Pub Date : 2024-05-09DOI: 10.3389/frvir.2024.1269707
K. Niki, Satomi Egashira, Yoshiaki Okamoto
Objective: Even if hospitalized terminal cancer patients wish to go out, it is sometimes difficult for them to realize this because of various symptoms. We have been providing a virtual outing experience using virtual reality (VR) for terminal cancer patients who have difficulty going out, and have often received requests to “talk with people in the virtual outing,” but there is a problem that a large time lag occurs in conversation in a VR space under the general Internet environment. However, with the advent of systems that enable high-speed, low-latency communications, real-time communication is now possible even in VR spaces. Thus, we aimed to explore the feasibility of implementing the real-time virtual outing.Methods: The patient’s preferred virtual outing was to his daughter’s new home. The study operator used a 360° video real-time sharing system to broadcast the view of the daughter’s home. The patient experienced the images using a VR head-mounted display in his room. The patient’s wife, son, daughter, and grandson participated in this delivery using a laptop computer from a dayroom in the hospital, and his daughter’s husband participated using the 360° video real-time sharing system from the daughter’s home with the researcher. Before and after the virtual outing, changes in symptoms and emotions were assessed using the Edmonton Symptom Assessment System Revised Japanese version and the Numerical Rating Scale for headache, dizziness, pleasure, and satisfaction. In addition, we collected the patients’ impressions of the virtual outing.Results: The patient was a male in his early 70s. After approximately 30 min of real-time virtual outings, “tiredness, drowsiness, depression, and wellbeing” were improved and “pleasure, and satisfaction” were increased, while no side effects or worsening of symptoms were observed. In addition, it was observed from the patient’s comments that he felt a sense of presence, as if he were her home.Discussion: The patient and his family could enjoy smooth conversation without time lag even in the VR space. Therefore, it was suggested that real-time virtual outings using VR could help realize the wishes of hospitalized terminal cancer patients who have difficulty going out as a new approach.
{"title":"A real-time virtual outing using virtual reality for a hospitalized terminal cancer patient who has difficulty going out: a case report","authors":"K. Niki, Satomi Egashira, Yoshiaki Okamoto","doi":"10.3389/frvir.2024.1269707","DOIUrl":"https://doi.org/10.3389/frvir.2024.1269707","url":null,"abstract":"Objective: Even if hospitalized terminal cancer patients wish to go out, it is sometimes difficult for them to realize this because of various symptoms. We have been providing a virtual outing experience using virtual reality (VR) for terminal cancer patients who have difficulty going out, and have often received requests to “talk with people in the virtual outing,” but there is a problem that a large time lag occurs in conversation in a VR space under the general Internet environment. However, with the advent of systems that enable high-speed, low-latency communications, real-time communication is now possible even in VR spaces. Thus, we aimed to explore the feasibility of implementing the real-time virtual outing.Methods: The patient’s preferred virtual outing was to his daughter’s new home. The study operator used a 360° video real-time sharing system to broadcast the view of the daughter’s home. The patient experienced the images using a VR head-mounted display in his room. The patient’s wife, son, daughter, and grandson participated in this delivery using a laptop computer from a dayroom in the hospital, and his daughter’s husband participated using the 360° video real-time sharing system from the daughter’s home with the researcher. Before and after the virtual outing, changes in symptoms and emotions were assessed using the Edmonton Symptom Assessment System Revised Japanese version and the Numerical Rating Scale for headache, dizziness, pleasure, and satisfaction. In addition, we collected the patients’ impressions of the virtual outing.Results: The patient was a male in his early 70s. After approximately 30 min of real-time virtual outings, “tiredness, drowsiness, depression, and wellbeing” were improved and “pleasure, and satisfaction” were increased, while no side effects or worsening of symptoms were observed. In addition, it was observed from the patient’s comments that he felt a sense of presence, as if he were her home.Discussion: The patient and his family could enjoy smooth conversation without time lag even in the VR space. Therefore, it was suggested that real-time virtual outings using VR could help realize the wishes of hospitalized terminal cancer patients who have difficulty going out as a new approach.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140995658","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}
Contact sports such as Aikido are preferred to be trained in person with an experienced trainer, as the attempts of remote training before and during the COVID-19 pandemic failed to reproduce the quality of the in-person training benefiting from the trainer’s physically present body. To address this issue of replicating in-person experience remotely, we proposed “Sensei possession,” an xReality-based training method for contact sports in which the trainer remotely guides a person who performs the physical interaction with the trainee on behalf of the real trainer in real-time. In this study, to test the effectiveness of “Sensei possession” on training performance and examine the concerns about its possible side effects on motivation, we conducted a between-participants experiment with an Aikido training task [N = 10 pairs (20 people)]. We compared the groups with or without live feedback on the proxy trainers under our hypothesis that live feedback would enhance trainees’ performance gain. As a result, the trainees in the group with live feedback on proxy trainers had more performance gain than those without live feedback, and no indication of negative effects on motivation was shown. We discussed our results concerning the previous research on micro-adaptive training and reported technical insights to improve the design of Sensei possession further.
