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Connolly R, Buck L, Zordan V, McDonnell R. The Impact of Navigation on Proxemics in an Immersive Virtual Environment with Conversational Agents. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2025; 31:2787-2797. [PMID: 40111765 DOI: 10.1109/tvcg.2025.3550231] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/22/2025]
Abstract
As social VR grows in popularity, understanding how to optimise interactions becomes increasingly important. Interpersonal distance-the physical space people maintain between each other-is a key aspect of user experience. Previous work in psychology has shown that breaches of personal space cause stress and discomfort. Thus, effectively managing this distance is crucial in social VR, where social interactions are frequent. Teleportation, a commonly used locomotion method in these environments, involves distinct cognitive processes and requires users to rely on their ability to estimate distance. Despite its widespread use, the effect of teleportation on proximity remains unexplored. To investigate this, we measured the interpersonal distance of 70 participants during interactions with embodied conversational agents, comparing teleportation to natural walking. Our findings revealed that participants maintained closer proximity from the agents during teleportation. Female participants kept greater distances from the agents than male participants, and natural walking was associated with higher agency and body ownership, though co-presence remained unchanged. We propose that differences in spatial perception and spatial cognitive load contribute to reduced interpersonal distance with teleportation. These findings emphasise that proximity should be a key consideration when selecting locomotion methods in social VR, highlighting the need for further research on how locomotion impacts spatial perception and social dynamics in virtual environments.
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She X, Pan X, Zhao J. Spatiotemporal influence analysis model for cultural landscapes based on a virtual geographic environment. Sci Rep 2025; 15:12331. [PMID: 40210667 PMCID: PMC11986163 DOI: 10.1038/s41598-025-97171-4] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2025] [Accepted: 04/02/2025] [Indexed: 04/12/2025] Open
Abstract
A cultural landscape can have a lasting impact on the surrounding region, significantly influencing its culture, customs, and development patterns. It is therefore important to understand the spatiotemporal influence range of a particular cultural landscape. The scope of influence is affected by subjective factors regarding the views, hobbies, communication, and cognitive abilities of all individuals involved in landscape interaction. These factors are difficult to account for using the learning process of traditional methods. To address this problem, we propose a spatiotemporal influence analysis model for cultural landscapes based on a virtual geographic environment (SC-VGE). A virtual geographic environment is constructed to interactively recognize the relationships between individuals and cultural landscapes, forming key parameters of the cultural landscape influence propagation process under various conditions. On this basis, we construct influence propagation agents representing different groups of people. Based on the movement process of the agents in the virtual space, we can determine the spatiotemporal influence range of a specific landscape or landscape object. In experiments, we analyzed two typical cultural landscape examples in the city of Changchun. We conducted a comparative analysis of our approach against several traditional methods, including the Spatial Straight-Line Distance, Spatial Accessible Distance, Cellular Automata, and Multiagent. The SC-VGE method surpassed these traditional methods in overall prediction accuracy, achieving 89.7 ± 1.3% and 87.8 ± 1.5%. This is more than 9% higher than the highest accuracy among the traditional methods. Higher accuracy enables SC-VGE to more precisely reflect the influence ranges of cultural landscapes, thereby providing better support for the management and analysis of cultural landscape value.
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Affiliation(s)
- Xiangfei She
- School of Computer Technology and Engineering, Changchun Institute of Technology, Changchun, 130012, China
- Jilin Provincial Key Laboratory of Changbai Historical Culture and VR Reconstruction Technology, Changchun Institute of Technology, Changchun, 130012, China
| | - Xin Pan
- School of Computer Technology and Engineering, Changchun Institute of Technology, Changchun, 130012, China.
- Jilin Provincial Key Laboratory of Changbai Historical Culture and VR Reconstruction Technology, Changchun Institute of Technology, Changchun, 130012, China.
| | - Jian Zhao
- School of Computer Technology and Engineering, Changchun Institute of Technology, Changchun, 130012, China
- Jilin Provincial Key Laboratory of Changbai Historical Culture and VR Reconstruction Technology, Changchun Institute of Technology, Changchun, 130012, China
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Dickmann F, Keil J, Korte A, Edler D, O´Meara D, Bordewieck M, Axmacher N. Improved Navigation Performance Through Memory Triggering Maps: A Neurocartographic Approach. KN - JOURNAL OF CARTOGRAPHY AND GEOGRAPHIC INFORMATION 2024; 74:251-266. [PMID: 39712551 PMCID: PMC11659358 DOI: 10.1007/s42489-024-00181-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 08/13/2024] [Accepted: 11/19/2024] [Indexed: 12/24/2024]
Abstract
When using navigation devices the "cognitive map" created in the user's mind is much more fragmented, incomplete and inaccurate, compared to the mental model of space created when reading a conventional printed map. As users become more dependent on digital devices that reduce orientation skills, there is an urgent need to develop more efficient navigation systems that promote orientation skills. This paper proposes to consider brain processes for creating more efficient maps that use a network of optimally located cardinal lines and landmarks organized to support and stabilize the neurocognitive structures in the brain that promote spatial orientation. This new approach combines neurocognitive insights with classical research on the efficiency of cartographic visualizations. Recent neuroscientific findings show that spatially tuned neurons could be linked to navigation processes. In particular, the activity of grid cells, which appear to be used to process metric information about space, can be influenced by environmental stimuli such as walls or boundaries. Grid cell activity could be used to create a new framework for map-based interfaces that primarily considers the brain structures associated with the encoding and retrieval of spatial information. The new framework proposed in this paper suggests to arrange map symbols in a specific way that the map design helps to stabilize grid cell firing in the brain and by this improve spatial orientation and navigational performance. Spatially oriented cells are active in humans not only when moving in space, but also when imagining moving through an area-such as when reading a map. It seems likely that the activity of grid cells can be stabilized simply by map symbols that are perceived when reading a map.
