首页 > 最新文献

Frontiers in virtual reality最新文献

英文 中文
Softness presentation by combining electro-tactile stimulation and force feedback 电触觉刺激与力反馈相结合的柔软表现
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-24 DOI: 10.3389/frvir.2023.1133146
Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto
To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.
为了在虚拟环境中提供真实的触觉,有必要同时刺激皮肤和本体感觉。本研究的重点是通过使用电触觉刺激来呈现柔软的现实方法。我们的系统结合了一个力反馈装置和一个电刺激器,通过施加反作用力来产生柔软的感觉,并根据压痕的数量扩散皮肤感觉。我们测量了凝胶样品接触面积的变化,并使用电刺激来重现样品接触面积的增加。我们进行了一项心理物理实验来评估皮肤和力感结合的有效性,并证实同时呈现可以增强柔软感。
{"title":"Softness presentation by combining electro-tactile stimulation and force feedback","authors":"Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto","doi":"10.3389/frvir.2023.1133146","DOIUrl":"https://doi.org/10.3389/frvir.2023.1133146","url":null,"abstract":"To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44959901","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}
引用次数: 0
Immersive competence and immersive literacy: Exploring how users learn about immersive experiences 沉浸式能力和沉浸式素养:探索用户如何学习沉浸式体验
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1129242
A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman
While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.
虽然通过近眼显示器介导的沉浸式体验仍然是一种相对不成熟的媒介,但仍有数百万消费者设备在使用。潜在受众对界面和媒体形式的认识程度会有很大差异。用户可能拥有个人设备,或者可能在各种场所遇到身临其境的系统。我们引入了“沉浸式能力”一词,指的是用户积累的关于典型沉浸式界面如何工作的一般实践知识和技能——按钮的使用方式、主要的移动技术等。然后引入了“身临其境素养”一词来指的是意识到沉浸式界面是如何独特的,当它们可能是合适的时,是典型的媒体形式,等。我们勾勒出用户如何通过沉浸式媒体培养能力和素养,然后强调提出的各种悬而未决的问题。
{"title":"Immersive competence and immersive literacy: Exploring how users learn about immersive experiences","authors":"A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman","doi":"10.3389/frvir.2023.1129242","DOIUrl":"https://doi.org/10.3389/frvir.2023.1129242","url":null,"abstract":"While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45978881","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}
引用次数: 3
Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders 编辑:目前使用虚拟现实和电子疗法治疗创伤和压力相关疾病
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1158427
G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero
Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS
最近,基于电子治疗的虚拟现实和技术创新的使用对创伤和压力相关疾病(如创伤后应激障碍)产生了巨大影响,允许对这些精神障碍进行基于证据的干预。鉴于近年来这些系统所显示的技术进步和范围,重要的是要根据新的经过验证和有效的技术更新治疗方案。此外,鉴于COVID-19对精神卫生服务的高需求,在当前背景下,对创伤和压力相关疾病进行专门治疗尤为重要。本期的主要目的是介绍将虚拟现实纳入创伤和压力相关疾病的治疗方案和基于电子疗法的干预方面的最新进展,并确定基于新技术的创伤和压力相关疾病专科护理的流行现状和治疗方案。多年来,已经进行了几项关于使用技术治疗创伤和压力相关疾病的研究,特别是利用虚拟现实进行长时间暴露治疗。这种方法已被证明是非常有效的(Rothbaum et al., 2010;Kothgassner et al., 2019)。尽管有证据支持创伤和压力相关疾病的技术支持项目,但一些作者认为,在某些人群中,这些项目的传播和实施仍然存在局限性。近年来,人们提出了一些替代方案,例如结合技术,例如通过在线程序使用基于vr的治疗。考虑到基于vr的程序通常在办公室进行,这种方法可能更容易获得和接受,因为用户可以从家里的这些程序中受益(Wiederhold & Riva, 2019;林德,2021)。尽管通过在线程序使用VR已经获得了相关性,但还需要更多的研究,因为它只在一些疾病中进行了研究,而且似乎创伤相关疾病可以从这些类型的程序中受益。Freedman等人在本研究主题中发表的一篇文章讨论了电子治疗和虚拟现实暴露治疗,描述了基于互联网的虚拟现实早期治疗的发展和评估,旨在预防慢性创伤后应激障碍。该研究采用五期治疗方案,以多种格式呈现所有内容,包括治疗师口头开放访问
{"title":"Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders","authors":"G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero","doi":"10.3389/frvir.2023.1158427","DOIUrl":"https://doi.org/10.3389/frvir.2023.1158427","url":null,"abstract":"Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41580259","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}
引用次数: 0
Influence of surgical masks on the avoidance of virtual pedestrians 外科口罩对虚拟行人避让的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1081003
M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne
To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.
