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A real-time virtual outing using virtual reality for a hospitalized terminal cancer patient who has difficulty going out: a case report 利用虚拟现实技术为一名难以外出的住院晚期癌症患者提供实时虚拟外出:病例报告
Q2 Computer Science Pub Date : 2024-05-09 DOI: 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.
目的:即使住院的癌症晚期患者希望外出,有时也会因为各种症状而难以实现。我们一直在利用虚拟现实(VR)为难以外出的癌症晚期患者提供虚拟外出体验,并经常收到 "在虚拟外出中与人交谈 "的请求,但在一般互联网环境下,VR 空间中的交谈会出现较大的时滞。不过,随着能够实现高速、低延迟通信的系统的出现,即使在 VR 空间中也能进行实时通信了。因此,我们旨在探索实现实时虚拟外出的可行性:患者首选的虚拟外出地点是他女儿的新家。研究操作人员使用 360° 视频实时共享系统播放女儿家的景象。患者在房间里使用 VR 头戴式显示器体验这些图像。患者的妻子、儿子、女儿和孙子在医院的日间病房使用笔记本电脑参与了此次交付,女儿的丈夫则在女儿家中与研究人员一起使用 360° 视频实时共享系统参与了此次交付。在虚拟出游前后,我们使用埃德蒙顿症状评估系统日文修订版和数字评分量表对患者的症状和情绪变化进行了评估,包括头痛、头晕、愉悦感和满意度。此外,我们还收集了患者对虚拟出游的印象:结果:患者是一名 70 岁出头的男性。经过约 30 分钟的实时虚拟外出后,"疲倦、嗜睡、抑郁和幸福感 "得到了改善,"愉悦感和满意度 "得到了提高,同时没有观察到副作用或症状恶化。此外,从病人的评论中可以看出,他有一种身临其境的感觉,仿佛自己就是她的家:讨论:即使在 VR 空间中,患者及其家人也能畅所欲言,没有时差。因此,建议使用 VR 进行实时虚拟外出活动,作为一种新方法,可帮助实现难以外出的癌症晚期住院病人的愿望。
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引用次数: 0
Be sensei, my friend: Aikido training with a remotely controlled proxy trainer 做老师吧,我的朋友:使用遥控代理教练进行合气道训练
Q2 Computer Science Pub Date : 2024-04-25 DOI: 10.3389/frvir.2024.1392635
Takashige Suzuki, Alarith Uhde, Takuto Nakamura, Takuji Narumi, Tomohiro Amemiya, Hideaki Kuzuoka
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.
合气道等接触性运动最好由经验丰富的教练亲自进行训练,因为在 COVID-19 大流行之前和期间进行的远程训练尝试未能再现因教练亲临现场而受益的亲身训练的质量。为了解决这个远程复制亲身体验的问题,我们提出了 "老师附体",这是一种基于 xReality 的接触式运动培训方法,在这种方法中,培训师远程指导一个人,这个人代表真正的培训师与受训者进行实时的身体互动。在本研究中,为了测试 "老师附身 "对训练表现的有效性,并研究其对动机可能产生的副作用,我们进行了一项合气道训练任务的参与者间实验[N = 10 对(20 人)]。我们在 "现场反馈会提高受训者的绩效收益 "的假设下,比较了有无代理培训师现场反馈的组别。结果显示,对代理培训师进行实时反馈的小组中的学员比没有实时反馈的小组中的学员获得了更多的成绩提升,而且没有迹象表明实时反馈对学习动机产生了负面影响。我们讨论了有关微适应训练的前人研究成果,并报告了进一步改进 "甭管 "设计的技术见解。
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引用次数: 0
Audio-visual-olfactory immersive digital nature exposure for stress and anxiety reduction: a systematic review on systems, outcomes, and challenges 通过视听和嗅觉沉浸式数字自然体验减轻压力和焦虑:关于系统、成果和挑战的系统综述
Q2 Computer Science Pub Date : 2024-04-24 DOI: 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.