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Affiliation(s)
- Frank Dickmann
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Julian Keil
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Annika Korte
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Dennis Edler
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Denise O´Meara
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Martin Bordewieck
- Geography Department, Cartography, Ruhr University Bochum, Bochum, Germany
| | - Nikolai Axmacher
- Department of Neuropsychology, Ruhr-University Bochum, Bochum, Germany
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Wu K, Du Z, Zheng H, Yang Y, Xu F. Influence of an adjacent tunnel connecting zone shading shed on drivers' eye movement characteristics. INTERNATIONAL JOURNAL OF OCCUPATIONAL SAFETY AND ERGONOMICS 2024; 30:1077-1086. [PMID: 39056265 DOI: 10.1080/10803548.2024.2372167] [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: 01/25/2023] [Accepted: 06/21/2024] [Indexed: 07/28/2024]
Abstract
A tunnel shading shed is crucial in improving driving safety as a type of traffic facility to ease the transition of light environments. To study the effect of installation of a shading shed on the visual characteristics of drivers in the connecting zone of the adjacent tunnels, a total of 32 drivers were gathered to perform a real vehicle experiment. The study zone of the adjacent tunnels was divided into three sections: upstream tunnel exit; connecting zone; and downstream tunnel threshold zone. Fixation duration, saccade duration and saccade frequency were selected as research indexes. The results suggest that installation of a shading shed in the connecting zone significantly reduced the fixation (saccade) duration in the upstream tunnel exit and downstream tunnel threshold zones, with a significantly higher saccade frequency. In addition, fixation is better improved at the downstream tunnel entrance, and saccade is better enhanced at the upstream tunnel exit.
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Affiliation(s)
- Kunlin Wu
- School of Transportation and Logistics Engineering, Wuhan University of Technology, China
| | - Zhigang Du
- School of Transportation and Logistics Engineering, Wuhan University of Technology, China
| | - Haoran Zheng
- School of Transportation and Logistics Engineering, Wuhan University of Technology, China
| | - Yongzheng Yang
- School of Transportation and Logistics Engineering, Wuhan University of Technology, China
| | - Fuqiang Xu
- School of Transportation and Logistics Engineering, Wuhan University of Technology, China
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Abd El-Kafy EM, Alayat MS, Subahi MS, Badghish MS. C-Mill Virtual Reality/Augmented Reality Treadmill Training for Reducing Risk of Fall in the Elderly: A Randomized Controlled Trial. Games Health J 2024; 13:258-267. [PMID: 38563663 DOI: 10.1089/g4h.2023.0162] [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: 04/04/2024] Open
Abstract
Objective: Falling is considered one of the major problems that may affect the elderly, leading to multiple health issues. Walking adaptability to environmental demands is essential for safe walking in the elderly. The aim of this study was to evaluate the efficacy of virtual reality (VR)/augmented reality (AR) treadmill training on balance performance and the risk of falls in the elderly. Materials and Methods: Sixty Saudi elderly individuals of both genders, aged between 60 and 70 years, participated in the study. The participants were categorized into two groups: the experimental and the control groups. Both groups received 1 hour of training: 30 minutes of conventional exercises and 30 minutes of gait training on the C-Mill VR/AR treadmill. The experimental group used the C-Mill treadmill with VR and AR games therapy. The control group had gait training on the C-Mill treadmill without VR and AR. The training for both groups was conducted for 6 successive weeks/three times a week. The changes in the scores of the following variables were recorded at baseline, after 6 weeks of training, and 4 weeks after the completion of training. These variables involved the time needed for completing the Timed Up and Go (TUG) test, overall stability indices of the Fall Risk (FR) test and Limit of Stability (LOS) test evaluated using the Biodex Balance System (BBS), and the time required for completing the LOS test. Results: Both groups demonstrated significant improvement in all measured variables immediately post-training, and this improvement persisted for 4 weeks after completing the training. The experimental group exhibited greater improvement in the recorded values of all measured variables compared with the control group following the training. Conclusions: This study concluded that C-Mill VR/AR treadmill training is effective in improving balance control and reducing the fall risk in the elderly.
