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Virtual Reality Technology

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  • Bright Cloud International Corp
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Abstract

From the Publisher: This in-depth review of current virtual reality technology and its applications provides a detailed analysis of the engineering, scientific and functional aspects of virtual reality systems and the fundamentals of VR modeling and programming. It also contains an exhaustive list of present and future VR applications in a number of diverse fields. Virtual Reality Technology is the first book to include a full chapter on force and tactile feedback and to discuss newer interface tools such as 3-D probes and cyberscopes. Supplemented with 23 color plates and more than 200 drawings and tables which illustrate the concepts described.

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... (3,4) To better explain how these technologies work, there is a triangle developed in 1994 by Burdea which comprises 3 strands: Interaction, imagination and immersion. (5) VR only exists if the person is surrounded by stimuli and in order to perceive these stimuli they need to understand what each one means. Immersion is the person's perception of the digital world, Imagination is what the software author aims to stimulate so that the customer perceives what they are experiencing as "real", Interaction is everything the customer can interact with in the virtual world. ...
... Immersion is the person's perception of the digital world, Imagination is what the software author aims to stimulate so that the customer perceives what they are experiencing as "real", Interaction is everything the customer can interact with in the virtual world. (3,4,5) Although simulation-based teaching is widely used in healthcare training, (6) it is clear that the use of VR can improve learning by allowing the repetition of procedures, immersion in realistic clinical scenarios and the development of technical skills without putting clients at risk. ...
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Introduction: The COVID-19 pandemic has required a readaptation of teaching methods. This readaptation, together with the exponential growth of technology in recent years, has brought about a possible new way of teaching nursing, using virtual reality. By analyzing this new approach, we will be able to understand whether this new methodology has advantages for being adapted to current teaching.Objective: to map the evidence on the contribution of virtual reality to the development of both clinical and instrumental skills in nursing students compared to traditional methods.Methods: A rapid review was carried out with research carried out between March 2023 and May 2023. The Business Source Complete [EBSCO], National Institutes of Health [NIH] and B-ON platforms were used to carry out the research. To assess the quality of the articles, we used the JBI guideline.Results: Six articles of quasi-experimental and systematic review typology were analyzed. The use of virtual reality allows students to develop their nursing skills in a dynamic, interactive and safe way. The results can be enhanced when combined with high-fidelity simulation.Conclusions: This Rapid Review demonstrates how Virtual Reality can be used in nursing education, understanding its benefits in terms of clinical and personal skills. However, it also recognizes the difficulties that may limit the use of Virtual Reality and the need for greater scientific evidence that is less randomized.
... Frontiers in Psychology 04 frontiersin.org Burdea and Coiffet (2003) define imagination as a characteristic elicited by the content of virtual environment applications, wherein the user's mind possesses the ability to perceive non-existent entities or concepts. Madini and Alshaikhi (2017) discovered that the variable of imagination held significant importance for high-immersion VR systems that utilized head-mounted displays. ...
... Creative imagination grants learners the ability to mentally envision novel ideas and concepts that are not immediately discernible through their senses (Singer, 2000), thereby facilitating users in accomplishing their learning goals (Huang et al., 2010). Burdea and Coiffet (2003) argue that the assessment of user attitudes and receptiveness toward learning system acceptance should incorporate the factor of imagination. Huang et al. (2010) study revealed that virtual learning environments that stimulate imagination serve as effective tools for enhancing learners' problem-solving abilities. ...
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Augmented reality (AR) has gained significant attention and is being increasingly utilized to enrich the learning experience of museum visitors. This study explores the psychological dimensions of AR in education, focusing on learning motivation and academic achievement in museums. A quantitative research study was carried out, encompassing a survey of 266 visitors at the Wuhan Natural History Museum. Partial Least Squares Structural Equation Modeling (PLS-SEM) was employed as the analytical tool to validate the proposed model. The findings reveal significant positive effects of information quality on immersion, imagination, and academic achievement, as well as positive effects of information richness on academic achievement. Information quality mediates the relationship between information richness and immersion/imagination, while immersion and imagination mediate the association between information quality and learning motivation. Additionally, learning motivation positively influences academic achievement. Furthermore, wearable comfort moderates the effect of information quality on immersion and imagination. The study provides theoretical insights into the complex interplay between these variables and their impact on learning motivation and academic achievement. The findings have implications for the design of AR-based learning systems and highlight the importance of considering wearable comfort in enhancing user experiences.