越来越多的证据表明,沉浸式虚拟现实(VR)和接触大自然对个人健康有益。所谓的数字森林浴体验就是利用 VR 的沉浸感,让人们感觉自己沉浸在大自然中,从而改善心理健康。现有的大多数研究都依赖于传统的 VR 体验,这种体验只能刺激听觉和视觉两种感官。然而,森林浴的原理是让人刺激所有感官,完全沉浸在大自然中。随着最近嗅觉技术的进步,能刺激两种以上感官的多感官沉浸式体验可能会带来更多益处。在这篇系统性文献综述中,我们调查了所使用的多感官数字自然设置及其心理和心理生理结果;特别关注了将气味作为第三种感官模式的情况。我们在 PubMed、Science Direct、Web of Science、Scopus、Google Scholar 和 IEEE Xplore 上检索了 2016 年至 2023 年 4 月间发表的论文。我们的质量评估结果显示,大多数研究(12 篇)的质量为中等或高等,而有两篇被归类为低质量。总体而言,综述研究的结果表明,将嗅觉纳入数字自然体验会产生积极影响,其结果通常与传统的自然环境接触效果相当。综述最后讨论了所审查研究中发现的局限性,并对这一领域的未来研究提出了建议。
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引用次数: 0
Young skeptics: exploring the perceptions of virtual worlds and the metaverse in generations Y and Z 年轻的怀疑论者:探索 Y 世代和 Z 世代对虚拟世界和元宇宙的看法
Q2 Computer Science Pub Date : 2024-04-17 DOI: 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。
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引用次数: 0
Normative performance data on visual attention in neurotypical children: virtual reality assessment of cognitive and psychomotor development 神经畸形儿童视觉注意力的正常表现数据:认知和心理运动发展的虚拟现实评估
Q2 Computer Science Pub Date : 2024-04-04 DOI: 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.
导言:虚拟现实(VR)为各种临床情况提供了创新方法,正在彻底改变医疗保健研究和实践。虚拟现实技术的进步能够创建可控的多感官三维环境,使其成为捕捉和量化现实场景中行为的极具吸引力的工具。本文详细介绍了将 VR 作为神经认知评估工具的应用,特别是在注意力过程评估中的应用,该领域与儿童健康状况(如注意力缺陷多动障碍(ADHD))的诊断息息相关:所展示的数据主要是一个大样本(n = 837)的神经畸形男女儿童(6-13 岁)的注意力表现结果,他们在一个沉浸式虚拟现实教室环境中接受了视觉连续表现任务测试。收集这些数据是为了建立一个标准基线数据库,用于与多动症儿童的表现进行比较,以支持这方面的诊断决策:结果:研究结果表明,大多数指标在不同年龄段都有系统性的改善,而且在关键变量上存在性别差异,这被认为反映了多动症儿童在多动和注意力不集中方面的不同表现。研究结果表明,VR 技术是测试儿童注意力过程的一种安全可行的方法,其刺激条件与日常生活中的生态挑战非常相似:讨论:针对这些刺激条件,VR 可以支持捕捉和量化用户行为反应的先进方法。虚拟现实为临床评估和干预提供了一种更系统、更客观的方法,并为其在各种医疗保健环境中的应用提供了概念支持。
{"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}
引用次数: 0
Immersion in a relaxing virtual reality environment is associated with similar effects on stress and anxiety as heart rate variability biofeedback 沉浸在轻松的虚拟现实环境中对压力和焦虑的影响与心率变异生物反馈相似
Q2 Computer Science Pub Date : 2024-04-04 DOI: 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.
在虚拟现实中以 0.1 Hz 的频率练习引导呼吸会产生心理和生理上的益处。然而,这些效果是否超过在真实世界环境中产生的效果仍不确定。事实上,虚拟环境对感知压力和焦虑的潜在影响尚未完全明了。在本实验中,我们的目的是在同一组参与者中,比较在真实和虚拟现实环境中结合触觉和视觉线索的心率变异性生物反馈的效果。此外,为了分辨心理益处是来自于观看虚拟现实环境,还是来自于在这一特定环境中进行引导式呼吸的行为,我们还引入了 "对照 "沉浸条件。36 名健康的体育专业学生(9 名女生)参加了这项研究,他们按照随机顺序执行了真实和虚拟现实协议。焦虑和压力水平分别通过 STAI-Y 问卷和视觉模拟量表进行评估。通过测量心率变异性来评估生理效应,并比较了真实和虚拟引导呼吸的心脏一致性表现。不出所料,真实和虚拟现实的心率变异性生物反馈都带来了相似的生理调节和心脏一致性表现。在两种方案中都观察到了压力和焦虑的减少,尤其是在最初报告压力或焦虑水平较高的参与者中。然而,在沉浸于虚拟环境中进行引导呼吸时,没有观察到心理状态的其他变化。
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引用次数: 0
A real-time digital twin for active safety in an aircraft hangar 用于飞机库主动安全的实时数字孪生系统
Q2 Computer Science Pub Date : 2024-04-03 DOI: 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.