{"title":"Be sensei, my friend: Aikido training with a remotely controlled proxy trainer","authors":"Takashige Suzuki, Alarith Uhde, Takuto Nakamura, Takuji Narumi, Tomohiro Amemiya, Hideaki Kuzuoka","doi":"10.3389/frvir.2024.1392635","DOIUrl":"https://doi.org/10.3389/frvir.2024.1392635","url":null,"abstract":"Contact sports such as Aikido are preferred to be trained in person with an experienced trainer, as the attempts of remote training before and during the COVID-19 pandemic failed to reproduce the quality of the in-person training benefiting from the trainer’s physically present body. To address this issue of replicating in-person experience remotely, we proposed “Sensei possession,” an xReality-based training method for contact sports in which the trainer remotely guides a person who performs the physical interaction with the trainee on behalf of the real trainer in real-time. In this study, to test the effectiveness of “Sensei possession” on training performance and examine the concerns about its possible side effects on motivation, we conducted a between-participants experiment with an Aikido training task [N = 10 pairs (20 people)]. We compared the groups with or without live feedback on the proxy trainers under our hypothesis that live feedback would enhance trainees’ performance gain. As a result, the trainees in the group with live feedback on proxy trainers had more performance gain than those without live feedback, and no indication of negative effects on motivation was shown. We discussed our results concerning the previous research on micro-adaptive training and reported technical insights to improve the design of Sensei possession further.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140657794","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 : 2024-04-24DOI: 10.3389/frvir.2024.1252539
Marilia Karla Soares Lopes, Tiago H. Falk
Evidence supporting the benefits of immersive virtual reality (VR) and exposure to nature for the wellbeing of individuals is steadily growing. So-called digital forest bathing experiences take advantage of the immersiveness of VR to make individuals feel like they are immersed in nature, which has led to documented improvements in mental health. The majority of existing studies have relied on conventional VR experiences, which stimulate only two senses: auditory and visual. However, the principle behind forest bathing is to have one stimulate all of their senses to be completely immersed in nature. As recent advances in olfactory technologies have emerged, multisensory immersive experiences that stimulate more than two senses may provide additional benefits. In this systematic literature review, we investigate the multisensory digital nature setups used and their psychological and psychophysiological outcomes; particular focus is placed on the inclusion of smells as the third sensory modality. We searched papers published between 2016 and April 2023 on PubMed, Science Direct, Web of Science, Scopus, Google Scholar, and IEEE Xplore. Results from our quality assessment revealed that the majority of studies (twelve) were of medium or high quality, while two were classified as low quality. Overall, the findings from the reviewed studies indicate a positive effect of including smells to digital nature experiences, with outcomes often comparable to conventional exposure to natural environments. The review concludes with a discussion of limitations observed in the examined studies and proposes recommendations for future research in this domain.