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Affiliation(s)
- Ehab Mohamed Abd El-Kafy
- Department of Medical Rehabilitation Sciences, Faculty of Applied Medical Sciences, Umm Al-Qura University, Makkah, Saudi Arabia
| | - Mohamad Salaheldien Alayat
- Department of Medical Rehabilitation Sciences, Faculty of Applied Medical Sciences, Umm Al-Qura University, Makkah, Saudi Arabia
| | - Moayad Saleh Subahi
- Department of Medical Rehabilitation Sciences, Faculty of Applied Medical Sciences, Umm Al-Qura University, Makkah, Saudi Arabia
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Virtual Reality and Spatial Augmented Reality for Social Inclusion: The “Includiamoci” Project. INFORMATION 2023. [DOI: 10.3390/info14010038] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/11/2023] Open
Abstract
Extended Reality (XR) technology represents an innovative tool to address the challenges of the present, as it allows for experimentation with new solutions in terms of content creation and its fruition by different types of users. The potential to modulate the experience based on the target audience’s needs and the project’s objectives makes XR suitable for creating new accessibility solutions. The “Includiamoci” project was carried out with the aim of creating workshops on social inclusion through the combination of art and technology. Specifically, the experimentation involved ten young people between the ages of 28 and 50, with cognitive disabilities, who participated in Extended Reality workshops and Art Therapy workshops. In the course of these activities, the outputs obtained were two: a virtual museum, populated by the participants’ works, and a digital set design for a theatrical performance. Through two tests, one on user experience (UX) and one on the degree of well-being, the effectiveness of the entire project was evaluated. In conclusion, the project demonstrated how the adopted solutions were appropriate to the objectives, increasing our knowledge of UX for a target audience with specific user needs and using XR in the context of social inclusion.
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Wang Z, Li Y, An J, Dong W, Li H, Ma H, Wang J, Wu J, Jiang T, Wang G. Effects of Restorative Environment and Presence on Anxiety and Depression Based on Interactive Virtual Reality Scenarios. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:7878. [PMID: 35805535 PMCID: PMC9266120 DOI: 10.3390/ijerph19137878] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/17/2022] [Revised: 06/20/2022] [Accepted: 06/23/2022] [Indexed: 02/01/2023]
Abstract
Anxiety and depression have been growing global mental health problems. The following studies explored the effect of interactive VR scenarios to find a low-cost and high-efficiency solution. Study 1 designed a 2 (anxiety and depression state) × 4 (interactive VR scenarios) experiment, the results of 20 participants showed that the designed scenarios had good restoration and presence, assisting to improve depression mood for people with mild to moderate anxiety and depression. Study 2 further investigated the intervention effects of two environment types (urban and park) and four interactive activities (automatic viewing, free-roaming, fishing, and watering plants in the park environment), based on data from a 10-minute experiment conducted by 195 participants with mild to moderate anxiety and depression. The subjective scales, EEG and EMG, and scenario experience were analyzed and the results showed that: (1) the restorative and present VR scenarios were beneficial in alleviating state anxiety and depression; (2) the restorative environment and presence were significantly and positively related to the reduction of anxiety and depression respectively, moreover, presence mediated the restorative environment on the recovery from anxiety and depression; (3) the environmental settings, the complexity of interaction, human factors, and maturity of VR devices and technology were also key factors that influenced the effects of interactive VR scenario experience and intervention. These studies revealed VR psychological intervention scenarios could be designed with comprehensive factors. Moreover, they might help pave the way for future study in exploring the physiology and psychology mode in virtual and real spaces, enhancing intervention effectiveness.
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Affiliation(s)
- Zhimeng Wang
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
- Faculty of Psychology, Beijing Normal University, Beijing 100875, China; (J.A.); (T.J.)
| | - Yue Li
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
- Department of Psychology, Lund University, 22100 Lund, Sweden
| | - Jingchen An
- Faculty of Psychology, Beijing Normal University, Beijing 100875, China; (J.A.); (T.J.)
| | - Wenyi Dong
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
| | - Hongqidi Li
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
| | - Huirui Ma
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
| | - Junhui Wang
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
| | - Jianping Wu
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
| | - Ting Jiang
- Faculty of Psychology, Beijing Normal University, Beijing 100875, China; (J.A.); (T.J.)
| | - Guangxin Wang
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China; (Z.W.); (Y.L.); (W.D.); (H.L.); (H.M.); (J.W.); (G.W.)
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Web XR User Interface Research: Design 3D Layout Framework in Static Websites. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12115600] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
Advances in digital interactive technologies have created a range of innovative products and services for the well-being of society. Extended Reality (XR) technology has shown enormous potential in the educational, commercial, and medical fields. Considering the potential of XR, we analyzed the use of XR technology for the improvement of web service user experiences. The paper discusses Web Extended Reality (XR) and its current circumstances. The study also discusses the advantages of web componentization and the Page Builder System, which is a famous framework for web componentization. Furthermore, the study analyzes the characteristics of XR. The research designs the Web XR User Interface framework with XR characteristics and componentization design. A 3D UI framework is proposed for providing an immersive, explorative, and readable user experience. The framework covers three aspects, including main content, a scrollbar, and navigation. In order to evaluate the performance efficiency of the framework, a proof-of-concept prototype was developed to examine the concept. We conducted a user study with 60 participants to evaluate the reading performance. Compared with the traditional web layout, the experimental results showed that the framework can improve the user experience in static websites. The paper indicates possible future views based on the experimental study.
