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Odame-Amoabeng S, Akalin A, D'haenens F, Tricas-Sauras S, Chang YS. Immersive insights: A qualitative systematic review and thematic synthesis of views, experiences, health and wellbeing of students and educators using virtual reality in nursing and midwifery education. NURSE EDUCATION TODAY 2025; 150:106679. [PMID: 40112463 DOI: 10.1016/j.nedt.2025.106679] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 10/01/2024] [Revised: 01/03/2025] [Accepted: 03/10/2025] [Indexed: 03/22/2025]
Abstract
BACKGROUND AND OBJECTIVES As healthcare evolves with technology, the demand for a more skilled nursing and midwifery workforce has increased, making traditional learning alone insufficient. This has driven the adoption of virtual reality (VR) based simulation learning. While VR's effectiveness has been reviewed, student and educator experiences and well-being remain underexplored. This review examined the perspectives of nursing and midwifery students and educators using immersive VR, and its impact on health and well-being. METHODS A qualitative systematic review was conducted searching across seven databases, CINAHL, Embase, Education Resources Information Centre, MEDLINE, PsycINFO, Scopus, and Web of Science Core Collection, from January 2001 to March 2024. Qualitative evidence on midwifery and nursing students and educators using immersive VR, including head-mounted displays, were included. An adapted Critical Appraisal Skills Programme tool was used to assess study quality. Themes were developed using thematic synthesis. FINDINGS Forty-five studies from 14 countries were synthesised. VR topics covered skills, competencies, knowledge acquisition, and professional values. Seven analytical themes emerged: impact on health and well-being, constraints to VR use, unique selling points of VR, enhanced productivity in teaching and learning, perceptions of realism in VR, professional development and attitude shifts, and future considerations for VR use. CONCLUSION While VR provides significant benefits in nursing and midwifery education, its full integration is hindered by practical challenges, and concerns about health and well-being. Effective adoption requires dedicated educator support, student collaboration in content development, clear guidelines, increased institutional investment, and balanced use alongside traditional simulations. Future research should investigate learner and educator perspectives longitudinally to maximise VR's educational potential.
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Affiliation(s)
- Sylvester Odame-Amoabeng
- Florence Nightingale Faculty of Nursing, Midwifery & Palliative Care, King's College London, James Clerk Maxwell Building, 57 Waterloo Road, London SE1 8WA, United Kingdom.
| | - Ayse Akalin
- Department of Healthcare, Design, & Technology, Brussels Expertise Centre for Healthcare Innovation (BruCHI), Erasmus Brussels University of Applied Sciences and Arts, Brussels, Belgium; Faculty of Health Sciences, Department of Nursing, Duzce University, Duzce, Türkiye.
| | - Florence D'haenens
- Department of Healthcare, Design, & Technology, Brussels Expertise Centre for Healthcare Innovation (BruCHI), Erasmus Brussels University of Applied Sciences and Arts, Brussels, Belgium.
| | - Sandra Tricas-Sauras
- Department of Healthcare, Design, & Technology, Brussels Expertise Centre for Healthcare Innovation (BruCHI), Erasmus Brussels University of Applied Sciences and Arts, Brussels, Belgium; School of Public Health, Social Approaches to Health Research Center (CRISS-CR5), Université Libre de Bruxelles, Brussels, Belgium.
| | - Yan-Shing Chang
- Florence Nightingale Faculty of Nursing, Midwifery & Palliative Care, King's College London, James Clerk Maxwell Building, 57 Waterloo Road, London SE1 8WA, United Kingdom.
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Wang Y, Duan B, Chen X, Song Y, Liu X. The application of metaverse in mental health. Front Public Health 2025; 13:1463494. [PMID: 40276352 PMCID: PMC12018439 DOI: 10.3389/fpubh.2025.1463494] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/12/2024] [Accepted: 02/20/2025] [Indexed: 04/26/2025] Open
Abstract
Rapid technological progress is reshaping human existence globally. The metaverse, a 3D digital realm merging virtual reality (VR) with physical space, exemplifies this fusion. Users can replicate and customize real-world elements within this immersive environment. Over the past decade, VR, augmented reality (AR), and mixed reality (MR) have become effective tools for addressing mental health conditions, offering solutions to the shortage of mental health professionals and limited access to care. However, extensive participation in 3D immersive gaming and social media can lead to insecurity, anxiety, depression, and addictive behaviors, particularly among young adults. This engagement may also impair attention spans, exacerbating symptoms in adolescents with attention deficit hyperactivity disorder. This research examines the impact of expanding metaverse applications on mental health, exploring both risks and benefits.
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Affiliation(s)
- Yue Wang
- Department of General Surgery, Cancer Hospital of China Medical University, Liaoning Cancer Hospital and Institute, Shenyang, China
| | - Boshi Duan
- Department of Medical Oncology, National Cancer Center/ National Clinical Research Center for Cancer/Cancer Hospital and Shenzhen Hospital, Chinese Academy of Medical Sciences and Peking Union Medical College, Shenzhen, China
| | - Xi Chen
- Department of General Surgery, Cancer Hospital of China Medical University, Liaoning Cancer Hospital and Institute, Shenyang, China
- Department of Clinical Integration of Traditional Chinese and Western Medicine, Liaoning University of Traditional Chinese Medicine, Shenyang, China
| | - Yuxuan Song
- Department of General Surgery, Cancer Hospital of China Medical University, Liaoning Cancer Hospital and Institute, Shenyang, China
- Pharmaceutical Science, China Medical University-The Queen’s University Belfast Joint College, China Medical University, Shenyang, China
| | - Xin Liu
- Department of Colorectal Surgery, Cancer Hospital of China Medical University, Liaoning Cancer Hospital and Institute, Shenyang, China
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Ball C, Huang KT, Francis-Levin J. Beyond the hype: longitudinal trends in virtual reality perceptions beyond the COVID-19 pandemic. INFORMATION RESEARCH 2025; 30:260-279. [PMID: 40176781 PMCID: PMC11964156 DOI: 10.47989/ir30iconf47356] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 04/04/2025]
Abstract
Introduction The metaverse is shaped significantly by spatial computing technologies, such as virtual reality (VR). However, the promise of a VR-facilitated metaverse remains unfulfilled, and public perceptions of these technologies are fluid. Therefore, this study investigates perceptions and intentions to use VR over three years, both during and after the COVID-19 pandemic. Method We conducted three waves of cross-sectional surveys from 2020 to 2022 (N = 928), via Amazon Mechanical Turk. Analysis Data were analysed using OLS regression and mediation-moderation analysis using Hayes' PROCESS Model 85. Results Respondents' perceptions of VR as both easy to use and useful predict their intentions to use the technology, with usefulness being the stronger predictor. When examining changes over time, in 2021, VR ownership was not a predictor of perceived usefulness, and it was associated with a decrease in intentions to use VR, potentially reflecting the dynamics of the hype cycle. The direct and indirect effects of COVID-19 on VR acceptance persisted throughout all three years of the study but appear to be diminishing with time. Conclusion This study contributes to the theoretical and practical discourse on the metaverse's development, advocating for a nuanced understanding of VR's role as a critical component of this digital frontier.