{"title":"Audio-visual-olfactory immersive digital nature exposure for stress and anxiety reduction: a systematic review on systems, outcomes, and challenges","authors":"Marilia Karla Soares Lopes, Tiago H. Falk","doi":"10.3389/frvir.2024.1252539","DOIUrl":"https://doi.org/10.3389/frvir.2024.1252539","url":null,"abstract":"Evidence supporting the benefits of immersive virtual reality (VR) and exposure to nature for the wellbeing of individuals is steadily growing. So-called digital forest bathing experiences take advantage of the immersiveness of VR to make individuals feel like they are immersed in nature, which has led to documented improvements in mental health. The majority of existing studies have relied on conventional VR experiences, which stimulate only two senses: auditory and visual. However, the principle behind forest bathing is to have one stimulate all of their senses to be completely immersed in nature. As recent advances in olfactory technologies have emerged, multisensory immersive experiences that stimulate more than two senses may provide additional benefits. In this systematic literature review, we investigate the multisensory digital nature setups used and their psychological and psychophysiological outcomes; particular focus is placed on the inclusion of smells as the third sensory modality. We searched papers published between 2016 and April 2023 on PubMed, Science Direct, Web of Science, Scopus, Google Scholar, and IEEE Xplore. Results from our quality assessment revealed that the majority of studies (twelve) were of medium or high quality, while two were classified as low quality. Overall, the findings from the reviewed studies indicate a positive effect of including smells to digital nature experiences, with outcomes often comparable to conventional exposure to natural environments. The review concludes with a discussion of limitations observed in the examined studies and proposes recommendations for future research in this domain.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140660781","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 : 2024-04-17DOI: 10.3389/frvir.2024.1330358
Oliver Korn, Matteo Zallio, Benjamin Schnitzer
The Metaverse, a transformation of the internet by XR-technologies progressively blending the digital and physical world, is already changing our social structures. The success of VR-headsets like Quest has made both virtual worlds and the “metaverse” ubiquitous. This technological evolution yields the potential to fundamentally change the way we communicate, live, and work together. At the same time, the perceptions of how these worlds affect our lives differ considerably. To that end, this study investigates the perceptions of 115 younger people from the generations Y and Z, the potential “power users” of virtual worlds. In addition, it investigates differences in perception between non-academics and academics. We looked at perceived knowledge, preferred usage scenarios, interaction with avatars and embodiment, perceived problems and challenges, personal worries, solutions for safeguarding, and institutions to drive safeguarding. While generation Y and Z are often aligned, it is a major finding that in the cases they differ, the younger generation Z is more skeptical. Likewise, non-academics are more skeptical than academics. Finally, we found differences in perception related to gender and provide possible explanations and recommended actions.
元宇宙(Metaverse)是 XR 技术对互联网的改造,它逐步融合了数字世界和物理世界,已经在改变我们的社会结构。Quest 等 VR 头戴设备的成功让虚拟世界和 "元宇宙 "变得无处不在。这种技术演变有可能从根本上改变我们的交流、生活和工作方式。与此同时,人们对这些世界如何影响我们生活的看法却大相径庭。为此,本研究调查了 115 名 Y 代和 Z 代年轻人的看法,他们是虚拟世界的潜在 "实力用户"。此外,它还调查了非学术界人士和学术界人士在认知上的差异。我们调查了所感知的知识、偏好的使用场景、与虚拟化身和化身的互动、所感知的问题和挑战、个人担忧、保护解决方案以及推动保护的机构。虽然 Y 代和 Z 代往往是一致的,但一个重要的发现是,在他们不同的情况下,年轻的 Z 代更持怀疑态度。同样,非学术界人士比学术界人士更持怀疑态度。最后,我们发现了与性别有关的认知差异,并提供了可能的解释和建议采取的行动。
{"title":"Young skeptics: exploring the perceptions of virtual worlds and the metaverse in generations Y and Z","authors":"Oliver Korn, Matteo Zallio, Benjamin Schnitzer","doi":"10.3389/frvir.2024.1330358","DOIUrl":"https://doi.org/10.3389/frvir.2024.1330358","url":null,"abstract":"The Metaverse, a transformation of the internet by XR-technologies progressively blending the digital and physical world, is already changing our social structures. The success of VR-headsets like Quest has made both virtual worlds and the “metaverse” ubiquitous. This technological evolution yields the potential to fundamentally change the way we communicate, live, and work together. At the same time, the perceptions of how these worlds affect our lives differ considerably. To that end, this study investigates the perceptions of 115 younger people from the generations Y and Z, the potential “power users” of virtual worlds. In addition, it investigates differences in perception between non-academics and academics. We looked at perceived knowledge, preferred usage scenarios, interaction with avatars and embodiment, perceived problems and challenges, personal worries, solutions for safeguarding, and institutions to drive safeguarding. While generation Y and Z are often aligned, it is a major finding that in the cases they differ, the younger generation Z is more skeptical. Likewise, non-academics are more skeptical than academics. Finally, we found differences in perception related to gender and provide possible explanations and recommended actions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140691981","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 : 2024-04-04DOI: 10.3389/frvir.2024.1309176
Crystal Goh, Yu Ma, Albert Rizzo