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Abstract
Virtual reality (VR) is an emerging technology with a broad range of applications in training, entertainment, and business. To maximize the potentials of virtual reality as a medium, the unwelcome feeling of cybersickness needs to be minimized. Cybersickness is a type of simulation sickness that is experienced in virtual reality. It is a significant challenge for the usability of virtual reality systems. Even with advancements in virtual reality, the usability concerns are barriers for a wide-spread acceptance. Several factors (hardware, software, human) play a part towards a pleasant virtual reality experience. In this paper, we review the potential factors which cause sickness and minimize the usability of virtual reality systems. The reviewed scientific articles are mostly part of documents indexed in digital libraries. We review the best practices from a developer’s perspective and some of the safety measures a user must follow while using the virtual reality systems from existing research. Even after following some of the guidelines and best practices virtual reality environments do not guarantee a pleasant experience for users. Limited research in virtual reality environments towards requirements specification, design, and development for maximum usability and adaptability was the main motive for this work.
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Arm Posture Changes and Influences on Hand Controller Interaction Evaluation in Virtual Reality. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12052585] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/04/2023]
Abstract
In virtual reality (VR) applications, hand-controller interaction is largely limited by the biomechanical structure of the arm and its kinematical features. Earlier research revealed that different arm postures generate distinct arm fatigue levels in mid-air operational tasks; however, how they impact interaction performance, e.g., accuracy of target grasp and manipulation, has been less investigated. To fill this gap in knowledge, we conducted an empirical experiment in which thirty participants were recruited to complete a series of target acquisition tasks in a specifically designed VR application. Results show that (1) a bent arm posture resulted in a higher interaction accuracy than a stretched arm posture; (2) a downward arm posture interacted more accurately than an upraised arm posture; since two arms are bilaterally symmetric, (3) either selected arm interacted more accurately on the corresponding side than on the opposite side; and (4) the user-preferred or dominant arm interacted more persistently than the non-dominant one, though two arms generated little difference in interaction accuracy. Implications and suggestions are discussed for designing more efficient and user-satisfying interactive spaces in VR.
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From Patient to Musician: A Multi-Sensory Virtual Reality Rehabilitation Tool for Spatial Neglect. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12031242] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
Unilateral Spatial Neglect (USN) commonly results from a stroke or acquired brain injury. USN affects multiple modalities and results in failure to respond to stimuli on the contralesional side of space. Although USN is a heterogeneous syndrome, present-day therapy methods often fail to consider multiple modalities. Musical Neglect Therapy (MNT) is a therapy method that succeeds in incorporating multiple modalities by asking patients to make music. This research aimed to exploit the immersive and modifiable aspect of VR to translate MNT to a VR therapy tool. The tool was evaluated in a 2-week pilot study with four clinical users. These results are compared to a control group of four non-clinical users. Results indicated that patients responded to triggers in their entire environment and performance results could be clearly differentiated between clinical and non-clinical users. Moreover, patients increasingly corrected their head direction towards their neglected side. Patients stated that the use of VR increased their enjoyment of the therapy. This study contributes to the current research on rehabilitation for USN by proposing the first system to apply MNT in a VR environment. The tool shows promise as an addition to currently used rehabilitation methods. However, results are limited to a small sample size and performance metrics. Future work will focus on validating these results with a larger sample over a longer period. Moreover, future efforts should explore personalisation and gamification to tailor to the heterogeneity of the condition.
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Eye-Tracking in Interactive Virtual Environments: Implementation and Evaluation. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12031027] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
Not all eye-tracking methodology and data processing are equal. While the use of eye-tracking is intricate because of its grounding in visual physiology, traditional 2D eye-tracking methods are supported by software, tools, and reference studies. This is not so true for eye-tracking methods applied in virtual reality (imaginary 3D environments). Previous research regarded the domain of eye-tracking in 3D virtual reality as an untamed realm with unaddressed issues. The present paper explores these issues, discusses possible solutions at a theoretical level, and offers example implementations. The paper also proposes a workflow and software architecture that encompasses an entire experimental scenario, including virtual scene preparation and operationalization of visual stimuli, experimental data collection and considerations for ambiguous visual stimuli, post-hoc data correction, data aggregation, and visualization. The paper is accompanied by examples of eye-tracking data collection and evaluation based on ongoing research of indoor evacuation behavior.