为应对COVID-19大流行,世界各国政府提出了一系列缓解战略。虽然不同理事机构的反应各不相同,但保持社交距离和使用外科口罩等建议几乎是普遍的。这些建议,以及大流行期间出现的社交焦虑,很可能影响了行人的互动。在这项研究中,我们研究了外科口罩对虚拟行人的运动规避策略的影响。我们进一步探讨了在大流行背景下,障碍清除措施与社区活动相关的焦虑感之间的关系。使用虚拟现实技术,在11名健康年轻人的样本中测量了运动规避策略对接近行人的反应,这些行人有和没有外科口罩。此外,还开发了一份调查问卷,用于深入了解参与者在2020年夏季之前实施的严格限制期间和之后的行为。结果显示,当虚拟行人戴着外科口罩时,参与者保持了更大的间隙。此外,在大流行背景下,清除与社区活动焦虑呈正相关。我们的研究结果提供了证据,表明在与行人互动时,戴口罩会增加身体距离。此外,研究结果表明,社会环境和心理健康状况会影响在行人互动任务背景下测量的运动结果,并强调了虚拟现实模拟在社区环境下研究运动的潜力。
{"title":"Influence of surgical masks on the avoidance of virtual pedestrians","authors":"M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne","doi":"10.3389/frvir.2023.1081003","DOIUrl":"https://doi.org/10.3389/frvir.2023.1081003","url":null,"abstract":"To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150694","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}
引用次数: 0
Editorial: Metaverse in co-virtual city design 编辑:协同虚拟城市设计中的虚拟空间
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-21 DOI: 10.3389/frvir.2023.1166107
Shuva Chowdhury, M. Schnabel, T. Lo
The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS
元宇宙是一个近年来非常流行的概念,尤其是在技术和设计领域。它不仅仅是一个虚拟环境的研究主题,而是一个共享空间,个人可以在这里从事各种活动,如社交、游戏和商业。改进的虚拟和增强现实技术的兴起重新打开了更广泛的数字协同设计领域的研究途径。该领域的关键研究领域之一是共同虚拟城市的设计,用户可以在虚拟环境中相互交互。我们研究这个领域已经有很长一段时间了。因此,“虚拟现实前沿”这一研究主题汇集了具有相同研究兴趣的同事。我们现在推出了一系列精心挑选的活动,深入探讨共同虚拟城市设计的各个方面,以及如何利用这一领域创造新的创新体验。联合设计是指在最终使用用户的积极参与下设计产品或服务。根据我们自己的研究方法,联合设计在城市规划、建筑和产品设计中已被广泛采用。然而,我们意识到“元宇宙中虚拟城市的共同设计”的研究课题仍处于初级阶段。元宇宙的独特性质为虚拟城市的联合设计带来了一些机遇和挑战。Metaverse中共同设计虚拟城市的好处之一是增加了用户参与度:通过让用户参与设计过程,他们对结果的投入更大,更有可能参与虚拟环境。这一过程可以带来一个更加充满活力和活跃的社区,因为用户对“他们的”虚拟城市有归属感和归属感。用户的参与收集了对用户偏好和要求的宝贵见解,设计师可以更深入地了解他们的需求、欲望和局限性。这些信息可以创建更好地满足用户需求的虚拟城市,从而提高满意度和参与度。它还具有增加创造力和创新的潜力。通过让不同的用户群体参与设计过程,设计师可以利用他们可能没有考虑过的丰富想法和观点。它可以创建独特和创新的虚拟城市,为用户提供新的令人兴奋的体验。然而,在元宇宙中共同设计虚拟城市也带来了重大挑战。最大的挑战之一是确保不同用户群体的参与。让具有不同背景、经验和开放访问的广泛用户参与进来是至关重要的
{"title":"Editorial: Metaverse in co-virtual city design","authors":"Shuva Chowdhury, M. Schnabel, T. Lo","doi":"10.3389/frvir.2023.1166107","DOIUrl":"https://doi.org/10.3389/frvir.2023.1166107","url":null,"abstract":"The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46369571","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}
引用次数: 0
Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment 勘误:在屏幕观看唤醒评估时动态瞳孔光反应的衰减
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-16 DOI: 10.3389/frvir.2023.1178182
Frontiers Production Office
{"title":"Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment","authors":"Frontiers Production Office","doi":"10.3389/frvir.2023.1178182","DOIUrl":"https://doi.org/10.3389/frvir.2023.1178182","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41573354","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}
引用次数: 0
Virtual nature makes knowledge beautiful 虚拟的自然使知识变得美丽
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-13 DOI: 10.3389/frvir.2023.1100540
Maria C. R. Harrington
This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.
