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1.
J Bodyw Mov Ther ; 37: 83-89, 2024 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-38432846

RESUMO

BACKGROUND: Virtual reality head-mounted display (VR-HMD) is increasingly used for balance evaluation and rehabilitation. However, more studies must be conducted on virtual environments (VE) effects. This study aimed to assess the impact of an outdoor VE projected in a high-quality VR-HMD and of the VR-HMD mass on postural stability, postural control and leaning. METHODS: This study involved ten healthy young men who performed five 30-s stabilometric trials. Four experimental conditions were randomly performed: eyes open (EO) or eyes closed (EC), with (VR) or without (No VR) VR-HMD. Postural stability (antero-posterior (AP) and medio-lateral (ML) ranges of the center of pressure (CoP), 90% confidence ellipse area), postural control (CoP velocity (global, AP and ML)) and standard deviation of the CoP mean position), and postural leaning (AP/ML CoP mean position) were assessed. The comparisons between EO VR and EO No VR were used to analyze the VE effects and comparisons between EC VR and EC No VR for the VR-HMD mass effects. RESULTS: Spatiotemporal parameters that characterised postural stability and postural control, except ML velocity (p > 0.05), were significantly influenced by the simulated VE with higher values in EO VR than EO No VR (p < 0.05), but not by the VR-HMD mass. The mean position of the CoP showed no significant differences between conditions. SIGNIFICANCE: Postural stability and postural control modification due to the VE used in this study revealed that this VE could be interesting for VR-HMD rehabilitation and assessment. VR-HMD is not a factor to be considered for stabilometric analysis.


Assuntos
Telerreabilitação , Realidade Virtual , Masculino , Humanos , Adulto Jovem , Nível de Saúde , Equilíbrio Postural
2.
Exp Brain Res ; 2024 Mar 28.
Artigo em Inglês | MEDLINE | ID: mdl-38548892

RESUMO

Older adults demonstrate impairments in navigation that cannot be explained by general cognitive and motor declines. Previous work has shown that older adults may combine sensory cues during navigation differently than younger adults, though this work has largely been done in dark environments where sensory integration may differ from full-cue environments. Here, we test whether aging adults optimally combine cues from two sensory systems critical for navigation: vision (landmarks) and body-based self-motion cues. Participants completed a homing (triangle completion) task using immersive virtual reality to offer the ability to navigate in a well-lit environment including visibility of the ground plane. An optimal model, based on principles of maximum-likelihood estimation, predicts that precision in homing should increase with multisensory information in a manner consistent with each individual sensory cue's perceived reliability (measured by variability). We found that well-aging adults (with normal or corrected-to-normal sensory acuity and active lifestyles) were more variable and less accurate than younger adults during navigation. Both older and younger adults relied more on their visual systems than a maximum likelihood estimation model would suggest. Overall, younger adults' visual weighting matched the model's predictions whereas older adults showed sub-optimal sensory weighting. In addition, high inter-individual differences were seen in both younger and older adults. These results suggest that older adults do not optimally weight each sensory system when combined during navigation, and that older adults may benefit from interventions that help them recalibrate the combination of visual and self-motion cues for navigation.

3.
Digit Health ; 10: 20552076241234639, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38533309

RESUMO

Objective: This study systematically summarizes the extant literature on the impacts of immersive virtual nature (IVN) on nature connectedness in the general population. Methods: Papers were considered eligible if peer-reviewed, in English language, comprising experimental or quasi-experimental trials, including at least one outcome relative to nature connectedness in the general population. Database search was conducted on Scopus, Web of Science, Google Scholar, Medline, and GreenFILE (22-28 November 2021). Risk of bias was established by the Cochrane RoB 2 tool. Data synthesis was conducted through meta-analysis according with the Cochrane Consumers and Communication Group guidelines. Results: Six eligible papers (9 studies; n = 730) were selected, in which IVN was compared to (i) non-immersive virtual nature, (ii) immersive virtual built environments, (iii) non-immersive virtual built environments, and (iv) actual nature. The risk of bias was predominantly "low" or of "some concerns." Meta-analyses showed a statistically significant overall effect for the first (g = 0.26; 95% CI = 0.06-0.45; I2 = 35%) and fourth group (g = -1.98; 95% CI = -3.21 to -0.75; I2 = 96%), the former in favor of IVN and the latter in favor of actual nature. Subgroup analyses were conducted for the first and second groups of studies to explore possible sources of heterogeneity. The small number of studies available limits the validity of the outcomes of the meta-analyses. Conclusion: The findings indicate that IVN may be an effective tool for the promotion of nature connectedness, although the evidence in this field is still limited and largely mixed. Recommendations for future research are discussed.