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Affiliation(s)
- Christopher Ball
- Department of Journalism and Institute of Communications Research, University of Illinois at Urbana-Champaign, Illinois, USA
| | - Kuo-Ting Huang
- School of Computing and Information, University of Pittsburgh, Pennsylvania, USA
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Diniz JL, Oliveira NMC, Coutinho JFV, Marques MB, Pillon CB, Araújo ÍLD. Purposes and characteristics of virtual reality technologies for the elderly in the community: a scoping review. Rev Lat Am Enfermagem 2024; 32:e4389. [PMID: 39607177 PMCID: PMC11654048 DOI: 10.1590/1518-8345.7419.4389] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2024] [Accepted: 07/18/2024] [Indexed: 11/29/2024] Open
Abstract
to map the characteristics and purposes of Virtual Reality (VR) technologies for the elderly in the community. scoping review, according to JBI recommendations and described according to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews. Ten databases and four platforms referring to gray literature were included. Studies were selected after duplicates were removed and individual and peer reviews were carried out. Similarity analysis was used to identify competition between words and their results. 20 studies on VR for the elderly were mapped, the majority of which used non-immersive devices. The main purpose of using VR with the elderly is to improve and/or rehabilitate functions that decline with aging, either physiologically or as a result of illness or injury. VR devices are a potential tool for the prevention of falls and cognitive decline and favor the performance of instrumental activities of daily living. Similarity analysis resulted in the generation of a maximum tree, which identified the interrelationship between the terms "virtual reality" and "elderly" as the central and intermediate elements, respectively. it is recommended that further studies be carried out in other environments, which could allow for a wider use of VR by health professionals, especially nurses, in the care provided to the elderly.
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Affiliation(s)
- Jamylle Lucas Diniz
- Universidade Federal do Ceará, Departamento de Enfermagem, Fortaleza, CE, Brazil
- Scholarship holder at the Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES), Brazil
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Dong Y, Ding S, Mao X, Liu X. Global research trends of virtual simulation technology in public health education and training: A visual analysis based on CiteSpace and VOSviewer. Medicine (Baltimore) 2024; 103:e40388. [PMID: 39495990 PMCID: PMC11537655 DOI: 10.1097/md.0000000000040388] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 02/03/2024] [Accepted: 10/16/2024] [Indexed: 11/06/2024] Open
Abstract
BACKGROUND In response to global health challenges, implementing innovative educational strategies is crucial for preparing public health professionals with the required skills. This study employed CiteSpace and VOSviewer to visually analyze 3 decades of research on virtual simulation technology in public health education and training. The visual knowledge map created aimed to uncover the research trends, key areas of interest, and emerging frontiers in this domain. METHODS Leveraging the Web of Science core collection database and employing bibliometric methods, the CiteSpace and VOSviewer softwares were used to analyze the annual publication, literature distribution, country/institution distribution, author distribution, co-cited literature, and keywords related to the virtual simulation technology in public health education and training over the past 30 years. A visual map was then created. RESULTS A total of 1241 research articles were involved in the analysis. The yearly publication count and citations had an overall upward trend, with a significant increase in the number of publications since 2019. The studies in this domain are mainly concentrated in developed countries, particularly in Europe and the United States. The United States emerged as the frontrunner in terms of the number of publications, while both the United Kingdom and the United States exhibited the highest mediation centrality and exerted the greatest international influence. Harvard University made the most substantial contribution with 50 articles and exhibited an institutional cooperation centrality of 0.12. The paper entitled "Using thematic analysis in psychology" had the highest number of citations (28). The primary research hotspots included disaster medicine, telehealth, and virtual reality, while aspects such as digital health, augmented reality, and serious games had consistent continuity. An emerging research frontier, Post-2020, included several topics such as medicine, COVID-19, quality, virtual learning, rehabilitation, depression, and strategy. CONCLUSION This study presents the inaugural comprehensive analysis of global trends, hotspots, frontiers, and advancements in the implementation of virtual simulation technology in public health education and training, utilizing CiteSpace and VOSviewer software. The research findings reveal a significant surge in publications since 2019, with a particular emphasis on disaster medicine, telehealth, and virtual reality, indicating the versatility and promise of virtual simulation in the changing educational environments. These findings emphasize the significance of virtual simulation as a dynamic and progressive tool in public health education, proposing a promising direction for future research and practical applications.
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Affiliation(s)
- Yonghai Dong
- Jiangxi Provincial Key Laboratory of Major Epidemic Prevention and Control, Young Scientific Research and Innovation Team, Jiangxi Provincial Center for Disease Control and Prevention, Nanchang, Jiangxi, China
| | - Sheng Ding
- Jiangxi Provincial Key Laboratory of Major Epidemic Prevention and Control, Young Scientific Research and Innovation Team, Jiangxi Provincial Center for Disease Control and Prevention, Nanchang, Jiangxi, China
| | - Xiangqun Mao
- Jiangxi Provincial Key Laboratory of Major Epidemic Prevention and Control, Young Scientific Research and Innovation Team, Jiangxi Provincial Center for Disease Control and Prevention, Nanchang, Jiangxi, China
| | - Xiaoqing Liu
- Jiangxi Provincial Key Laboratory of Major Epidemic Prevention and Control, Young Scientific Research and Innovation Team, Jiangxi Provincial Center for Disease Control and Prevention, Nanchang, Jiangxi, China
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Kitapcioglu D, Aksoy ME, Ozkan AE, Usseli T. Comparing Learning Outcomes of Machine-Guided Virtual Reality-Based Training With Educator-Guided Training in a Metaverse Environment: Randomized Controlled Trial. JMIR Serious Games 2024; 12:e58654. [PMID: 39110497 PMCID: PMC11339586 DOI: 10.2196/58654] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/22/2024] [Revised: 05/23/2024] [Accepted: 07/06/2024] [Indexed: 08/24/2024] Open
Abstract
BACKGROUND Virtual reality (VR) modules are commonly used for health care training, such as adult advanced cardiac life support (ACLS), due to immersion and engagement. The metaverse differs from current VR serious gaming by enabling shared social connections, while current VR modules focus on computer-based content without social interaction. Educators in the metaverse can foster communication and collaboration during training sessions. OBJECTIVE This study aimed to compare learning outcomes of VR-based, machine-guided training with educator-guided, VR-based training in the metaverse environment. METHODS A total of 62 volunteered students from Acibadem Mehmet Ali Aydinlar University Vocational School for Anesthesiology were randomly divided into 2 groups of 31 participants each: one group received VR-based training with machine guidance (MG), and the other received VR-based training with educator guidance (EG) in the metaverse. The members of both groups undertook VR-based basic training for ACLS. Afterward, the MG group was trained with a VR-based advanced training module, which provides training with full MG, whereas the EG group attended the VR-based, educator-guided training in the metaverse. The primary outcome of the study was determined by the exam score of the VR-based training module. Descriptive statistics defined continuous variables such as VR exam scores and time spent on machine- or educator-guided training. The correlation between training time and VR exam scores was assessed with the Spearman rank correlation, and nonnormally distributed variables were compared using the Mann-Whitney U test. Statistical significance was set at P<.05, with analyses executed by MedCalc Statistical Software (version 12.7.7). RESULTS Comparing the VR test scores between the MG and EG groups revealed no statistically significant difference. The VR test scores for the EG group had a median of 86 (range 11-100). In contrast, the MG group scores had a median of 66 (range 13-100; P=.08). Regarding the correlation between the duration of machine-guided or educator-guided training and VR-based exam scores, for the MG group, =0.569 and P=.005 were obtained. For the EG group, this correlation was found to be =0.298 and P=.10. While this correlation is statistically significant for the MG group, it is not significant for the EG group. The post hoc power analysis (80%), considering the correlation between the time spent on training and exam scores, supported this finding. CONCLUSIONS The results of this study suggest that a well-designed, VR-based serious gaming module with MG could provide comparable learning outcomes to VR training in the metaverse with EG for adult ACLS training. Future research with a larger sample size could explore whether social interaction with educators in a metaverse environment offers added benefits for learners. TRIAL REGISTRATION ClinicalTrials.gov NCT06288087; https://clinicaltrials.gov/study/NCT06288087.