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An Immersive Virtual Reality Training Game for Power Substations Evaluated in Terms of Usability and Engagement. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12020711] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/06/2023]
Abstract
Safety-focused training is essential for the operation and maintenance concentrated on the reliability of critical infrastructures, such as power grids. This paper introduces and evaluates a system for power substation operational training by exploring and interacting with realistic models in virtual worlds using serious games. The virtual reality (VR) simulator used building information modelling (BIM) from a 115 kV substation to develop a scenario with high technical detail suitable for professional training. This system created interactive models that could be explored using a first-person-perspective serious game in a cave automatic virtual environment (CAVE). Different operational missions could be carried out in the serious game, allowing several skills to be coached. The suitability for vocational training carried out by utility companies was evaluated in terms of usability and engagement. The evaluation used a System Usability Scale (SUS) and a Game Engagement Questionnaire (GEQ) filled by 16 power substation operators demonstrating marginally acceptable usability, with improvement opportunities and high acceptance (by utility technicians) of this system for operation training focused on safety in such hazardous tasks.
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How Academics and the Public Experienced Immersive Virtual Reality for Geo-Education. GEOSCIENCES 2021. [DOI: 10.3390/geosciences12010009] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Immersive virtual reality can potentially open up interesting geological sites to students, academics and others who may not have had the opportunity to visit such sites previously. We study how users perceive the usefulness of an immersive virtual reality approach applied to Earth Sciences teaching and communication. During nine immersive virtual reality-based events held in 2018 and 2019 in various locations (Vienna in Austria, Milan and Catania in Italy, Santorini in Greece), a large number of visitors had the opportunity to navigate, in immersive mode, across geological landscapes reconstructed by cutting-edge, unmanned aerial system-based photogrammetry techniques. The reconstructed virtual geological environments are specifically chosen virtual geosites, from Santorini (Greece), the North Volcanic Zone (Iceland), and Mt. Etna (Italy). Following the user experiences, we collected 459 questionnaires, with a large spread in participant age and cultural background. We find that the majority of respondents would be willing to repeat the immersive virtual reality experience, and importantly, most of the students and Earth Science academics who took part in the navigation confirmed the usefulness of this approach for geo-education purposes.
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Abstract
Evacuation capacity is very important in building fire. In order to improve the safety evacuation capacity of occupants, a web-based serious game for virtual fire evacuation drills is proposed. As a prototype of the serious game, a stand-alone system for virtual drill had been developed. On this basis, the system framework of the serious game is first designed for web-based training, including the database, front and back ends. Secondly, an optimization solution including fire scenes and web codes is designed for smooth rendering performance. Lastly, a solution is designed to visualize the evacuation paths of numerous trainees, which can be used to reveal the evacuation rules, and an evaluation model of evacuation performance is created considering the features of evacuation paths and fire hazards, to provide comprehensive feedback for trainees. Thus, a convenient and accessible web-based serious game was developed. More than 100 people participated in the online virtual evacuation drill of a dormitory building fire. Through the drills, the average evacuation time of the trainees decreases from 79.77 s to 54.32 s, and the safety scores of the trainees improve from 74.71 to 81.21. Therefore, the evacuation abilities of trainees gradually improve, which demonstrates the effectiveness of the drill. Consequently, virtual fire drills using a web-based serious game can play an important role in improving the evacuation ability.
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Development of Virtual Reality Automotive Lab for Training in Engineering Students. SUSTAINABILITY 2021. [DOI: 10.3390/su13179776] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
A Virtual Reality application was developed to be used as an immersive virtual learning strategy for Oculus Rift S Virtual Reality glasses and through Leap Motion Controller™ infrared sensors, focused on students of the Automotive Systems Engineering academic program, as a practical teaching-learning tool in the context of Education 4.0 and the pandemic caused by COVID-19 that has kept schools closed since March 2020. The technological pillars of Industry 4.0 were used to profile students so that they can meet the demands of their professional performance at the industrial level. Virtual Reality (VR) plays a very important role for the production-engineering sector in areas such as design and autonomous cars, as well as in training and driving courses. The VR application provides the student with a more immersive and interactive experience, supported by 3D models of both the main parts that make up the four-stroke combustion engine and the mechanical workshop scenario; it allows the student to manipulate the main parts of the four-stroke combustion engine through the Oculus Rift S controls and the Leap Motion Controller™ infrared sensors, and relate them to the operation of the engine, through the animation of its operation and the additional information shown for each part that makes it up in the application.
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A Multi-Perspective View on Immersive Virtual Environments (IVEs). ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 2021. [DOI: 10.3390/ijgi10080518] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
In recent years, the presence of immersive virtual reality (VR) in everyday life has increased, and VR is also being studied in research. However, this research is essentially limited to technical issues, while the social relevance of VR remains largely unconsidered. Current social science research on VR remains bound to an empiricist paradigm; a theoretical framing is only done in exceptions. This article presents current social science theories related to space and landscape research, describes their application and potentials, with regard to the investigation of virtual spaces, and discusses which theoretical positions are suitable for the investigation of particular immersive VR-related questions. This investigation presents a range of approaches such as essentialism, positivism, and constructivism; theories such as critical, conflict, and discourse; and more-than-representational theories such as Phenomenology, Assemblage, and Actor-Network-Theory.