这是一种将沉浸式非正式学习应用构建为自然世界的数字双胞胎的观点。这些应用程序提供了多模式、互动、沉浸式、具象化和感官体验,与典型的游戏艺术环境不同,因为它们是数据和信息的地理空间可视化,这些数据和信息来源于生态领域的研究、地理信息系统、无人机图像,以及在实时交互式游戏引擎中可视化的植物学正确的3D植物模型。由于它们是由几何对象构成的,它们可以程序化地自我表达语义数据,并连接到互联网上的知识存储,从而创建一个知识网络,既可以探索作为自然景观的虚拟环境,也可以探索连接的知识存储,以便在好奇的时刻进行非正式学习。这种设计对于非正式学习来说是非常强大的,因为它支持人类天生的理解世界的欲望。本文总结了用于创建自然环境的三个数字孪生的构建方法以及创建和分发的非正式学习应用,即增强现实(AR)、虚拟现实(VR)和虚拟实地考察。非正式学习成果和情绪反应评估使用混合方法的研究,以了解设计因素的影响。视觉保真度和导航自由相结合,可以提高学习效果,以及许多有效和情感的结果。对事实和故事的接触增加了学习成果,被评价为美丽的应用程序与敬畏和惊奇的情绪反应相关,而敬畏和惊奇与更高的学习收益相关。美与其他系统范围内的主观评价相关,这些主观评价在很大程度上被认为是创造有利于支持学习成果的环境的重要因素,比如冷静、兴奋、好奇、分享的愿望和创造的愿望。本文总结了作者之前工作的亮点,以使读者对工作的主体有一个看法。
{"title":"Virtual nature makes knowledge beautiful","authors":"Maria C. R. Harrington","doi":"10.3389/frvir.2023.1100540","DOIUrl":"https://doi.org/10.3389/frvir.2023.1100540","url":null,"abstract":"This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42276633","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}
引用次数: 0
Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality 社会环境对吸烟线索反应的调节——对虚拟现实中暴露疗法的启示
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-08 DOI: 10.3389/frvir.2023.926679
Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger
Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.
理由:社会因素被认为是引发和维持药物滥用的重要因素。关于线索反应和暴露的虚拟现实研究经常将社会刺激作为复杂药物摄入场景的一部分。很少有人试图剖析不同组件的影响及其交互效果。本研究通过调查社会环境对近端吸烟线索引起的反应的调节作用,批判性地扩展了这一研究领域。方法:32名吸烟者和33名从不吸烟者在虚拟现实中呈现近端线索和中性刺激,嵌入社会背景或中性背景中。使用虚拟手模型将真实的手部动作转换为VR。每项试验都从不同刺激-情境组合的表现开始。离散刺激出现在参与者面前的桌子上,上下文刺激出现在桌子的末尾。之后,参与者被要求抓住面前的目标刺激(香烟和铅笔)。成功接触后,刺激出现在虚拟手中。通过自我报告、生理测量和显性接近行为来评估社会环境对线索反应的调节。结果:研究结果揭示了社会环境对吸烟者近端吸烟线索反应的调节作用。与从不吸烟的人相比,吸烟暗示会引起吸烟者的渴望,而这种渴望在社会背景下会减弱。此外,社会环境增加了吸烟者接近和接触香烟的潜伏期,但不影响从不吸烟者的行为接近反应。其他数据提供了互动的指示,但也提供了线索和上下文的主要影响。有趣的是,在接触虚拟香烟后,线索引发的渴望增加了。结论:本研究为社会环境对线索反应的调节提供了证据,从而批判性地扩展了以往的研究。考虑到药物相关环境在成瘾行为的刺激控制中的作用,这些结果尤其重要。我们的研究结果强调,在基础研究和治疗中,需要解决社会背景对线索反应性的影响,并进一步表明,感知吸烟可用性的变化可能会增强或抑制线索诱发的反应性。
{"title":"Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality","authors":"Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger","doi":"10.3389/frvir.2023.926679","DOIUrl":"https://doi.org/10.3389/frvir.2023.926679","url":null,"abstract":"Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002185","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}
引用次数: 0
Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies 减少头戴式显示器使用中的晕屏:当前策略的系统回顾和分类
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-03-03 DOI: 10.3389/frvir.2023.1027552
Samuel Ang, J. Quarles
This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display.