Introduction: Virtual Reality (VR) is revolutionizing healthcare research and practice by offering innovative methodologies across various clinical conditions. Advances in VR technology enable the creation of controllable, multisensory 3D environments, making it an appealing tool for capturing and quantifying behavior in realistic scenarios. This paper details the application of VR as a tool for neurocognitive evaluation, specifically in attention process assessment, an area of relevance for informing the diagnosis of childhood health conditions such as Attention Deficit Hyperactivity Disorder (ADHD).Methods: The data presented focuses on attention performance results from a large sample (n = 837) of neurotypical male and female children (ages 6–13) tested on a visual continuous performance task, administered within an immersive VR classroom environment. This data was collected to create a normative baseline database for use to inform comparisons with the performances of children with ADHD to support diagnostic decision-making in this area.Results: Results indicate systematic improvements on most metrics across the age span, and sex differences are noted on key variables thought to reflect differential measures of hyperactivity and inattention in children with ADHD. Results support VR technology as a safe and viable option for testing attention processes in children, under stimulus conditions that closely mimic ecologically relevant challenges found in everyday life.Discussion: In response to these stimulus conditions, VR can support advanced methods for capturing and quantifying users’ behavioral responses. VR offers a more systematic and objective approach for clinical assessment and intervention and provides conceptual support for its use in a wide variety of healthcare contexts.
{"title":"Normative performance data on visual attention in neurotypical children: virtual reality assessment of cognitive and psychomotor development","authors":"Crystal Goh, Yu Ma, Albert Rizzo","doi":"10.3389/frvir.2024.1309176","DOIUrl":"https://doi.org/10.3389/frvir.2024.1309176","url":null,"abstract":"Introduction: Virtual Reality (VR) is revolutionizing healthcare research and practice by offering innovative methodologies across various clinical conditions. Advances in VR technology enable the creation of controllable, multisensory 3D environments, making it an appealing tool for capturing and quantifying behavior in realistic scenarios. This paper details the application of VR as a tool for neurocognitive evaluation, specifically in attention process assessment, an area of relevance for informing the diagnosis of childhood health conditions such as Attention Deficit Hyperactivity Disorder (ADHD).Methods: The data presented focuses on attention performance results from a large sample (n = 837) of neurotypical male and female children (ages 6–13) tested on a visual continuous performance task, administered within an immersive VR classroom environment. This data was collected to create a normative baseline database for use to inform comparisons with the performances of children with ADHD to support diagnostic decision-making in this area.Results: Results indicate systematic improvements on most metrics across the age span, and sex differences are noted on key variables thought to reflect differential measures of hyperactivity and inattention in children with ADHD. Results support VR technology as a safe and viable option for testing attention processes in children, under stimulus conditions that closely mimic ecologically relevant challenges found in everyday life.Discussion: In response to these stimulus conditions, VR can support advanced methods for capturing and quantifying users’ behavioral responses. VR offers a more systematic and objective approach for clinical assessment and intervention and provides conceptual support for its use in a wide variety of healthcare contexts.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140743423","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 : 2024-04-04DOI: 10.3389/frvir.2024.1358981
Yvan Pratviel, P. Bouny, V. Deschodt-Arsac
Practicing guided breathing at 0.1 Hz in virtual reality yields psychological and physiological benefits. Nonetheless, it remains uncertain whether these effects surpass those induced in a real-world setting. Indeed, the potential influence of the virtual environment on perceived stress and anxiety is not yet fully understood. In this experiment, we aimed to compare the effects of heart rate variability biofeedback combining both haptic and visual cues in real and virtual reality settings among the same group of participants. Additionally, to discern whether the psychological benefits arise from viewing an environment in virtual reality or from the act of performing guided breathing in this specific setting, a “control” immersion condition was introduced. 36 healthy sport students (9 females) participated in this study, performing both the real and virtual reality protocols in a randomized order. Anxiety and stress levels were assessed using the STAI-Y questionnaire and a visual analog scale, respectively. Physiological effects were assessed through measures of heart rate variability, and the performance of cardiac coherence was compared between the real and virtual implementations of guided breathing. As expected, both real and virtual reality heart rate variability biofeedback led to similar physiological modulations and cardiac coherence performances. A decrease in stress and anxiety was observed in both protocols, particularly among participants who initially reported higher stress or anxiety levels. However, no additional changes in psychological states were observed when performing guided breathing while immersed in the virtual environment.