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Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality. MULTIMODAL TECHNOLOGIES AND INTERACTION 2021. [DOI: 10.3390/mti5070031] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Many virtual reality (VR) applications use teleport for locomotion. The non-continuous locomotion of teleport is suited for VR controllers and can minimize simulator sickness, but it can also reduce spatial awareness compared to continuous locomotion. Our aim was to create continuous, controller-based locomotion techniques that would support spatial awareness. We compared the new techniques, slider and grab, with teleport in a task where participants counted small visual targets in a VR environment. Task performance was assessed by asking participants to report how many visual targets they found. The results showed that slider and grab were significantly faster to use than teleport, and they did not cause significantly more simulator sickness than teleport. Moreover, the continuous techniques provided better spatial awareness than teleport.
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Meneghetti C, Pazzaglia F. Navigating in Virtual Environments: Does a Map or a Map-Based Description Presented Beforehand Help? Brain Sci 2021; 11:brainsci11060773. [PMID: 34200894 PMCID: PMC8230476 DOI: 10.3390/brainsci11060773] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2021] [Revised: 06/05/2021] [Accepted: 06/08/2021] [Indexed: 11/16/2022] Open
Abstract
BACKGROUND One of the aims of research in spatial cognition is to examine the factors capable of optimizing environment learning from navigation, which can be examined using a virtual environment (VE). Different learning conditions can play an important part. AIM This study examined the benefits of presenting configured information (layout with elements arranged in it) using a map or verbal description before a learner navigates in a new environment. METHOD Ninety participants were assigned to three learning groups of 30 individuals (15 males and 15 females). Before participants navigated in a VE, one group was shown a map of the environment ("map before navigation"), a second group read a map-like description of the environment ("description before navigation"), and a third group started navigating without any prior input ("only navigation"). Participants then learned a path in a VE (presented as if they were driving a car). Their recall was subsequently tested using three types of task: (i) route retracing; (ii) pointing; (iii) path drawing. Several measures were administered to assess participants' individual visuospatial and verbal factors. RESULTS There were no differences between the three groups in route retracing. The "map before navigation" group performed better than the "only navigation" group in both the pointing and the path drawing tasks, however, and also outperformed the "description before navigation" group in the path drawing task. Some relations emerged between participants' individual difference factors and their recall performance. CONCLUSIONS In learning from navigation, seeing a map beforehand benefits learning accuracy. Recall performance is also supported, at least in part, by individual visuospatial and verbal factors.
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Affiliation(s)
- Chiara Meneghetti
- Department of General Psychology, University of Padova, 35131 Padova, Italy;
- Correspondence: ; Tel.: +39-049-8276911
| | - Francesca Pazzaglia
- Department of General Psychology, University of Padova, 35131 Padova, Italy;
- Interuniversity Research Center in Environmental Psychology (CIRPA), 00185 Rome, Italy
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Giachero A, Quadrini A, Pisano F, Calati M, Rugiero C, Ferrero L, Pia L, Marangolo P. Procedural Learning through Action Observation: Preliminary Evidence from Virtual Gardening Activity in Intellectual Disability. Brain Sci 2021; 11:766. [PMID: 34207553 PMCID: PMC8226894 DOI: 10.3390/brainsci11060766] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/17/2021] [Revised: 06/04/2021] [Accepted: 06/08/2021] [Indexed: 12/23/2022] Open
Abstract
Intellectual disability (ID) compromises intellectual and adaptive functioning. People with an ID show difficulty with procedural skills, with loss of autonomy in daily life. From an embodiment perspective, observation of action promotes motor skill learning. Among promising technologies, virtual reality (VR) offers the possibility of engaging the sensorimotor system, thus, improving cognitive functions and adaptive capacities. Indeed, VR can be used as sensorimotor feedback, which enhances procedural learning. In the present study, fourteen subjects with an ID underwent progressive steps training combined with VR aimed at learning gardening procedures. All participants were trained twice a week for fourteen weeks (total 28 sessions). Participants were first recorded while sowing zucchini, then they were asked to observe a virtual video which showed the correct procedure. Next, they were presented with their previous recordings, and they were asked to pay attention and to comment on the errors made. At the end of the treatment, the results showed that all participants were able to correctly garden in a real environment. Interestingly, action observation facilitated, not only procedural skills, but also specific cognitive abilities. This evidence emphasizes, for the first time, that action observation combined with VR improves procedural learning in ID.
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Affiliation(s)
- Alberto Giachero
- Aphasia Experimental Laboratory-Fondazione Carlo Molo Onlus, 10121 Turin, Italy; (A.G.); (M.C.); (C.R.)