... This helps improve the visualization of design information and enhances the attractiveness of proposals, leading to better communication. AIGC can create virtual reality (VR) [21] or augmented reality (AR) [13] experiences, allowing designers and stakeholders to immerse themselves in design proposals. This immersive experience enhances understanding and engagement with proposals, facilitating better decision-making and feedback. ...
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Landscape design is a complex process that requires designers to engage in intricate planning, analysis, and decision-making. This process involves the integration and reconstruction of science, art, and technology. Traditional landscape design methods often rely on the designer's personal experience and subjective aesthetics, with design standards rooted in subjective perception. As a result, they lack scientific and objective evaluation criteria and systematic design processes. Data-driven artificial intelligence (AI) technology provides an objective and rational design process. With the rapid development of different AI technologies, AI-generated content (AIGC) has permeated various aspects of landscape design at an unprecedented speed, serving as an innovative design tool. This article aims to explore the applications and opportunities of AIGC in landscape design. AIGC can support landscape design in areas such as site research and analysis, design concepts and scheme generation, parametric design optimization, plant selection and visual simulation, construction management, and process optimization. However, AIGC also faces challenges in landscape design, including data quality and reliability, design expertise and judgment, technical challenges and limitations, site characteristics and sustainability, user needs and participation, the balance between technology and creativity, ethics, and social impact. Finally, this article provides a detailed outlook on the future development trends and prospects of AIGC in landscape design. Through in-depth research and exploration in this review, readers can gain a better understanding of the relevant applications, potential opportunities, and key challenges of AIGC in landscape design.
... Due to the benefits that they can bring in teaching and learning, research into the use of augmented reality [29] and virtual reality [30] as well as the integration of artificial intelligence in extended reality [31] in education is increasing. Specifically, in the context of education, augmented reality focuses on embedding virtual information that learners can perceive through their senses in their physical environment; thus, enriching the way in which they perceive, interact with, and communicate with their surroundings and digital content [32][33][34][35][36]. Furthermore, virtual reality focuses on fully immersing learners in virtual reality environments that are characterized by high levels of realism, interaction, and immersion and simulating learners' physical presence within them [37][38][39]. Therefore, virtual reality technology focuses on creating an "all-inclusive, sensory illusion of being present in other environments" [40] that integrate social and psychological aspects so that they can be perceived as real [41]. ...
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Given the advancements in artificial intelligence and extended reality technologies, this study aims to examine the integration of intelligent tutoring systems into augmented reality and virtual reality environments through a systematic literature review. Following the PRISMA framework, 32 related theoretical, showcase, and case studies published during the period of 2015–2024 are examined. Based on the results, this combination of technologies emerged as an effective educational means that can support both students and teachers, promote lifelong learning, and support face-to-face, blended, and online learning across educational levels and in the workplace. These systems offered immersive, realistic, and interactive learning environments and personalized learning experiences. Additionally, they could identify, monitor, and analyze students’ characteristics, performance, preferences, and motivational, cognitive, and psychological states. These systems could also adapt the learning content, resources, activities, and assessment according to students’ needs and make suitable recommendations. Their ability to offer tailored and real-time feedback, guidance, analytics, and evaluation was highlighted. Additionally, it was revealed that these systems offer meaningful learning experiences and enhance cognitive, affective, psychomotor, and embodied learning through self-directed learning, collaborative learning, personalized learning, and experiential learning approaches. Regarding learning benefits, students who learnt using this combination demonstrated increased engagement, motivation, confidence, immersion, and enjoyment. The students also reported better learning outcomes and academic performance, enhanced knowledge and skills, and improved information understanding and recall. This study also presents the main topics and areas examined, goes over the existing challenges, and suggests future research directions. Finally, the study emphasizes the importance of capitalizing on both human intelligence and machine intelligence to support students, meet their needs, and provide them with quality education and lifelong learning opportunities.
... Soundtracks should encompass main sounds and background noises for a natural feel. However, challenges emerge in creating universally realistic sounds due to variations in external environments, reverberation, and unique anatomical perceptions of sound by individual users (Burdea & Coiffet, 2003;Vince, 2004;Gutierrez, et al., 2008). • Smell. ...