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Affiliation(s)
- Dilek Kitapcioglu
- Center of Advanced Simulation and Education (CASE), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
| | - Mehmet Emin Aksoy
- Center of Advanced Simulation and Education (CASE), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
- Department of Biomedical Device Technology, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
| | - Arun Ekin Ozkan
- Center of Advanced Simulation and Education (CASE), Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
| | - Tuba Usseli
- Vocational School for Anaesthesiology Technicians, Acibadem Mehmet Ali Aydinlar University, Istanbul, Turkey
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Arora A, Siddhey PK. Virtual Reality and Tourism Marketing. ADVANCES IN HOSPITALITY, TOURISM, AND THE SERVICES INDUSTRY 2024:429-452. [DOI: 10.4018/979-8-3693-7909-7.ch022] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/06/2025]
Abstract
Marketing for historical tourism is being revolutionized by social media and virtual reality, which provide immersive experiences that go beyond conventional boundaries. This study investigates how they interact to affect behavioral intent, emotional reaction, and audience engagement. Researchers examine user behavior and pleasure through the use of netnography, narrative reporting, and theories such as uses and gratifications and UTAUT. The results highlight the importance of VRM for sustainable tourism and economic growth, but they also highlight the need for more study on industry acceptability and regulatory frameworks. Opportunities to improve visitor experiences and encourage cultural preservation are provided by VRM. Future research should concentrate on cross-location comparisons and the integration of VR with cutting-edge technologies like AR and MR. In the end, VRM has the power to revolutionize historical tourism by offering enthralling experiences that encourage inquiry and discovery.
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Ong T, Ivanova J, Soni H, Wilczewski H, Barrera J, Cummins M, Welch BM, Bunnell BE. Therapist perspectives on telehealth-based virtual reality exposure therapy. VIRTUAL REALITY 2024; 28:73. [PMID: 39238767 PMCID: PMC11376200 DOI: 10.1007/s10055-024-00956-7] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/11/2023] [Accepted: 12/14/2023] [Indexed: 09/07/2024]
Abstract
Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists' perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, previous experiences with VR, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication difficulties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions of VR (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results reveal how combining telehealth and VRET may expand therapeutic options for mental healthcare providers and can help inform collaborative development of immersive health technologies.
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Affiliation(s)
- Triton Ong
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
| | | | - Hiral Soni
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
| | | | - Janelle Barrera
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
- Department of Psychiatry and Behavioral Neurosciences, Morsani College of Medicine, University of South Florida, Tampa, FL, USA
| | - Mollie Cummins
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
- College of Nursing and Department of Biomedical Informatics, University of Utah, Salt Lake City, UT, USA
| | - Brandon M Welch
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
- Biomedical Informatics Center, Medical University of South Carolina, Public Health and Sciences, Charleston, SC, USA
| | - Brian E Bunnell
- Doxy.Me Research, Doxy.Me Inc, Rochester, NY, USA
- Department of Psychiatry and Behavioral Neurosciences, Morsani College of Medicine, University of South Florida, Tampa, FL, USA
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Hull BE, Patterson B, Howell M. A New Normal: A Case Study on Changing Strategies in Technology Engagement at an Academic Health Sciences Library. Med Ref Serv Q 2024; 43:26-43. [PMID: 38237018 DOI: 10.1080/02763869.2024.2290416] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/23/2024]
Abstract
As academic libraries shift services to meet the changing needs of patrons after the COVID-19 pandemic, educational technologies and services to support them require updating. Patrons using technology that was once associated with hands-on learning and in-person interactions are preferring flexible and hybrid iterations. In this case study, the authors describe and analyze the pivot of three technology services at the Spencer S. Eccles Health Sciences Library in the post-COVID-19 environment. Technologies discussed include a multimedia studio, virtual reality (VR), and a three-dimensional (3D) printing service. This case study utilizes available usage stats and survey data to demonstrate and provide rationale for the changing strategy in services for each technology "hub." The multimedia studio has been dismantled in favor of the equipment being available for checkout, VR is now available in a staff-supported classroom, and a 3D printing service has been fully automated through an online submission platform. These examples, and the rationale behind changing them, can help offer ideas for other libraries to help find solutions that meet the demands of a changing learning environment.
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Affiliation(s)
- Bryan Elias Hull
- Spencer S. Eccles Health Sciences Library, University of Utah, Salt Lake City, UT, USA
| | - Brandon Patterson
- Spencer S. Eccles Health Sciences Library, University of Utah, Salt Lake City, UT, USA
| | - Mark Howell
- Spencer S. Eccles Health Sciences Library, University of Utah, Salt Lake City, UT, USA
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Ball C. The Effects of Nature-Based Travel in Virtual Reality: The Role of Spatial Presence and Narrative Engagement. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2023; 26:679-685. [PMID: 37311166 PMCID: PMC10620436 DOI: 10.1089/cyber.2022.0240] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
The benefits of nature tourism, or nature-based travel, are plentiful. For example, participation in nature tours has positively impacted environmental attitudes and behaviors. Unfortunately, while psychologically beneficial, nature-based tourism can hurt the environment through a myriad of factors. Therefore, we must continue to explore ways to make the benefits of nature-based travel more sustainable and impactful. Research suggests that nature-based travel in virtual reality (VR) may impart numerous travel benefits, such as improving conservational behavior and interconnectedness with nature. While these early findings are promising, questions remain regarding the theoretical mechanisms underlying the effects of nature-based VR travel. Therefore, this study explores how VR may provide an avenue to make nature tourism more environmentally friendly while simultaneously making people more environmentally connected and conscious. Furthermore, a theoretical framework is posited that combines concepts from the spatial presence and narrative persuasion literature to help explain the effects. To accomplish these goals, an experiment was conducted using a two-condition (VR travel vs. TV control) between-subjects factorial design with random assignment. The participants were 66 college students from a large Midwestern University in the United States. Results indicated that there wasn't a statistically significant difference between the VR travel condition and the television (TV) control condition regarding the environmental outcome variables. However, while the nature-based VR travel experience did not appear to influence the environmental outcome variables directly, it did indirectly affect them through the mediating roles of spatial presence and narrative engagement.
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Affiliation(s)
- Christopher Ball
- Department of Journalism, Institute of Communications Research, University of Illinois at Urbana-Champaign, Urbana, Illinois, USA
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Ong T, Wilczewski H, Soni H, Ivanova J, Barrera J, Cummins M, Welch B, Bunnell B. Therapist perspectives on telehealth-based virtual reality exposure therapy. RESEARCH SQUARE 2023:rs.3.rs-3161151. [PMID: 37503192 PMCID: PMC10371164 DOI: 10.21203/rs.3.rs-3161151/v1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/29/2023]
Abstract
Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists' perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, perceptions of VR in therapy, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication di culties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results show how designing for telehealth may extend VRET and can help inform collaborative development of health technologies.
