理论框架还提出了各种实验测试建议,并为应用数字美学来模拟无意识死亡奠定了基础,从而有助于解决通常与死亡相关的焦虑问题。
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引用次数: 0
Design recommendations for XR-based motor rehabilitation exergames at home 基于 XR 的家庭运动康复电子游戏设计建议
Pub Date : 2024-01-22 DOI: 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.
导言:后天性脑损伤给全球社会和个人带来了巨大挑战。XR 技术的采用为改善目前的康复程序提供了机会。然而,对不同用户群体在基于 XR 的康复中的具体要求的全面了解仍不完整。我们的目标是为基于 XR 的运动康复外显游戏的设计者和研究人员提供设计建议,以帮助他们在家中进行下肢运动康复:在初步进行了小型文献综述和简短的市场分析之后,我们采用了以人为本的设计流程,采访了核心利益相关者以了解他们的观点,并使用主题分析来确定与基于 XR 的康复相关的重复出现的主题和见解:结果:将基于 XR 的电子游戏融入后天性脑损伤(ABI)康复的八个关键主题是安全性、灵活性、有效性、可用性、技术、动机、所有权和社会因素:通过解决技术和用户导向需求,我们的设计建议有助于设计者开发有意义的基于 XR 的康复练习。
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引用次数: 0
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Frontiers in Virtual Reality
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