{"title":"Immersion in a relaxing virtual reality environment is associated with similar effects on stress and anxiety as heart rate variability biofeedback","authors":"Yvan Pratviel, P. Bouny, V. Deschodt-Arsac","doi":"10.3389/frvir.2024.1358981","DOIUrl":"https://doi.org/10.3389/frvir.2024.1358981","url":null,"abstract":"Practicing guided breathing at 0.1 Hz in virtual reality yields psychological and physiological benefits. Nonetheless, it remains uncertain whether these effects surpass those induced in a real-world setting. Indeed, the potential influence of the virtual environment on perceived stress and anxiety is not yet fully understood. In this experiment, we aimed to compare the effects of heart rate variability biofeedback combining both haptic and visual cues in real and virtual reality settings among the same group of participants. Additionally, to discern whether the psychological benefits arise from viewing an environment in virtual reality or from the act of performing guided breathing in this specific setting, a “control” immersion condition was introduced. 36 healthy sport students (9 females) participated in this study, performing both the real and virtual reality protocols in a randomized order. Anxiety and stress levels were assessed using the STAI-Y questionnaire and a visual analog scale, respectively. Physiological effects were assessed through measures of heart rate variability, and the performance of cardiac coherence was compared between the real and virtual implementations of guided breathing. As expected, both real and virtual reality heart rate variability biofeedback led to similar physiological modulations and cardiac coherence performances. A decrease in stress and anxiety was observed in both protocols, particularly among participants who initially reported higher stress or anxiety levels. However, no additional changes in psychological states were observed when performing guided breathing while immersed in the virtual environment.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140743410","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 : 2024-04-03DOI: 10.3389/frvir.2024.1372923
Luke Casey, John Dooley, Michael Codd, Rozenn Dahyot, Marco Cognetti, Thomas Mullarkey, Peter Redmond, Gerard Lacey
The aerospace industry prioritises safety protocols to prevent accidents that can result in injuries, fatalities, or aircraft damage. One of the potential hazards that can occur while manoeuvring aircraft in and out of a hangar is collisions with other aircraft or buildings, which can lead to operational disruption and costly repairs. To tackle this issue, we have developed the Smart Hangar project, which aims to alert personnel of increased risks and prevent incidents from happening. The Smart Hangar project uses computer vision, LiDAR, and ultra-wideband sensors to track all objects and individuals within the hangar space. These data inputs are combined to form a real-time 3D Digital Twin (DT) of the hangar environment. The Active Safety system then uses the DT to perform real-time path planning, collision prediction, and safety alerts for tow truck drivers and hangar personnel. This paper provides a detailed overview of the system architecture, including the technologies used, and highlights the system’s performance. By implementing this system, we aim to reduce the risk of accidents in the aerospace industry and increase safety for all personnel involved. Additionally, we identify future research directions for the Smart Hangar project.