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Yang AHX, Kasabov NK, Cakmak YO. Prediction and detection of virtual reality induced cybersickness: a spiking neural network approach using spatiotemporal EEG brain data and heart rate variability. Brain Inform 2023; 10:15. [PMID: 37438494 DOI: 10.1186/s40708-023-00192-w] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/16/2022] [Accepted: 05/06/2023] [Indexed: 07/14/2023] Open
Abstract
Virtual Reality (VR) allows users to interact with 3D immersive environments and has the potential to be a key technology across many domain applications, including access to a future metaverse. Yet, consumer adoption of VR technology is limited by cybersickness (CS)-a debilitating sensation accompanied by a cluster of symptoms, including nausea, oculomotor issues and dizziness. A leading problem is the lack of automated objective tools to predict or detect CS in individuals, which can then be used for resistance training, timely warning systems or clinical intervention. This paper explores the spatiotemporal brain dynamics and heart rate variability involved in cybersickness and uses this information to both predict and detect CS episodes. The present study applies deep learning of EEG in a spiking neural network (SNN) architecture to predict CS prior to using VR (85.9%, F7) and detect it (76.6%, FP1, Cz). ECG-derived sympathetic heart rate variability (HRV) parameters can be used for both prediction (74.2%) and detection (72.6%) but at a lower accuracy than EEG. Multimodal data fusion of EEG and sympathetic HRV does not change this accuracy compared to ECG alone. The study found that Cz (premotor and supplementary motor cortex) and O2 (primary visual cortex) are key hubs in functionally connected networks associated with both CS events and susceptibility to CS. F7 is also suggested as a key area involved in integrating information and implementing responses to incongruent environments that induce cybersickness. Consequently, Cz, O2 and F7 are presented here as promising targets for intervention.
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Affiliation(s)
| | - Nikola Kirilov Kasabov
- School of Engineering, Computing and Mathematical Sciences, Auckland University of Technology, St Paul street, AUT, Auckland, 1010, New Zealand
- George Moore Chair of Data Analytics, Ulster University, Londonderry, UK
- Institute for Information & Communication Technologies, Bulgarian Academy of Sciences, ul. Acad Bonchev, 2, Sofia, 1113, Bulgaria
| | - Yusuf Ozgur Cakmak
- Cakmak Lab, Department of Anatomy, University of Otago, Dunedin, New Zealand.
- Medtech Core NZ, Auckland, New Zealand.
- Brain Health Research Centre, Dunedin, New Zealand.
- Centre for Health Systems and Technology, Dunedin, New Zealand.
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Guo X, Jin H, Qi T. How does social presence influence public crisis information sharing intention? Situational pressure perspective. Front Public Health 2023; 11:1124876. [PMID: 37497021 PMCID: PMC10367105 DOI: 10.3389/fpubh.2023.1124876] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2022] [Accepted: 06/26/2023] [Indexed: 07/28/2023] Open
Abstract
Objective Public crises seriously affect social stability and personal health. When individuals are in a public crisis environment, they will have the impulse and intention to share information, which is a behavioral attitude shown in the face of a crisis. Public crisis information sharing intention will be affected by many factors. This study aims to examine how the process of social presence may influence information sharing intentions during a public crisis and the mediating effects of situational pressure, including risk perception of disease infection and consistency of perception of opinion climate. Methods This was a cross-sectional study with 505 youth SNS users. In order to collect as suitable samples as possible, a research website was commissioned to conduct a questionnaire in the early stages of the COVID-19 pandemic in China. This questionnaire was utilized to measure social presence, risk perception of disease infection, consistency of perception of opinion climate and intention to share information about COVID-19. Structural equation modeling was used to examine variable relationships in the research model. Results The results showed that social presence was significantly and positively associated with risk perception of disease infection (B = 0.42, p < 0.001), consistency of perception of opinion climate (B = 0.43, p < 0.001) and intention to share information about COVID-19 (B = 0.48, p < 0.001). Risk perception of disease infection (B = 0.19, p < 0.001) and consistency of perception of opinion climate (B = 0.18, p = 0.002) positively predicted youth SNS users' intention to share information about COVID-19. Risk perception of disease infection and consistency of perception of opinion climate mediated the relationship between social presence and intention to share information about COVID-19 (Z = 2.66, CI: 0.03, 0.15; Z = 2.66, CI: 0.02, 0.16). Conclusion The study further deepens our understanding of the mechanisms underlying social presence and information sharing intentions. These new findings suggest that some situational cues, including media environment factors (social presence) and perceived stress factors (risk perception of disease infection, consistency of perception of opinion climate) may influence information sharing intention. From the perspective of communication psychology, this study enriched the assessment of information sharing on social media and contributes to understanding of social presence and situation pressure, and it helps to provide specific references for effectively promoting netizens' intention to share information about public crises.
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Affiliation(s)
- Xiaoan Guo
- School of Journalism, Chongqing University, Chongqing, China
| | - Hengjiang Jin
- School of Journalism, Chongqing University, Chongqing, China
| | - Tianzhe Qi
- Department of Journalism, School of Journalism and Communication, Northwest Minzu University for Nationalities, Lanzhou, Gansu, China
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14
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Chang E, Billinghurst M, Yoo B. Brain activity during cybersickness: a scoping review. VIRTUAL REALITY 2023; 27:1-25. [PMID: 37360812 PMCID: PMC10092918 DOI: 10.1007/s10055-023-00795-y] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/15/2022] [Accepted: 03/23/2023] [Indexed: 06/28/2023]
Abstract
Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness. Previous studies have attempted to develop a reliable measure for detecting cybersickness instead of using questionnaires, and electroencephalogram (EEG) has been regarded as one of the possible alternatives. However, despite the increasing interest, little is known about which brain activities are consistently associated with cybersickness and what types of methods should be adopted for measuring discomfort through brain activity. We conducted a scoping review of 33 experimental studies in cybersickness and EEG found through database searches and screening. To understand these studies, we organized the pipeline of EEG analysis into four steps (preprocessing, feature extraction, feature selection, classification) and surveyed the characteristics of each step. The results showed that most studies performed frequency or time-frequency analysis for EEG feature extraction. A part of the studies applied a classification model to predict cybersickness indicating an accuracy between 79 and 100%. These studies tended to use HMD-based VR with a portable EEG headset for measuring brain activity. Most VR content shown was scenic views such as driving or navigating a road, and the age of participants was limited to people in their 20 s. This scoping review contributes to presenting an overview of cybersickness-related EEG research and establishing directions for future work. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-023-00795-y.