这篇文献综述检查了现有的关于头戴式显示器使用减少晕动症的研究。“晕屏症”指的是沉浸在虚拟环境中有时会出现的一系列负面症状,如恶心、头晕或眼睛疲劳。这些症状可能会阻碍个人使用虚拟现实(VR)技术,因此找到减少这些症状的新方法至关重要。在这篇文献综述中,我们的目标是提供一个更好的画面,即减少晕动症的技术存在,证明其有效性的研究数量,以及已经进行的虚拟场景测试。这将有助于指导研究走向有前途的途径,并阐明文献中的空白。按照系统综述和meta分析声明的首选报告项目,我们通过软件辅助获得了一批1055篇论文。我们选择了88篇研究减少晕动症的潜在方法的论文。我们的接受标准要求论文检查了可用于日常使用的可延展性条件,检查了与头戴式显示器相结合的技术,并比较了两种或多种用户条件之间的晕屏水平。这些论文根据其对抗晕车的一般方法进行分类,并根据统计显著结果的存在、虚拟车辆的使用、视觉现实主义水平以及用于评估其有效性的虚拟场景内容进行标记。在此过程中,我们创建了迄今为止的文献快照,以便研究人员可以更好地了解正在研究的方法,以及在评估中使用的虚拟体验类型。关键词:虚拟现实晕动病模拟器晕动病减少视动病系统评价头戴式显示器
{"title":"Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies","authors":"Samuel Ang, J. Quarles","doi":"10.3389/frvir.2023.1027552","DOIUrl":"https://doi.org/10.3389/frvir.2023.1027552","url":null,"abstract":"This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44083416","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}
引用次数: 0
The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study 基于虚拟现实的干预对ADHD-A患者处理速度和工作记忆的影响
Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING Pub Date : 2023-02-24 DOI: 10.3389/frvir.2023.1108060
Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro
Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.
引言:本研究旨在评估基于虚拟现实的干预措施在多动症症状学生的处理速度和工作记忆方面的有效性。方法:进行一项随机实验研究,样本由25名成年参与者组成,他们来自波尔图高级政治学院。参与者被分为两组:一组是被动控制组,另一组是使用Enhance VR应用程序中的基于虚拟现实的游戏完成10次会话的干预组。干预包括6个游戏:“打鼹鼠”、“洗牌”、“组装”、“反应”、“记忆墙”和“大师”。参与者使用韦克斯勒成人智力量表第三版WAIS-III的西南处理速度评估(SWAPS)和字母、数字序列和空间位置进行干预前和干预后评估。描述性统计用于表征样本,混合方差分析用于测试干预的有效性。结果:干预组的处理速度有改善(p<0.001),干预与时间之间的相互作用值也有显著性(p=0.004)。在研究的不同变量中,参与者的工作记忆没有统计学上的显著差异,除了实验组的空间位置测试值相对于初始评估有所改善(p=0.034)。讨论:虚拟现实认知训练干预导致了处理速度测量的改善,而这在对照组中没有发现。尽管我们无法就工作记忆得出相同的结论,但这些结果表明,VR干预在实验组中取得了进展,可能受到干预的影响,这一点应该在未来的长期干预研究中得到验证。
{"title":"The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study","authors":"Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro","doi":"10.3389/frvir.2023.1108060","DOIUrl":"https://doi.org/10.3389/frvir.2023.1108060","url":null,"abstract":"Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-02-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42281314","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}
引用次数: 1
期刊
Frontiers in virtual reality
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1