4.
Front Psychol ; 15: 1319944, 2024.
Artigo em Inglês | MEDLINE | ID: mdl-38348259

RESUMO

Objective: Increasing evidence shows that traditional neuropsychological tests are insensitive for detecting mild unilateral spatial neglect (USN), lack ecological validity, and are unable to clarify USN in all different spatial domains. Here we present a new, fully immersive virtual reality (VR) task battery with integrated eye tracking for mild visual USN and extinction assessment in the acute state of stroke to overthrow these limitations. Methods: We included 11 right-sided stroke patients and 10 healthy controls aged 18-75 years. Three VR tasks named the Extinction, the Storage and the Shoot the target tasks were developed to assess USN. Furthermore, neuropsychological assessment examining various parts of cognitive functioning was conducted to measure general abilities. We compared VR and neuropsychological task performance in stroke patients - those with (USN+, n = 5) and without USN (USN-, n = 6) - to healthy controls (n = 10) and tentatively reported the usability of VR system in the acute state of stroke. Results: Patients had mostly mild neurological and USN symptoms. Nonetheless, we found several differences between the USN+ and healthy control groups in VR task performance. Compared to controls, USN+ patients showed visual extinction and asymmetry in gaze behavior and detection times in distinct spatial locations. Extinction was most evident in the extrapersonal space and delayed detection times on the extreme left and on the left upper parts. Also, USN+ patients needed more time to complete TMT A compared with USN- patients and TMT B compared with controls. VR system usability and acceptance were rated high; no relevant adverse effects occurred. Conclusion: New VR technology with eye tracking enables ecologically valid and objective assessment methods with various exact measures for mild USN and thus could potentially improve future clinical assessments.

5.
J Proteome Res ; 23(2): 532-549, 2024 02 02.
Artigo em Inglês | MEDLINE | ID: mdl-38232391

RESUMO

Since 2010, the Human Proteome Project (HPP), the flagship initiative of the Human Proteome Organization (HUPO), has pursued two goals: (1) to credibly identify the protein parts list and (2) to make proteomics an integral part of multiomics studies of human health and disease. The HPP relies on international collaboration, data sharing, standardized reanalysis of MS data sets by PeptideAtlas and MassIVE-KB using HPP Guidelines for quality assurance, integration and curation of MS and non-MS protein data by neXtProt, plus extensive use of antibody profiling carried out by the Human Protein Atlas. According to the neXtProt release 2023-04-18, protein expression has now been credibly detected (PE1) for 18,397 of the 19,778 neXtProt predicted proteins coded in the human genome (93%). Of these PE1 proteins, 17,453 were detected with mass spectrometry (MS) in accordance with HPP Guidelines and 944 by a variety of non-MS methods. The number of neXtProt PE2, PE3, and PE4 missing proteins now stands at 1381. Achieving the unambiguous identification of 93% of predicted proteins encoded from across all chromosomes represents remarkable experimental progress on the Human Proteome parts list. Meanwhile, there are several categories of predicted proteins that have proved resistant to detection regardless of protein-based methods used. Additionally there are some PE1-4 proteins that probably should be reclassified to PE5, specifically 21 LINC entries and ∼30 HERV entries; these are being addressed in the present year. Applying proteomics in a wide array of biological and clinical studies ensures integration with other omics platforms as reported by the Biology and Disease-driven HPP teams and the antibody and pathology resource pillars. Current progress has positioned the HPP to transition to its Grand Challenge Project focused on determining the primary function(s) of every protein itself and in networks and pathways within the context of human health and disease.


Assuntos
Anticorpos , Proteoma , Humanos , Proteoma/genética , Proteoma/análise , Bases de Dados de Proteínas , Espectrometria de Massas/métodos , Proteômica/métodos
6.
Conscious Cogn ; 118: 103635, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38219402

RESUMO

William James's use of "time in passing" and "stream of thoughts" may be two sides of the same coin that emerge from the brain segmenting the continuous flow of information into discrete events. Herein, we investigated how the density of events affects two temporal experiences: the felt duration and speed of time. Using a temporal bisection task, participants classified seconds-long videos of naturalistic scenes as short or long (duration), or slow or fast (passage of time). Videos contained a varying number and type of events. We found that a large number of events lengthened subjective duration and accelerated the felt passage of time. Surprisingly, participants were also faster at estimating their felt passage of time compared to duration. The perception of duration scaled with duration and event density, whereas the felt passage of time scaled with the rate of change. Altogether, our results suggest that distinct mechanisms underlie these two experiential times.