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Affiliation(s)
- Eunhee Chang
- Empathic Computing Laboratory, University of South Australia, Mawson Lakes, SA Australia
| | - Mark Billinghurst
- Empathic Computing Laboratory, University of South Australia, Mawson Lakes, SA Australia
| | - Byounghyun Yoo
- Center for Artificial Intelligence, Korea Institute of Science and Technology, 5 Hwarangro14-gil Seongbuk-gu, Seoul, 02792 South Korea
- Artificial Intelligence and Robotics, KIST School, Korea University of Science and Technology, 5 Hwarangro14-gil, Seongbuk-gu, Seoul, 02792 South Korea
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15
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Dai K, Garcia J, Olave-Encina K. In-between worlds: Chilean university lecturers' experiences of teaching transition between face-to-face and virtual reality contexts during the COVID-19 pandemic. EDUCATIONAL TECHNOLOGY RESEARCH AND DEVELOPMENT : ETR & D 2023; 71:1-17. [PMID: 37359492 PMCID: PMC10075497 DOI: 10.1007/s11423-023-10217-0] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Accepted: 03/05/2023] [Indexed: 06/28/2023]
Abstract
The advent of new technology is breaking the boundaries of traditional teaching and learning patterns with virtual worlds (VW) creating new frontiers in education. Previous research has explored the use of VW within educational settings. However, limited studies have investigated the transition processes that educators experience by adopting VW based online tools during the COVID-19 pandemic. This qualitative exploratory study investigated 18 Chilean lecturers' teaching experiences using a three-dimensional computer-mediated environment: Second Life. Findings suggest that changing from traditional to virtual teaching context is a complex process, which (re)shaped the lecturers' various senses of identity and agency towards different instructional approaches resulting in the sense of in-betweenness with multiple digital competencies. These changes indicated that they taught in an 'in-between' mode mapped by different teaching mediations. The participants' teaching experiences of shaping a sense of in-betweenness could provide a unique theoretical lens to explore instructors' teaching experiences from traditional to a technology-mediated online setting.
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Affiliation(s)
- Kun Dai
- Department of Educational Administration and Policy, Faculty of Education, The Chinese University of Hong Kong, Room 412, Level 4, Ho Tim Building, Hong Kong SAR, China
| | - Jaime Garcia
- School of Education, University of Queensland, Room 320, Gordon Greenwood Building, St Lucia, Brisbane, 4072 Australia
| | - Karen Olave-Encina
- Office of Research Ethics and Integrity, University of Queensland, Level 1, Cumbrae-Stewart Building, St Lucia, Brisbane, 4072 Australia
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Exploring 360-degree virtual reality videos for CSR communication: An integrated model of perceived control, telepresence, and consumer behavioral intentions. COMPUTERS IN HUMAN BEHAVIOR 2023. [DOI: 10.1016/j.chb.2023.107736] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/17/2023]
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17
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Hamid S, Faith F, Jaafar Z, Abdul Ghani N, Yusop FD. Emerging Technology for Healthy Lifestyle of the Middle-Age and Elderly: A Scoping Review. IRANIAN JOURNAL OF PUBLIC HEALTH 2023; 52:230-242. [PMID: 37089153 PMCID: PMC10113571 DOI: 10.18502/ijph.v52i2.11877] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/21/2022] [Accepted: 06/10/2022] [Indexed: 02/10/2023]
Abstract
Background Emerging technology research focusing on promoting healthy lifestyles for the middle-aged and elderly is paramount in recent literature. However, limited evidence is available for the middle-aged population. This paper reviews how emerging technologies can help in promoting a healthy lifestyle for the middle-aged and elderly. Methods A scoping literature review method was employed. Articles were extracted from online databases published within 2010-2021. Overall, 3,152 articles related to the topic were obtained and 2979 articles were archived via different search procedures. Moreover, 173 articles that met the inclusion criteria underwent qualitative synthesize for conclusive inferences. Results Most studies focused on people aged 60 and up, leaving the middle-aged population under-studied and unprepared to age. Older adults have high technology anxiety and resistance to change. Limited studies are available to support technology-based healthy lifestyle promotion for middle-aged people. The emerging technologies that are useful in promoting healthy lifestyle behavior among middle-aged people include: robotics, virtual reality, wearables, artificial intelligence, smart textiles, as well as centralized health information systems. Conclusion This review sets as a pace-setter for future research on how emerging technologies can aid in the development of healthy lifestyles for the middle-aged and elderly population, allowing them to live a quality life as they age.
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Affiliation(s)
- Suraya Hamid
- Department of Information System, Faculty of Computer Science and Information Technology, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Fatokun Faith
- Department of Information System, Faculty of Computer Science and Information Technology, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Zulkarnain Jaafar
- Sports Medicine Unit, Faculty of Medicine, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Norjihan Abdul Ghani
- Department of Information System, Faculty of Computer Science and Information Technology, Universiti Malaya, Kuala Lumpur, Malaysia
| | - Farrah Dina Yusop
- Department of Curriculum and Instructional Technology, Faculty of Education, Universiti Malaya, Kuala Lumpur, Malaysia
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18
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Mohamed ES, Naqishbandi TA, Veronese G. Metaverse! INTERNATIONAL JOURNAL OF E-ADOPTION 2023. [DOI: 10.4018/ijea.316537] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
This study aimed to synthesize the literature on Metaverse to highlight its current research, opportunities, and applications in e-healthcare and education to reduce inequalities and for delivering fair and equal opportunities and solutions. The authors employed preferred reporting items for systematic reviews and meta-analyses (PRISMA) to rapidly map the field of a metaverse in health and education. Two major application domains emerged in the literature from the 88 research publications, which include (1) Metaverse in healthcare and (2) Metaverse in education. This study will act as a road map to help academics who desire to continue their research work in the Metaverse for various healthcare and educational services. However, its implementation is required in the future to improve mental healthcare and the effectiveness of mental health services, particularly in low and medium-income (LMIC) and conflict-affected areas.
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Affiliation(s)
- E. Syed Mohamed
- B.S. Abdur Rahman Crescent Institute of Science and Technology, India
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19
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Gan W, Mok TN, Chen J, She G, Zha Z, Wang H, Li H, Li J, Zheng X. Researching the application of virtual reality in medical education: one-year follow-up of a randomized trial. BMC MEDICAL EDUCATION 2023; 23:3. [PMID: 36597093 PMCID: PMC9808681 DOI: 10.1186/s12909-022-03992-6] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/17/2022] [Accepted: 12/27/2022] [Indexed: 05/23/2023]
Abstract
BACKGROUND Compared with traditional tendon repair teaching methods, using a virtual reality (VR) simulator to teach tendon suturing can significantly improve medical students' exercise time, operation flow and operation knowledge. At present, the purpose of this study is to explore the long-term influence of VR simulator teaching on the practice performance of medical students. METHOD This is a one-year long-term follow-up study of a randomized controlled study. A total of 117 participants who completed the initial study were invited to participate in the follow-up study. Participants in the VR group and the control group were required to complete a questionnaire developed by the authors and the teachers in the teaching and research department and to provide their surgical internship scores and Objective Structure Clinical Examination(OSCE) graduation scores. RESULTS Of the 117 invitees, 108 completed the follow-up. The answers to the questions about career choice and study habits were more positive in the VR group than in the control group (p < 0.05). The total score for clinical practice in the VR group was better than that in the control group, and the difference was statistically significant (p < 0.05). In the OSCE examination, the scores for physical examination, suturing and knotting and image reading were higher in the VR group than in the control group, and the difference was statistically significant (p < 0.05). CONCLUSION The results of the one-year long-term follow-up indicated that compared with medical students experiencing the traditional teaching mode, those experiencing the VR teaching mode had more determined career pursuit and active willingness to learn, better evaluations from teachers in the process of surgical clinical practice, and better scores in physical examination, suturing and knotting and image reading in the OSCE examination. In the study of nonlinear dynamics to cultivate a good learning model for medical students, the VR teaching model is expected to become an effective and stable initial sensitive element. TRIAL REGISTRATION Chinese Clinical Trial Registry(25/05/2021, ChiCTR2100046648); http://www.chictr.org.cn/hvshowproject.aspx?id=90180 .