{"title":"A real-time digital twin for active safety in an aircraft hangar","authors":"Luke Casey, John Dooley, Michael Codd, Rozenn Dahyot, Marco Cognetti, Thomas Mullarkey, Peter Redmond, Gerard Lacey","doi":"10.3389/frvir.2024.1372923","DOIUrl":"https://doi.org/10.3389/frvir.2024.1372923","url":null,"abstract":"The aerospace industry prioritises safety protocols to prevent accidents that can result in injuries, fatalities, or aircraft damage. One of the potential hazards that can occur while manoeuvring aircraft in and out of a hangar is collisions with other aircraft or buildings, which can lead to operational disruption and costly repairs. To tackle this issue, we have developed the Smart Hangar project, which aims to alert personnel of increased risks and prevent incidents from happening. The Smart Hangar project uses computer vision, LiDAR, and ultra-wideband sensors to track all objects and individuals within the hangar space. These data inputs are combined to form a real-time 3D Digital Twin (DT) of the hangar environment. The Active Safety system then uses the DT to perform real-time path planning, collision prediction, and safety alerts for tow truck drivers and hangar personnel. This paper provides a detailed overview of the system architecture, including the technologies used, and highlights the system’s performance. By implementing this system, we aim to reduce the risk of accidents in the aerospace industry and increase safety for all personnel involved. Additionally, we identify future research directions for the Smart Hangar project.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140748763","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 : 2024-03-21DOI: 10.3389/frvir.2024.1290711
Mitchell S. Mologne, Trent Yamamoto, Michael Viggiano, August E. Blatney, Ross J. Lechner, Thalia H. Nguyen, Aaron Doyle, Jason P. Farrales, Eric V. Neufeld, B. Dolezal
While there has been a recent onslaught of traditional lab-based fitness measures in immersive virtual reality (IVR) exergaming research, there remains a paucity in the field-based fitness domain, which refers to assessments made outside a formal laboratory setting which are easier, cheaper, and have more practical application. This study aimed to assess changes in field-based fitness tests including the 1-mile run, 20-m dash, multiple single-leg hop-stabilization test, Abalakov jump, and 5-10-5 Pro Agility test during a 1-month workout protocol and to compare differences between groups assigned to either an IVR machine-directed exergaming platform or a traditional, self-directed cable-resistance training control (SELF). Eighteen (7 females) college-aged participants with little resistance training experience were randomized to IVR or SELF and worked out thrice weekly for 4 weeks (12 sessions). Wilcoxon rank-sum tests were performed for continuous variables to assess significance. Compared to SELF, the IVR group had significantly better performance improvements in 20 m dash (−0.1s vs. 0.0s, p = 0.022), 5-10-5 Pro Agility Test (−0.1s vs. −0.0s, p = 0.003), Abalakov Jump (5.8 cm vs. 2.0 cm, p = 0.0013), 1-Mile Run (−11.0s vs. −2.0s, p = 0.008), and Multiple Single-Leg Hop-Stabilization Test with their dominant (−9.0s vs. 1.0s, p = 0.0015) and non-dominant (−8.0s vs. 1.0s, p = 0.003) legs. This training study demonstrates that IVR exergaming, more so than those that traditionally resistance train (SELF), can improve many field-based fitness components including agility, balance and stability, speed/acceleration, cardiovascular endurance, and lower-body power.
虽然最近在沉浸式虚拟现实(IVR)外联网游戏研究中出现了大量基于实验室的传统体能测量方法,但在基于实地的体能领域仍然很少见,实地体能指的是在正规实验室环境之外进行的评估,这种评估更容易、更便宜,也更有实际应用价值。本研究旨在评估在为期1个月的锻炼方案中,实地体能测试(包括1英里跑、20米短跑、多次单腿跳跃稳定测试、阿巴拉科夫跳和5-10-5专业敏捷性测试)的变化,并比较被分配到IVR机器指导的体能游戏平台或传统的、自我指导的电缆阻力训练对照组(SELF)之间的差异。18名缺乏阻力训练经验的大学生(7 名女性)被随机分配到 IVR 或 SELF 组,在 4 周内每周锻炼三次(12 次)。对连续变量进行 Wilcoxon 秩和检验以评估其显著性。与 SELF 相比,IVR 组在 20 米短跑(-0.1 秒 vs. 0.0 秒,p = 0.022)、5-10-5 专业敏捷性测试(-0.1 秒 vs. -0.0秒,p = 0.003)、阿巴拉科夫跳(5.8 厘米 vs. 2.0 cm,p = 0.0013)、一英里跑(-11.0s vs. -2.0s,p = 0.008)以及优势腿(-9.0s vs. 1.0s,p = 0.0015)和非优势腿(-8.0s vs. 1.0s,p = 0.003)的多单腿跳跃稳定测试。这项训练研究表明,与传统的阻力训练(SELF)相比,IVR 外部游戏更能提高许多现场体能要素,包括敏捷性、平衡性和稳定性、速度/加速度、心血管耐力和下半身力量。