- Dipartimento di Psicologia, University of Turin, 10124 Turin, Italy;
| | | | - Francesca Pisano
- Dipartimento di Studi Umanistici, University Federico II, 80133 Naples, Italy;
| | - Melanie Calati
- Aphasia Experimental Laboratory-Fondazione Carlo Molo Onlus, 10121 Turin, Italy; (A.G.); (M.C.); (C.R.)
| | - Cristian Rugiero
- Aphasia Experimental Laboratory-Fondazione Carlo Molo Onlus, 10121 Turin, Italy; (A.G.); (M.C.); (C.R.)
| | - Laura Ferrero
- Fondazione Agape dello Spirito Santo Onlus-Villa Lauro, 10132 Turin, Italy;
| | - Lorenzo Pia
- Dipartimento di Psicologia, University of Turin, 10124 Turin, Italy;
| | - Paola Marangolo
- IRCCS Fondazione Santa Lucia, 00179 Rome, Italy;
- Dipartimento di Studi Umanistici, University Federico II, 80133 Naples, Italy;
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The Drawing and Perception of Architectural Spaces through Immersive Virtual Reality. SUSTAINABILITY 2021. [DOI: 10.3390/su13116223] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/07/2023]
Abstract
The technologies that have sought to intervene in the architectural drawing process have focused on the sense of sight, leaving aside the use of the hands and the entire body that together achieve more sensory designs. Nowadays, to the benefit of the draftsman, that ideal scenery in which sight, hands and body work holistically is returning thanks to Immersive Virtual Reality (IVR). The purpose of this research is to analyze the perception of two-dimensionally drawn spaces, the drawing of such spaces through three-dimensional sketches in IVR, and both the perception of 3D sketched spaces and those which are also modeled realistically in IVR. First and fifth year architecture students went through the four phases of the experiment: (a) the perception of a space based on 2D sketches, (b) real-scale 3D space drawing in IVR, (c) the perception of a space drawn in 3D in IVR, and (d) the perception of the same space realistically modeled in 3D in IVR. Through three questionnaires and a grading sheet, the data was obtained. The perception of two-dimensionally drawn spaces was high (70.8%), while the precision of a space drawn in an IVR was even higher (83.9%). The real or natural scale in which the spaces can be experienced in an IVR is the characteristic that was most recognized by the students; however, this and the other qualities did not allow for a reliable conclusion for a homogeneous perception of sensations within the virtual spaces.
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Virtual 3D Campus for Universiti Teknologi Malaysia (UTM). ISPRS INTERNATIONAL JOURNAL OF GEO-INFORMATION 2021. [DOI: 10.3390/ijgi10060356] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
University campuses consists of many buildings within a large area managed by a single organization. Like 3D city modeling, a 3D model of campuses can be utilized to provide a better foundation for planning, navigation and management of buildings. This study approaches 3D modeling of the UTM campus by utilizing data from aerial photos and site observations. The 3D models of buildings were drawn from building footprints in SketchUp and converted to CityGML using FME software. The CityGML models were imported into a geodatabase using 3DCityDB and visualized in Cesium. The resulting 3D model of buildings was in CityGML format level of detail 2, consisting of ground, wall and roof surfaces. The 3D models were positioned with real-world coordinates using the geolocation function in SketchUp. The non-spatial attributes of the 3D models were also stored in a database managed by PostgreSQL. While the methodology demonstrated in this study was found to be able to create LoD2 building models. However, issues of accuracy arose in terms of building details and positioning. Therefore, higher accuracy data, such as point cloud data, should produce higher LoD models and accurate positioning.
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Virtual Reality Rehabilitation and Exergames—Physical and Psychological Impact on Fall Prevention among the Elderly—A Literature Review. APPLIED SCIENCES-BASEL 2021. [DOI: 10.3390/app11094098] [Citation(s) in RCA: 21] [Impact Index Per Article: 5.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
Abstract
The present review is aimed at the effectiveness of virtual reality (VR) and exergames in the prevention of falls among the elderly. Falls become a significant problem in the aging population and lead to psychological, social, and physical impairment. Prevention of falls is crucial to the well-being of the elderly population and is one of the challenges of contemporary rehabilitation. Recently, in view of the threat of the SARS-CoV-2 pandemic, contactless methods of rehabilitation, including telerehabilitation, appear as valuable rehabilitation tools. This review is based on the PRISMA guidelines and was carried out in five databases: PubMed, Medline, Web of Science, Scopus, and PEDro. Twenty-one randomized controlled trials, focused on the application of VR and exergames in the prevention of falls, were included. This review suggests that VR training in rehabilitation appears to be a promising complement to traditional techniques of physiotherapy to improve specific physical outcomes. VR and exergames could be considered as a complement of standard physiotherapy and its possible continuation at home for elderly. However, further high-quality studies, with carefully designed protocols and proper blinding, are needed.