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Affiliation(s)
- Wenyi Gan
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Tsz-Ngai Mok
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Junyuan Chen
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Guorong She
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Zhengang Zha
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Huajun Wang
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Hua Li
- Department of orthopedics, General Hospital of Chinese PLA, No 28 Fuxing Road, 100853, Beijing, China
| | - Jieruo Li
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China.
| | - Xiaofei Zheng
- Institute of Orthopedics Diseases and Center for Joint Surgery and Sports Medicine The First Affiliated Hospital of Jinan University, Guangzhou, China.
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20
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Helou S, Khalil N, Daou M, El Helou E. Virtual reality for healthcare: A scoping review of commercially available applications for head-mounted displays. Digit Health 2023; 9:20552076231178619. [PMID: 37312952 PMCID: PMC10259138 DOI: 10.1177/20552076231178619] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/09/2022] [Accepted: 05/11/2023] [Indexed: 06/15/2023] Open
Abstract
Objective This scoping review aimed to describe the scope of commercially available virtual reality (VR) healthcare applications for mainstream head-mounted displays (HMD)s. Methods A search was conducted during late April and early May 2022 over five major VR app stores using "health," "healthcare," "medicine," and "medical" as keywords. Apps were screened based on their title and description sections. Metadata collected included: title, description, release date, price (free or paid), multilingual support, VR app store availability, and HMD support. Results The search yielded 1995 apps, out of which 60 met the inclusion criteria. The analysis showed that the number of healthcare VR apps has been steadily increasing since 2016, but no developer has released more than two apps so far. Most of the reviewed apps can run on HTC Vive, Oculus Quest, and Valve Index. Thirty-four (56.7%) apps had a free version, and 12 (20%) apps were multilingual, i.e., supported languages other than English. The reviewed apps fell into eight major themes: life science education (3D anatomy, physiology and pathology, biochemistry, and genetics); rehabilitation (physical, mental, and phobia therapy); public health training (safety, life-saving skills, and management); medical training (surgical and patient simulators); role-playing as a patient; 3D medical imagery viewing; children's health; and online health communities. Conclusions Although commercial healthcare VR is still in its early phases, end-users can already access a broad range of healthcare VR apps on mainstream HMDs. Further research is needed to assess the usefulness and usability of existing apps.
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Affiliation(s)
- Samar Helou
- Global Center for Medical Engineering and Informatics, Osaka University, Suita, Japan
| | - Nour Khalil
- Faculty of Medicine, Saint Joseph University, Beirut, Lebanon
| | - Melissa Daou
- Faculty of Medicine, Saint Joseph University, Beirut, Lebanon
| | - Elie El Helou
- Faculty of Medicine, Saint Joseph University, Beirut, Lebanon
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21
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Yang AHX, Kasabov N, Cakmak YO. Machine learning methods for the study of cybersickness: a systematic review. Brain Inform 2022; 9:24. [PMID: 36209445 PMCID: PMC9548085 DOI: 10.1186/s40708-022-00172-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/03/2022] [Accepted: 09/15/2022] [Indexed: 12/02/2022] Open
Abstract
This systematic review offers a world-first critical analysis of machine learning methods and systems, along with future directions for the study of cybersickness induced by virtual reality (VR). VR is becoming increasingly popular and is an important part of current advances in human training, therapies, entertainment, and access to the metaverse. Usage of this technology is limited by cybersickness, a common debilitating condition experienced upon VR immersion. Cybersickness is accompanied by a mix of symptoms including nausea, dizziness, fatigue and oculomotor disturbances. Machine learning can be used to identify cybersickness and is a step towards overcoming these physiological limitations. Practical implementation of this is possible with optimised data collection from wearable devices and appropriate algorithms that incorporate advanced machine learning approaches. The present systematic review focuses on 26 selected studies. These concern machine learning of biometric and neuro-physiological signals obtained from wearable devices for the automatic identification of cybersickness. The methods, data processing and machine learning architecture, as well as suggestions for future exploration on detection and prediction of cybersickness are explored. A wide range of immersion environments, participant activity, features and machine learning architectures were identified. Although models for cybersickness detection have been developed, literature still lacks a model for the prediction of first-instance events. Future research is pointed towards goal-oriented data selection and labelling, as well as the use of brain-inspired spiking neural network models to achieve better accuracy and understanding of complex spatio-temporal brain processes related to cybersickness.
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22
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Shaikh TA, Dar TR, Sofi S. A data-centric artificial intelligent and extended reality technology in smart healthcare systems. SOCIAL NETWORK ANALYSIS AND MINING 2022; 12:122. [PMID: 36065420 PMCID: PMC9434088 DOI: 10.1007/s13278-022-00888-7] [Citation(s) in RCA: 10] [Impact Index Per Article: 3.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/26/2021] [Revised: 05/08/2022] [Accepted: 05/16/2022] [Indexed: 12/01/2022]
Abstract
Extended reality (XR) solutions are quietly maturing, and their novel use cases are already being investigated, particularly in the healthcare industry. By 2022, the extended reality market is anticipated to be worth $209 billion. Certain diseases, such as Alzheimer's, Schizophrenia, Stroke rehabilitation stimulating specific areas of the patient's brain, healing brain injuries, surgeon training, realistic 3D visualization, touch-free interfaces, and teaching social skills to children with autism, have shown promising results with XR-assisted treatments. Similar effects have been used in video game therapies like Akili Interactive's EndeavorRx, which has previously been approved by the Food and Drug Administration (FDA) as a treatment regimen for children with attention deficit hyperactivity disorder (ADHD). However, while these improvements have received positive feedback, the field of XR-assisted patient treatment is in its infancy. The growth of XR in the healthcare sphere has the potential to transform the delivery of medical services. Imagine an elderly patient in a remote setting having a consultation with a world-renowned expert without ever having to leave their house. Rather than operating on cadavers in a medical facility, a surgical resident does surgery in a virtual setting at home. On the first try, a nurse uses a vein finder to implant an IV. Through cognitive treatment in a virtual world, a war veteran recovers from post-traumatic stress disorder (PTSD). The paper discusses the potential impact of XR in transforming the healthcare industry, as well as its use cases, challenges, XR tools and techniques for intelligent health care, recent developments of XR in intelligent healthcare services, and the potential benefits and future aspects of XR techniques in the medical domain.
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23
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Kok DL, Dushyanthen S, Peters G, Sapkaroski D, Barrett M, Sim J, Eriksen JG. Virtual reality and augmented reality in radiation oncology education - A review and expert commentary. Tech Innov Patient Support Radiat Oncol 2022; 24:25-31. [PMID: 36164438 PMCID: PMC9508152 DOI: 10.1016/j.tipsro.2022.08.007] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2022] [Revised: 08/23/2022] [Accepted: 08/24/2022] [Indexed: 12/20/2022] Open
Abstract
The field of radiation oncology is rapidly advancing through technological and biomedical innovation backed by robust research evidence. However, cancer professionals are notoriously time-poor, meaning there is a need for high quality, accessible and tailored oncologic education programs. While traditional teaching methods including lectures and other in-person delivery formats remain important, digital learning (DL) has provided additional teaching options that can be delivered flexibly and on-demand from anywhere in the world. While evidence of this digital migration has been evident for some time now, it has not always been met with the same enthusiasm by the teaching community, in part due to questions about its pedagogical effectiveness. Many of these reservations have been driven by a rudimentary utilisation of the medium and inexperience with digital best-practice. With increasing familiarity and understanding of the medium, increasingly sophisticated and pedagogically-driven learning solutions can be produced. This article will review the application of immersive digital learning tools in radiation oncology education. This includes first and second-generation Virtual Reality (VR) environments and Augmented Reality (AR). It will explore the data behind, and best-practice application of, each of these tools as well as giving practical tips for educators who are looking to implement (or refine) their use of these learning methods. It includes a discussion of how to match the digital learning methods to the content being taught and ends with a horizon scan of where the digital medium may take us in the future. This article is the second in a two-part series, with the companion piece being on Screen-Based Digital Learning Methods in Radiation Oncology. Overall, the digital space is well-placed to cater to the evolving educational needs of oncology learners. Further uptake over the next decade is likely to be driven by the desire for flexible on demand delivery, high-yield products, engaging delivery methods and programs that are tailored to individual learning needs. Educational programs that embrace these principles will have unique opportunities to thrive in this space.