航空航天业将安全协议放在首位,以防止可能导致人员伤亡或飞机损坏的事故发生。在飞机进出机库时可能发生的潜在危险之一是与其他飞机或建筑物发生碰撞,这可能导致运行中断和昂贵的维修费用。为了解决这个问题,我们开发了智能机库项目,旨在提醒工作人员注意增加的风险,防止事故发生。智能机库项目使用计算机视觉、激光雷达和超宽带传感器来跟踪机库空间内的所有物体和人员。这些数据输入组合在一起,形成了机库环境的实时三维数字孪生(DT)。然后,主动安全系统使用 DT 为拖车司机和机库人员执行实时路径规划、碰撞预测和安全警报。本文详细概述了系统架构,包括所使用的技术,并重点介绍了系统的性能。通过实施该系统,我们旨在降低航空航天业的事故风险,提高所有相关人员的安全性。此外,我们还确定了智能机库项目未来的研究方向。
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引用次数: 0
Field-based fitness measures improve via an immersive virtual reality exergaming platform: a randomized controlled trial 通过沉浸式虚拟现实游戏平台改善实地健身测量:随机对照试验
Q2 Computer Science Pub Date : 2024-03-21 DOI: 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。
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引用次数: 0
Exploring the promise of virtual reality in enhancing anatomy education: a focus group study with medical students 探索虚拟现实技术在加强解剖学教育方面的前景:针对医科学生的焦点小组研究
Q2 Computer Science Pub Date : 2024-03-20 DOI: 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.
虚拟现实(VR)有可能成为医学教育的变革工具--提供互动模型和临床模拟,以加强培训。VR 为远程教育提供了一个空间大、成本效益高的解决方案,而且与传统培训相比,具有更高的效率和互动性。本研究旨在探索 VR 作为学习解剖学的创新工具在医学生焦点小组中的潜在应用和感知。16 名学生接受了结构化 VR 课程计划,探索解剖学概念。前期和后期调查评估了参与者对 VR 的接触情况、之前在解剖培训中的接触情况和准备情况,以及对 VR 的态度。结果显示,尽管学员之前接触 VR 的机会有限,但他们认为该技术易于浏览且使用舒适。值得注意的是,超过 90% 的学生表示,与传统模型相比,VR 会增强他们的解剖学习体验,帮助他们更好地学习某个主题。此外,94% 的参与者同意应向医科学生提供这种学习方式,如果有机会接触到这种技术,大多数人都会利用它来学习解剖学,也有可能用于其他科目。这项研究强调了虚拟现实技术在加强医学教育,尤其是解剖学教学方面的潜力。VR 的适应性、友好的用户界面以及学生的积极评价都突出了其作为辅助工具的可行性。未来的研究应探索具体的解剖学应用、对知识保留的长期影响以及 VR 在医学教育中不断发展的作用。
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引用次数: 0
Decoupling the role of verbal and non-verbal audience behavior on public speaking anxiety in virtual reality using behavioral and psychological measures 利用行为和心理测量方法解耦虚拟现实中口头和非口头听众行为对公开演讲焦虑的作用
Q2 Computer Science Pub Date : 2024-03-19 DOI: 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.
公众演讲是一种在社交场合表现出来的沟通能力。公众演讲焦虑包括对演讲或演示的恐惧,以及对他人评价不佳的看法。这种情绪会影响演讲者的表现和生理机能。在这项研究中,80 名参与者(其中大多数人都没有虚拟现实经验)经历了四种虚拟现实公开演讲场景中的一种。通过组间设计测试了四种不同的情况,观众可以表达积极或消极的非语言行为(肢体动作和面部表情),以及在问答环节(Q&A)中提出的积极或消极的问题。主要结果涉及虚拟观众行为对感知焦虑和生理唤醒的影响。总体而言,感知焦虑似乎不受观众语言或非语言行为的影响。然而,实验操作显示,社会交往焦虑量表(SIAS)得分较高的参与者比社会交往焦虑量表得分较低的参与者更容易产生公开演讲焦虑。具体来说,在言语态度消极的情况下,SIAS 特质高的参与者焦虑程度更高。参与者的生理唤醒也受到所提议情景的影响。面对赞许的观众和鼓励的问答时,参与者的皮肤传导反应会增加。所报告的焦虑与皮肤传导反应之间缺乏相关性,这可能表明生理上参与了与虚拟观众的互动交流,而不是在任务中感到不适。
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Frontiers in virtual reality
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