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Rodríguez-Hernández M, Polonio-López B, Corregidor-Sánchez AI, Martín-Conty JL, Mohedano-Moriano A, Criado-Álvarez JJ. Effects of Specific Virtual Reality-Based Therapy for the Rehabilitation of the Upper Limb Motor Function Post-Ictus: Randomized Controlled Trial. Brain Sci 2021; 11:brainsci11050555. [PMID: 33924767 PMCID: PMC8145650 DOI: 10.3390/brainsci11050555] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/06/2021] [Revised: 04/23/2021] [Accepted: 04/24/2021] [Indexed: 01/06/2023] Open
Abstract
This research analyzed the combined effect of conventional treatment and virtual reality exposure therapy on the motor function of the upper extremities in people with stroke. We designed a randomized controlled trial set in the rehabilitation and neurology departments of a hospital (Talavera de la Reina, Spain). The subjects included 43 participants, all randomized into experimental (conventional treatment + virtual reality exposure therapy) and control group (conventional treatment).; The main measures were Fugl-Meyer Assessment for upper extremity, Modified Ashworth Scale, and Stroke Impact Scale 3.0. The results included 23 patients in the experimental (62.6 ± 13.5 years) and 20 in the control group (63.6 ± 12.2 years) who completed the study. After the intervention, muscle tone diminished in both groups, more so in the experimental group (mean baseline/post-intervention: from 1.30 to 0.60; η2 = 0.237; p = 0.001). Difficulties in performing functional activities that implicate the upper limb also diminished. Regarding the global recovery from stroke, both groups improved scores, but the experimental group scored significantly higher than the controls (mean baseline/post-intervention: from 28.7 to 86.5; η2 = 0.633; p = 0.000). In conclusion, conventional rehabilitation combined with specific virtual reality seems to be more efficacious than conventional physiotherapy and occupational therapy alone in improving motor function of the upper extremities and the autonomy of survivors of stroke in activities of daily living.
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Affiliation(s)
- Marta Rodríguez-Hernández
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
| | - Begoña Polonio-López
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
- Correspondence:
| | - Ana-Isabel Corregidor-Sánchez
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
| | - José L. Martín-Conty
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
| | - Alicia Mohedano-Moriano
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
| | - Juan-José Criado-Álvarez
- Faculty of Health Sciences, University of Castilla La Mancha, 45600 Talavera de la Reina, Spain; (M.R.-H.); (A.-I.C.-S.); (J.L.M.-C.); (A.M.-M.); (J.-J.C.-Á.)
- Department of Public Health, Institute of Health Sciences, 45600 Talavera de la Reina, Spain
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Lasaponara S, Marson F, Doricchi F, Cavallo M. A Scoping Review of Cognitive Training in Neurodegenerative Diseases via Computerized and Virtual Reality Tools: What We Know So Far. Brain Sci 2021; 11:528. [PMID: 33919244 PMCID: PMC8143131 DOI: 10.3390/brainsci11050528] [Citation(s) in RCA: 16] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/23/2021] [Revised: 04/17/2021] [Accepted: 04/19/2021] [Indexed: 11/17/2022] Open
Abstract
Most prevalent neurodegenerative diseases such as Alzheimer's disease, frontotemporal dementia, Parkinson's disease and multiple sclerosis are heterogeneous in their clinical profiles and underlying pathophysiology, although they typically share the presence of cognitive impairment that worsens significantly during the course of the disease. Viable pharmacological options for cognitive symptoms in these clinical conditions are currently lacking. In recent years, several studies have started to apply Computerized Cognitive Training (CCT) and Virtual Reality (VR) tools to try and contrast patients' cognitive decay over time. However, no in-depth literature review of the contribution of these promising therapeutic options across main neurodegenerative diseases has been conducted yet. The present paper reports the state-of-the-art of CCT and VR studies targeting cognitive impairment in most common neurodegenerative conditions. Our twofold aim is to point out the scientific evidence available so far and to support health professionals to consider these promising therapeutic tools when planning rehabilitative interventions, especially when the access to regular and frequent hospital consultations is not easy to be provided.
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Affiliation(s)
- Stefano Lasaponara
- Department of Psychology, Sapienza University of Rome, 00185 Rome, Italy; (S.L.); (F.D.)
- Department of Human Sciences, LUMSA University, 00193 Rome, Italy
| | - Fabio Marson
- Research Institute for Neuroscience, Education and Didactics, Fondazione Patrizio Paoletti, 06081 Assisi, Italy;
- Department of Human Neuroscience, Sapienza University of Rome, 00185 Rome, Italy
| | - Fabrizio Doricchi
- Department of Psychology, Sapienza University of Rome, 00185 Rome, Italy; (S.L.); (F.D.)
- Department of Neuropsychology, IRCCS Fondazione Santa Lucia, 00179 Rome, Italy
| | - Marco Cavallo
- Faculty of Psychology, eCampus University, 22060 Novedrate, Italy
- Clinical Psychology Service, Saint George Foundation, 12030 Cavallermaggiore, Italy
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Abstract
To study the characteristics of light and dark adaptation in tunnel portals, and to determine the influencing factors in light–dark vision adaptation, basic tunnel lighting and linear design data were obtained. In this study, we used a light-shielded tent to simulate the dark environment of a tunnel, observe the driver recognition time for target objects during the light–dark adaptation process, and analyze the light–dark adaptation time of human vision. Based on the experimental data, we examined the relationships between age, gender, illuminance, and light and dark adaptation times, and established a model for these relationships. The experimental results show that the dark adaptation time is generally longer than the light adaptation time. The dark adaptation time is positively related to age and exhibits a cubic relationship. There is no significant correlation between the light adaptation time and age, but the overall trend is for the light adaptation time to gradually increase with increasing age. There is no correlation between gender and light and dark adaptation times, but there is a notable correlation between light and dark adaptation times and illuminance. When the illuminance ranges from 11,000 to 13,000 lux, the light and dark adaptation times are the longest.
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