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Affiliation(s)
- David L. Kok
- Peter MacCallum Cancer Centre - Moorabbin Campus, 865 Centre Rd, Bentleigh East Victoria 3165, Australia
- Department of Clinical Pathology, University of Melbourne, Parkville Victoria 3010, Australia
| | - Sathana Dushyanthen
- Department of Clinical Pathology, University of Melbourne, Parkville Victoria 3010, Australia
- Centre for Digital Transformation of Health, University of Melbourne, 700 Swanston St, Carlton, Victoria 3053, Australia
| | - Gabrielle Peters
- Department of Therapeutic Radiology, Yale University, Yale School of Medicine, 333 Cedar St, New Haven, CT 06510, United States
| | - Daniel Sapkaroski
- Peter MacCallum Cancer Centre, 305 Grattan St, Melbourne Victoria 3000, Australia
| | - Michelle Barrett
- Victorian Comprehensive Cancer Centre, 305 Grattan St, Melbourne Victoria 3000, Australia
| | - Jenny Sim
- Department of Medical Imaging and Radiation Sciences, Monash University, Wellington Rd, Clayton Victoria 3800, Australia
| | - Jesper Grau Eriksen
- Department of Experimental Clinical Oncology, Aarhus University Hospital, Aarhus Municipality, Denmark
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Immersive Interactive Technologies and Virtual Shopping Experiences: Differences in Consumer Perceptions between Augmented Reality (AR) and Virtual Reality (VR). TELEMATICS AND INFORMATICS 2022. [DOI: 10.1016/j.tele.2022.101936] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
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25
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Mao E. How live stream content types impact viewers’ support behaviors? Mediational analysis on psychological and social gratifications. Front Psychol 2022; 13:951055. [PMID: 36304865 PMCID: PMC9596137 DOI: 10.3389/fpsyg.2022.951055] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/23/2022] [Accepted: 09/21/2022] [Indexed: 11/13/2022] Open
Abstract
While previous research into live streaming was predominantly focused on video games, its content creation and provision has tremendously evolved, extending well-beyond game streams. Contents of general interest, such as e-commerce shopping, talent shows, and cute pets, started to prevail in today’s landscape of live streaming. However, limited attention has been given to how distinct types of streaming contents influence viewers’ psychological and behavioral responses. To fill this void, we employed an online survey (n = 583) to empirically examine the associations between popular live stream content types on Douyin (i.e., the TikTok app for China) and their viewers’ psychological and social gratifications and typical support behaviors. The results revealed that gratifications varied drastically across different content types. Game streaming, in particular, generated significant indirect impacts on all the support behaviors under consideration. On the other hand, whereas tension release served as a consistent mediator, the cognitive needs had no significant mediation effects. In sum, our study makes theoretical contributions to the literature by analyzing the thriving live stream phenomenon from a uses and gratifications perspective. We help augment the understanding of new media users’ preferences and choices in an attention economy, wherein human attention is conceptualized as a scarce resource. In practice, a better knowledge of viewer needs can facilitate streamers to customize their content creation and provision so as to accentuate elements of interest and elicit desired support behaviors (i.e., monetization opportunities).
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26
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Alshakhsi S, Chemnad K, Almourad MB, Altuwairiqi M, McAlaney J, Ali R. Problematic internet usage: the impact of objectively Recorded and categorized usage time, emotional intelligence components and subjective happiness about usage. Heliyon 2022; 8:e11055. [PMID: 36281419 PMCID: PMC9587279 DOI: 10.1016/j.heliyon.2022.e11055] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2022] [Revised: 08/06/2022] [Accepted: 10/08/2022] [Indexed: 11/06/2022] Open
Abstract
Most research on Problematic Internet Usage (PIU) relied on self-report data when measuring the time spent on the internet. Self-reporting of use, typically done through a survey, showed discrepancies from the actual amount of use. Studies exploring the association between trait emotional intelligence (EI) components and the subjective feeling on technology usage and PIU are also limited. The current cross-sectional study aims to examine whether the objectively recorded technology usage, taking smartphone usage as a representative, components of trait EI (sociability, emotionality, well-being, self-control), and happiness with phone use can predict PIU and its components (obsession, neglect, and control disorder). A total of 268 participants (Female: 61.6%) reported their demographic and completed a questionnaire that included Problematic Internet Usage Questionnaire short form (PIUQ-SF-6), Trait Emotional Intelligence Questionnaire-Short Form (TEIQue-SF), level of happiness with the amount and frequency of smartphone use, and living conditions (whether alone or with others). Their smartphone usage was objectively recorded through a dedicated app. A series of one-way ANOVA revealed no significant difference in PIU for different living conditions and a significant difference in the subjective level of happiness with phone usage (F (3, 264) = 7.55, p < .001), as well as of the frequency of usage where the unhappy group had higher PIU (F (3, 264) = 6.85, p < .001). Multiple linear regression analysis showed that happiness with phone usage (β = -.17), the actual usage of communication (β = .17), social media (β = .19) and gaming apps (β = .13), and trait EI component of self-control (β = -.28) were all significant predictors of PIU. Moreover, gender, age, and happiness with the frequency of phone usage were not significant predictors of PIU. The whole model accounted for the total variance of PIU by 32.5% (Adjusted R2 = .287). Our study contributes to the literature by being among the few to rely on objectively recorded smartphone usage data and utilizing components of trait EI as predictors.
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Affiliation(s)
- Sameha Alshakhsi
- College of Science and Engineering, Hamad Bin Khalifa University, Qatar
| | - Khansa Chemnad
- College of Science and Engineering, Hamad Bin Khalifa University, Qatar
| | | | - Majid Altuwairiqi
- College of Computers and Information Technology, Taif University, Saudi Arabia
| | - John McAlaney
- Faculty of Science and Technology, Bournemouth University, UK
| | - Raian Ali
- College of Science and Engineering, Hamad Bin Khalifa University, Qatar
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Hamad A, Jia B. How Virtual Reality Technology Has Changed Our Lives: An Overview of the Current and Potential Applications and Limitations. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph191811278. [PMID: 36141551 PMCID: PMC9517547 DOI: 10.3390/ijerph191811278] [Citation(s) in RCA: 43] [Impact Index Per Article: 14.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/20/2022] [Revised: 08/29/2022] [Accepted: 09/06/2022] [Indexed: 05/17/2023]
Abstract
Despite virtual reality (VR) being initially marketed toward gaming, there are many potential and existing VR applications in various sectors and fields, including education, training, simulations, and even in exercise and healthcare. Unfortunately, there is still a lack of general understanding of the strengths and limitations of VR as a technology in various application domains. Therefore, the aim of this literature review is to contribute to the library of literature concerning VR technology, its applications in everyday use, and some of its existing drawbacks. Key VR applications were discussed in terms of how they are currently utilized or can be utilized in the future, spanning fields such as medicine, engineering, education, and entertainment. The main benefits of VR are expressed through the text, followed by a discussion of some of the main limitations of current VR technologies and how they can be mitigated or improved. Overall, this literature review shows how virtual reality technology has the potential to be a greatly beneficial tool in a multitude of applications and a wide variety of fields. VR as a technology is still in its early stages, but more people are becoming interested in it and are optimistic about seeing what kind of changes VR can make in their everyday lives. With how rapidly modern society has adapted to personal computers and smartphones, VR has the opportunity to become the next big technological turning point that will eventually become commonplace in most households.