{"title":"Field-based fitness measures improve via an immersive virtual reality exergaming platform: a randomized controlled trial","authors":"Mitchell S. Mologne, Trent Yamamoto, Michael Viggiano, August E. Blatney, Ross J. Lechner, Thalia H. Nguyen, Aaron Doyle, Jason P. Farrales, Eric V. Neufeld, B. Dolezal","doi":"10.3389/frvir.2024.1290711","DOIUrl":"https://doi.org/10.3389/frvir.2024.1290711","url":null,"abstract":"While there has been a recent onslaught of traditional lab-based fitness measures in immersive virtual reality (IVR) exergaming research, there remains a paucity in the field-based fitness domain, which refers to assessments made outside a formal laboratory setting which are easier, cheaper, and have more practical application. This study aimed to assess changes in field-based fitness tests including the 1-mile run, 20-m dash, multiple single-leg hop-stabilization test, Abalakov jump, and 5-10-5 Pro Agility test during a 1-month workout protocol and to compare differences between groups assigned to either an IVR machine-directed exergaming platform or a traditional, self-directed cable-resistance training control (SELF). Eighteen (7 females) college-aged participants with little resistance training experience were randomized to IVR or SELF and worked out thrice weekly for 4 weeks (12 sessions). Wilcoxon rank-sum tests were performed for continuous variables to assess significance. Compared to SELF, the IVR group had significantly better performance improvements in 20 m dash (−0.1s vs. 0.0s, p = 0.022), 5-10-5 Pro Agility Test (−0.1s vs. −0.0s, p = 0.003), Abalakov Jump (5.8 cm vs. 2.0 cm, p = 0.0013), 1-Mile Run (−11.0s vs. −2.0s, p = 0.008), and Multiple Single-Leg Hop-Stabilization Test with their dominant (−9.0s vs. 1.0s, p = 0.0015) and non-dominant (−8.0s vs. 1.0s, p = 0.003) legs. This training study demonstrates that IVR exergaming, more so than those that traditionally resistance train (SELF), can improve many field-based fitness components including agility, balance and stability, speed/acceleration, cardiovascular endurance, and lower-body power.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140222249","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 : 2024-03-20DOI: 10.3389/frvir.2024.1369794
Maximiliano Abundez Toledo, Ghadi Ghanem, Stuart Fine, Daniel Weisman, Yue Ming Huang, Amir A. Rouhani
Virtual reality (VR) has the potential to be used as a transformative tool in medical education - offering both interactive models and clinical simulations to enhance training. VR presents a space and cost-effective solution for remote education, combined with prospects of higher efficiency and interactivity than traditional training. This study aimed to explore the potential application and perception of VR in a focus group of medical students as an innovative tool for learning anatomy. Sixteen students underwent a structured VR lesson plan exploring concepts in anatomy. Pre- and post-surveys assessed participants’ exposure to VR, previous exposure to and preparedness in anatomy training, and attitudes toward VR. Results revealed that despite limited prior exposure to VR, participants found the technology both easy to navigate and comfortable to use. Notably, over 90% of students indicated that VR would enhance their anatomy learning experience and help them learn a topic better than traditional models. Furthermore, 94% of participants agreed that this learning modality should be offered to medical students, and if given access to this technology, most would utilize it for learning anatomy and potentially for other subjects as well. This study emphasizes VR’s potential to enhance medical education, particularly in anatomy instruction. VR’s adaptability, user-friendly interface, and positive student perceptions highlight its viability as a supplemental tool. Future research should explore specific anatomy applications, long-term impacts on knowledge retention, and the evolving role of VR in medical education.