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As we navigate the technological landscape of the 21st century, the emergence of Virtual Tourism (VT) stands as a groundbreaking paradigm in the tourism industry. This article delves into the conceptualization of VT as a distinct type of tourism, addressing prevailing doubts surrounding its technological advancements. Drawing from the varied understanding of VT, ranging from 360-degree videos to immersive Virtual Reality (VR) experiences, we propose the development of a fully immersive multi-sensory setup. This setup aims to engage and stimulate as many human senses as possible to create a close-to-realistic VT encounter. The proposed multi-sensory setup includes the utilization of Head-Mounted Displays (HMDs) for visual and auditory immersion, sensors for smell and taste, gloves embedded with sensors for touch, and temperature-controlled rooms for climate simulation. While the initial investment in such technology may seem substantial, the potential user base for an almost realistic VT experience could outweigh the costs. To validate these propositions, we advocate for an experiment involving a diverse and extensive participant sample. This experiment should encompass individuals from different demographics, health conditions, and perspectives to comprehensively evaluate the acceptance and effectiveness of the multi-sensory VT setup.
... In this context, the reality-virtuality continuum describes a continuum in which one end refers to the real environment and is closer to augmented reality while the other end refers to the virtual environments and is closer to virtual reality, and somewhere in between, a mixed reality exists in which both real and virtual objects and environments co-exist [38]. Specifically, virtual reality involves, either real or simulated, virtual environments that perceptually surround, immerse, and engage users by simulating their physical presence within them [39][40][41][42]. These fully virtual environments immerse users and separate them from the real environment while offering experiences that are characterized by high levels of immediacy, interactivity, immersion, and involvement [40,43,44]. ...
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The combination of artificial intelligence with extended reality technologies can significantly impact the educational domain. This study aims to present an overview regarding the combination of artificial intelligence with augmented reality and virtual reality technologies and their integration in education through an analysis of the existing literature. Hence, this study examines 201 documents from Scopus and the Web of Science (WoS). This study focuses on examining the basic characteristics of the document collection, highlighting the most prevalent themes, areas, and topics, exploring the thematic evolution of the topic, revealing current challenges and limitations and on identifying emerging topics and future research directions. Based on the outcomes, a significant annual growth rate (60.58%) was observed indicating the increasing interest in the topic. Additionally, the potential of combining artificial intelligence with virtual reality and augmented reality technologies to provide personalized, affective, interactive, and immersive learning experiences across educational levels in both formal and informal settings supporting both teachers and students arose. Therefore, through this combination, intelligent tutoring systems (ITSs), which offer behavioral, cognitive, and social personalization, have a virtual presence, and can effectively be used as tutors or peer learners, can be created. Such ITSs can be characterized as affective and social entities that can increase students’ learning performance, learning motivation, and engagement and promote both self-directed learning and collaborative learning. This study also highlights the need to examine how the physical presence that characterizes some new technologies compares to the virtual presence that extended reality technologies offer in terms of overall learning outcomes and students’ development.
... Burdea and Coiffet [1] characterize virtual reality (VR) as having three core components: immersion, interaction, and imagination. Immersion, involving "sensory immersion", refers to those situations in which people find themselves in a multisensory environment in a virtual setting [2]. ...
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In this narrative historical review, we take a closer look at the role of tactile/haptic stimulation in enhancing people’s immersion (and sense of presence) in a variety of entertainment experiences, including virtual reality (VR). An important distinction is highlighted between those situations in which digital tactile stimulation and/or haptic feedback are delivered to those (i.e., users/audience members) who passively experience the stimulation and those cases, including VR, where the user actively controls some aspects of the tactile stimulation/haptic feedback that they happen to be experiencing. A further distinction is drawn between visual and/or auditory VR, where some form of tactile/haptic stimulation is added, and what might be classed as genuinely haptic VR, where the active user/player experiences tactile/haptic stimulation that is effortlessly interpreted in terms of the objects and actions in the virtual world. We review the experimental evidence that has assessed the impact of adding a tactile/haptic element to entertainment experiences, including those in VR. Finally, we highlight some of the key challenges to the growth of haptic VR in the context of multisensory entertainment experiences: these include those of a technical, financial, psychological (namely, the fact that tactile/haptic stimulation often needs to be interpreted and can reduce the sense of immersion in many situations), psycho-physiological (such as sensory overload or fatigue), physiological (e.g., relating to the large surface area of the skin that can potentially be stimulated), and creative/artistic nature.