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28
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Do an Organization’s Digital Transformation and Employees’ Digital Competence Catalyze the Use of Telepresence? SUSTAINABILITY 2022. [DOI: 10.3390/su14148604] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
Rapid changes in the external environment are increasing interest in digital transformation. In particular, the recent breakout of infectious diseases such as COVID-19 has required certain companies to restrict physical exchanges among their members. As a result, companies must strive to maintain productivity and performance by supporting business exchange activities through online platforms. A metaverse technology that supports individuals’ exchange activities in a virtual space based on 3D technology has recently attracted attention from companies. However, as previous studies related to the metaverse have focused on strengthening personalized content and services, additional research is needed in order to understand the metaverse’s effects at the organizational level. This study aims to present the conditions for strengthening the motivation to use the metaverse from the perspective of organizations and members who have applied the metaverse in the workplace on a trial basis. In this study, an online questionnaire was conducted targeting workers of organizations with a history of using the metaverse for business, and the hypotheses were tested using 304 valid samples. As a result of the analysis, it was found that telepresence, a characteristic of the metaverse, influences the intention to continue using the metaverse through informativeness, interactivity, and enjoyment. In addition, the shared goal of the organization’s digital transformation moderated the influence relationship between telepresence and an individual’s motivations, and an individual’s digital competence moderated the influence relationship between motivation and the intention of continuous use. This study suggests a digital transformation strategy for an organization in terms of suggesting ways to strengthen the motivations for the use of the metaverse of employees in the organization.
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Sharma S, Singh G. Virtual Fitness: investigating team commitment and post-pandemic virtual workout perceptions. TELEMATICS AND INFORMATICS 2022; 71:101840. [PMID: 35663836 PMCID: PMC9135496 DOI: 10.1016/j.tele.2022.101840] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/06/2021] [Revised: 04/14/2022] [Accepted: 05/18/2022] [Indexed: 11/26/2022]
Abstract
The COVID-19 pandemic has disrupted the fitness landscape leading to phenomenal growth in virtual workouts. This study investigates factors influencing virtual workout team commitment and post-pandemic workout intentions. A conceptual framework is developed that is grounded in the social identity theory. Online data collection is employed to gather responses from 406 team virtual workout participants. Results reveal that virtual workout team participation positively influences team identification, satisfaction, and compliance with team norms. Additionally, virtual workout team identification, satisfaction, and compliance to team norms were found to be antecedents of commitment to the virtual workout team. Commitment to virtual workout teams is revealed to be positively associated with post-pandemic virtual team workout intention and post-pandemic traditional team workout intention. However, the relationship with post-pandemic traditional team workout intentions was found to be stronger. Valuable theoretical and practical insights emerge, providing a better understanding of virtual workout team commitment and how marketers and practitioners can ensure post-pandemic success by better understanding customer behaviour.
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Affiliation(s)
- Shavneet Sharma
- School of Business & Management, The University of The South Pacific, Private Mail Bag, Laucala Bay Campus, Fiji
| | - Gurmeet Singh
- School of Business & Management, The University of The South Pacific, Private Mail Bag, Laucala Bay Campus, Fiji
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Shared Virtual Reality Experiences during the COVID-19 Pandemic: Exploring the Gratifications and Effects of Engagement with Immersive Videos. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19095056. [PMID: 35564451 PMCID: PMC9100784 DOI: 10.3390/ijerph19095056] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/14/2022] [Revised: 04/17/2022] [Accepted: 04/19/2022] [Indexed: 02/01/2023]
Abstract
The coronavirus (COVID-19) pandemic and recent economic recession have been impacting many people’s mental health. The experience of social distancing created new hardships for people who already reported symptoms of depression or anxiety. In these circumstances, new technologies, such as immersive virtual reality (VR) videos, could serve as useful tools for facilitating interactions, emotional sharing, and information processing within a virtual environment. In this study, researchers aimed to enrich the information processing literature by focusing on the uses and gratifications of 360-degree VR videos during the pandemic. Through employing survey research with 1422 participants located in the U.S. and structural equation modeling for data analysis, this study found that five types of gratification, including utilitarian (i.e., navigation), hedonic (i.e., enjoyment), sensual (i.e., realism), social (i.e., community), and symbolic (i.e., coolness), significantly motivated users to use such immersive videos. Simultaneously, data demonstrated that these five types of gratification could influence users’ cognitive engagement with virtual content. In addition, such VR engagement facilitated users’ positive attitudes toward immersive videos and continued usage of them. The findings provided practical implications for COVID-19 global recovery as well.
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31
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Virtual Reality Metaverse System Supplementing Remote Education Methods: Based on Aircraft Maintenance Simulation. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12052667] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
Due to the COVID-19 pandemic, there has been a shift from in-person to remote education, with most students taking classes via video meetings. This change inhibits active class participation from students. In particular, video education has limitations in replacing practical classes, which require both theoretical and empirical knowledge. In this study, we propose a system that incorporates virtual reality and metaverse methods into the classroom to compensate for the shortcomings of the existing remote models of practical education. Based on the proposed system, we developed an aircraft maintenance simulation and conducted an experiment comparing our system to a video training method. To measure educational effectiveness, knowledge acquisition, and retention tests were conducted and presence was investigated via survey responses. The results of the experiment show that the group using the proposed system scored higher than the video training group on both knowledge tests. As the responses given to the presence questionnaire confirmed a sense of spatial presence felt by the participants, the usability of the proposed system was judged to be appropriate.
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Augmented, Virtual and Mixed Reality in Dentistry: A Narrative Review on the Existing Platforms and Future Challenges. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12020877] [Citation(s) in RCA: 28] [Impact Index Per Article: 9.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
The recent advancements in digital technologies have led to exponential progress in dentistry. This narrative review aims to summarize the applications of Augmented Reality, Virtual Reality and Mixed Reality in dentistry and describes future challenges in digitalization, such as Artificial Intelligence and Robotics. Augmented Reality, Virtual Reality and Mixed Reality represent effective tools in the educational technology, as they can enhance students’ learning and clinical training. Augmented Reality and Virtual Reality and can also be useful aids during clinical practice. Augmented Reality can be used to add digital data to real life clinical data. Clinicians can apply Virtual Reality for a digital wax-up that provides a pre-visualization of the final post treatment result. In addition, both these technologies may also be employed to eradicate dental phobia in patients and further enhance patient’s education. Similarly, they can be used to enhance communication between the dentist, patient, and technician. Artificial Intelligence and Robotics can also improve clinical practice. Artificial Intelligence is currently developed to improve dental diagnosis and provide more precise prognoses of dental diseases, whereas Robotics may be used to assist in daily practice.
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