{"title":"Exploring the promise of virtual reality in enhancing anatomy education: a focus group study with medical students","authors":"Maximiliano Abundez Toledo, Ghadi Ghanem, Stuart Fine, Daniel Weisman, Yue Ming Huang, Amir A. Rouhani","doi":"10.3389/frvir.2024.1369794","DOIUrl":"https://doi.org/10.3389/frvir.2024.1369794","url":null,"abstract":"Virtual reality (VR) has the potential to be used as a transformative tool in medical education - offering both interactive models and clinical simulations to enhance training. VR presents a space and cost-effective solution for remote education, combined with prospects of higher efficiency and interactivity than traditional training. This study aimed to explore the potential application and perception of VR in a focus group of medical students as an innovative tool for learning anatomy. Sixteen students underwent a structured VR lesson plan exploring concepts in anatomy. Pre- and post-surveys assessed participants’ exposure to VR, previous exposure to and preparedness in anatomy training, and attitudes toward VR. Results revealed that despite limited prior exposure to VR, participants found the technology both easy to navigate and comfortable to use. Notably, over 90% of students indicated that VR would enhance their anatomy learning experience and help them learn a topic better than traditional models. Furthermore, 94% of participants agreed that this learning modality should be offered to medical students, and if given access to this technology, most would utilize it for learning anatomy and potentially for other subjects as well. This study emphasizes VR’s potential to enhance medical education, particularly in anatomy instruction. VR’s adaptability, user-friendly interface, and positive student perceptions highlight its viability as a supplemental tool. Future research should explore specific anatomy applications, long-term impacts on knowledge retention, and the evolving role of VR in medical education.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140225015","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 : 2024-03-19DOI: 10.3389/frvir.2024.1347102
Matteo Girondini, Ivana Frigione, Mariapia Marra, Milena Stefanova, M. Pillan, Angelo Maravita, Alberto Gallace
Public speaking is a communication ability that is expressed in social contexts. Public speaking anxiety consists of the fear of giving a speech or a presentation and the perception of being badly judged by others. Such feelings can impair the performance and physiological activation of the presenter. In this study, eighty participants, most naive in Virtual Reality experience, underwent one of four virtual reality public speaking scenarios. Four different conditions were tested in a between-group design, where the audience could express positive or negative non-verbal behavior (in terms of body gesture and facial expression), together with positive or adverse questions raised during a question-and-answer session (Q&A). The primary outcomes concerned the virtual audience behavior’s effect on perceived anxiety and physiological arousal. In general, perceived anxiety seemed to be unaffected neither by the verbal nor non-verbal behavior of the audience. Nevertheless, experimental manipulation showed a higher susceptibility to public speaking anxiety in those participants who scored higher on the Social Interaction Anxiety Scale (SIAS) than those with lower Social Interaction Anxiety Scale scores. Specifically, in the case where the verbal attitude was negative, high SIAS trait participants reported a higher level of anxiety. Participants’ physiological arousal was also affected by the proposed scenarios. Participants dealing with an approving audience and encouraging Q&A reported increased skin conductance response. The lack of correlation between reported anxiety and skin conductance response might suggest a physiological engagement in an interactive exchange with the virtual audience rather than a form of discomfort during the task.
{"title":"Decoupling the role of verbal and non-verbal audience behavior on public speaking anxiety in virtual reality using behavioral and psychological measures","authors":"Matteo Girondini, Ivana Frigione, Mariapia Marra, Milena Stefanova, M. Pillan, Angelo Maravita, Alberto Gallace","doi":"10.3389/frvir.2024.1347102","DOIUrl":"https://doi.org/10.3389/frvir.2024.1347102","url":null,"abstract":"Public speaking is a communication ability that is expressed in social contexts. Public speaking anxiety consists of the fear of giving a speech or a presentation and the perception of being badly judged by others. Such feelings can impair the performance and physiological activation of the presenter. In this study, eighty participants, most naive in Virtual Reality experience, underwent one of four virtual reality public speaking scenarios. Four different conditions were tested in a between-group design, where the audience could express positive or negative non-verbal behavior (in terms of body gesture and facial expression), together with positive or adverse questions raised during a question-and-answer session (Q&A). The primary outcomes concerned the virtual audience behavior’s effect on perceived anxiety and physiological arousal. In general, perceived anxiety seemed to be unaffected neither by the verbal nor non-verbal behavior of the audience. Nevertheless, experimental manipulation showed a higher susceptibility to public speaking anxiety in those participants who scored higher on the Social Interaction Anxiety Scale (SIAS) than those with lower Social Interaction Anxiety Scale scores. Specifically, in the case where the verbal attitude was negative, high SIAS trait participants reported a higher level of anxiety. Participants’ physiological arousal was also affected by the proposed scenarios. Participants dealing with an approving audience and encouraging Q&A reported increased skin conductance response. The lack of correlation between reported anxiety and skin conductance response might suggest a physiological engagement in an interactive exchange with the virtual audience rather than a form of discomfort during the task.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2024-03-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140230573","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}