... Many scholars (Shin, 2017;Ke et al., 2020;Burdea & Coiffet, 2003) have emphasized that immersive technology can create a real and attractive learning environment. At the same time, IVR technology also shows significant effects and huge application prospects in the field of education. ...
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The effectiveness of classroom management has the effect of improving the sense of accomplishment and happiness of teachers. However, many pre-service teachers have often failed to be fully prepared in terms of training, making them have a significant gap with senior educators in terms of classroom management skills. This gap raises a critical question: can innovative training methods, such as immersive virtual reality (IVR), bridge this gap by enhancing classroom management skills and affective outcomes? In response to this issue, through comparative analysis of classroom management training based on IVR and videos, it has different effects on 58 pre-service teachers in terms of skills improvement, emotional response, and learning satisfaction. The results show that both IVR and video training methods influence improving classroom management capabilities. However, in the comparison of effects, IVR has shown more significant progress, and the skill improvement it brings has more lasting power. Further observation found that compared with video training, IVR has a higher level of positive emotion and lower negative emotions. In addition, the teachers before the group also showed obvious advantages in the evaluation of learning satisfaction. It is worth noting that there is a positive correlation between learning satisfaction, positive emotions, and improvement of classroom management skills, which suggests that these factors may play an important role in optimizing the learning effectiveness of the IVR environment.
... Title LC Kennedy et al. [20] Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness 9 Lele [17] Virtual reality and its military utility 9 Hart [12] Nasa-Task Load Index (NASA-TLX); 20 years later 8 Singhal and Zyda [24] Networked virtual environments: design and implementation 8 Witmer and Singer [29] Measuring Presence in Virtual Environments: A Presence Questionnaire 8 Burdea et al. [6] Virtual reality technology 7 LaViola et al. [16] A discussion of cybersickness in virtual environments 7 Rothbaum [22] Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder 7 ...
... VR has three basic characteristics: imagination, interaction, and immersion, or 3I features for short [5], while the immersive learning mode created by VR will show the 3E characteristics of enhanced, evocation, and evidence [6]. Learners can use VR devices to enter the virtual scene to feel the production atmosphere of iron painting. ...
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Under the background of the new era, the inheritance status of Wuhu iron painting is faced with the challenge of brain loss and stumbling industrialization. As one of the first batches of national intangible cultural heritages, this traditional art form has a long history and unique skills, but it faces the dilemma of inheritance and development under the impact of modern society. This paper explores the use of modern science and technology to innovate the intangible cultural heritage of Wuhu iron painting and give it a new connotation of The Times, aiming to promote the creative transformation and innovative development of Wuhu iron painting.
... Technology has been developing in such a dynamic manner that virtual reality can be leveraged in conjunction with football competition, which is widely accepted as the most popular sport in the world (Burdea & Coiffet, 2003). The simulated environment can be either a virtual environment or an imaginary one. ...
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The backward design mix metaverse platform, or BDMM platform to promote decision-making skills is based on the concepts of backward design integrated with metaverse technology, and it is intended to be used as a tool to promote decision-making skills in higher education. The BDMM platform uses virtual reality technology to design a virtual learning environment in such a way that it can help learners achieve deep learning. The research participants in this study were 10 referees who judged football matches of the students in the Sports Coaching Program at Thammasat University. The research results show that the overall suitability of the development of the BDMM platform is at a high level, and the suitability of the elements of the BDMM platform is at a high level.
... 12,13 Virtual reality (VR) allows an individual to interact with a threedimensional (3D) computer-generated environment via engagement of different senses. 14 VR has shown potential as a cognitive screening tool. As compared to paper-and-pencil tests, VR has better ecological validity. ...
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INTRODUCTION Early detection of cognitive impairment enables interventions to slow cognitive decline. Existing neuropsychological paper‐and‐pencil tests may not adequately assess cognition in real‐life environments. A fully‐immersive and automated virtual reality (VR) system—Cognitive Assessment using VIrtual REality (CAVIRE)—was developed to assess all six cognitive domains. This case–control study aims to evaluate the ability of CAVIRE to differentiate cognitively‐healthy individuals from those with cognitive impairment. METHODS One hundred nine Asian individuals 65–84 years of age were recruited at a primary care setting in Singapore. Based on the Montreal Cognitive Assessment (MoCA), participants were grouped as either Cognitively Healthy (MoCA ≥26, n = 60) or Cognitively Impaired (MoCA <26, n = 49). Subsequently, all participants completed the CAVIRE assessment. RESULTS Cognitively‐healthy participants achieved higher VR scores and required shorter completion time across all six cognitive domains (all p’s < 0.005). Receiver‐operating characteristic curve analysis showed area under the curve of 0.7267. DISCUSSION The results demonstrated the potential of CAVIRE as a cognitive screening tool in primary care. Highlights CAVIRE is a virtual reality (VR) system that assesses the six cognitive domains. CAVIRE can distinguish healthy individuals from individuals with cognitive impairment. It has potential as a cognitive screening tool for older people in primary care.
... Virtual Reality (VR) and Artificial Intelligence (AI) are transformative technologies that have the potential to revolutionise education and the process of acquiring knowledge. VR is a computer-based technology that creates a simulated three-dimensional environment, offering users a sense of being in a specific space through interaction, immersion, and imagination [1,2]. AI focuses on developing systems that exhibit human-like intelligence and behaviour [3]. ...
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This paper evaluates a VR (Virtual Reality) application aimed at enhancing the learning of Python collection data types and structures for electrical and electronic engineering students. By incorporating gamification and personalisation features, the application provides an immersive environment where students can interact with virtual representations of complex programming concepts. To further enhance interactivity and engagement, the application integrates a virtual assistant and example generator, developed using Meta Voice SDK (Software Development Kit) and wit.ai. These AI (Artificial Intelligence)-NLP (Natural Language Processing) tools create personalised learning paths and generate dynamic examples based on individual learning progress. A user study was conducted with a total of 48 participants. During the user study, participants were divided into two equal groups of 24, both wearing EEG (Electroencephalography) headsets: one group engaged with the VR application, while the other read the traditional booklet, allowing for the recording and analysis of attention and engagement levels. These measures of engagement and attention were then compared to those extracted from a benchmark cohort of students whose learning experience was through more traditional booklets. The results indicated a statistically significant improvement in understanding Python collections among VR users compared to their baseline scores, highlighting the benefits of interactive and tailored learning environments. Additionally, EEG data analysis showed that VR users exhibited higher average levels of attention and engagement compared to those using the paper-based method, demonstrating the effectiveness of immersive technologies in sustaining learner interest and focus, particularly in enhancing learning for software development.
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This chapter explores the intersection of narrative, education, and technology. It examines how storytelling can be integrated with technology to enhance educational experiences. Through a combination of literature review and case studies, it explores the use of narrative in educational technologies. The chapter illustrates the power of narrative in making educational content more relatable and memorable. It offers practical examples of how technology can support storytelling in the classroom.
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Background/Objectives: Surgical treatment of breast cancer may lead to physical and psychological side effects. Exercises, especially those aided by virtual reality (VR), can improve both physical and psychological dysfunctions. To explore the effects of exercises using VR through Pablo games Technology on the function, grip strength, wrist ROM, fatigue, pain, activities of daily living (ADLs), and anxiety among post-operative breast cancer females. Methods: Forty post-operative breast cancer females participated in the current study: nineteen in the control group (CG), who received a standard treatment consisting of upper limb exercises plus intermittent compression therapy, and twenty-one participants assigned to the Pablo group (PG), who received the standard treatment plus additional training using the Pablo game training system. The intervention period was eight weeks long. The outcome measures were function, grip strength, wrist ROM, fatigue, pain, activities of daily living, and anxiety. Data were obtained at the baseline, after eight weeks, and at two months follow-up. Results: There were statistically significant declines in pain and fatigue, while there were statistically significant improvements in ADLs, grip strength, function, and ROM post-intervention and at two months follow-up in both groups (p < 0.001). Between-group comparisons demonstrated a statistically significant decrease in pain, anxiety, and fatigue and statistically significant improvements in function, ADLs, grip strength, and ROM in favor of the PG post-treatment and at the follow-up (p < 0.001). Conclusions: Adding VR using the Pablo game training system to the standard rehabilitation of post-surgical breast cancer patients can further improve their function, hand grip, wrist ROM, fatigue, pain, and ADLs.
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