Assuntos
Percepção do Tempo , Humanos , Tempo , Encéfalo , Emoções
7.
J Stroke Cerebrovasc Dis ; 33(2): 107515, 2024 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-38064972

RESUMO

OBJECTIVES: To evaluate the feasibility and usability of stroke survivor participation in an 8-week virtual environment intervention that provides opportunities for social support exchanges, social network interactions, and recovery education. MATERIALS AND METHODS: A single-group, pre- and post-test measure design was used. Descriptive statistics were used to examine enrollment and retention rates, proportion of questionnaires completed, and virtual environment process data (e.g., number of log-ins) and usability scores. Changes in pre- and post-intervention questionnaire (e.g., usability, social support, depression, anxiety, loneliness, and self-efficacy) scores were explored using Wilcoxon signed-rank tests and paired t-test. RESULTS: Fifteen (65 %) of the eligible stroke survivors enrolled (60 % white, 27 % black), 12 (80 %) had an ischemic stroke, ages ranged from 33 to 74 years (mean 44 years), and mean months since stroke was 33 ± 23. Retention and questionnaire completion rates were both 93 % (n = 14). Survivors logged into the virtual environment a total of 122 times, logged an average of 49 min/log-in, and 12 (80 %) attended support groups and social activities. Median usability score indicated lower than average usability. Improvement trends in social support, loneliness, and depressive symptoms were found, but significant changes in mean questionnaire scores were not found. CONCLUSIONS: Overall, the results suggest that using a virtual environment to foster social support exchanges, social network interactions, and recovery education after stroke is feasible. Similar to other chronic disease populations, stroke survivor adoption of a virtual environment likely requires ongoing technical assistance, repetition of instructions, and opportunities for practice to reinforce engagement. TRIAL REGISTRATION: NCT05487144.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Humanos , Adulto , Pessoa de Meia-Idade , Idoso , Projetos Piloto , Reabilitação do Acidente Vascular Cerebral/métodos , Estudos de Viabilidade , Acidente Vascular Cerebral/diagnóstico , Acidente Vascular Cerebral/terapia , Inquéritos e Questionários
8.
Sensors (Basel) ; 23(24)2023 Dec 14.
Artigo em Inglês | MEDLINE | ID: mdl-38139675

RESUMO

The use of the Internet of Things (IoT) technologies and principles in industrial environments is known as the Industrial Internet of Things (IIoT). The IIoT concept aims to integrate various industrial devices, sensors, and actuators for collection, storage, monitoring, and process automation. Due to the complexity of IIoT environments, there is no one-size-fits-all solution. The main challenges in developing an IIoT solution are represented by the diversity of sensors and devices, connectivity, edge/fog computing, and security. This paper proposes a distributed and customized IioT (Industrial Internet of Things) framework for the interaction of things from the industrial environment. This framework is distributed on the fog nodes of the IIoT architecture proposed, and it will have the possibility to interconnect local things (with low latency) or global things (with a latency generated by the Internet network). To demonstrate the functionality of the proposed framework, it is included in the fog nodes presented in other paper. These fog nodes allow the integration of CANOpen networks into an IioT architecture. The most important advantages of the proposed architecture are its customizability and the fact that it allows decision operations to be carried out at the edge of the network to eliminate latency due to the Internet.

9.
Hum Factors ; : 187208231212259, 2023 Nov 18.
Artigo em Inglês | MEDLINE | ID: mdl-37978866

RESUMO

OBJECTIVE: Using eye tracking technology, this study sought to determine if differences in hazard statement (HS) compliance based on design elements are attributable to attention maintenance (AM). BACKGROUND: Recent empirical work has demonstrated counter-intuitive findings for HS designs embedded in procedures. Specifically, prevalent HS designs in procedures were associated with lower compliance. METHOD: The current study utilized eye tracking technology to determine whether participants are attending to HSs differently based on the inclusion or absence of visually distinct HS design elements typically used for consumer products. We used two different designs that previously yielded the largest gap in HS compliance. In a fully-crossed design, 33 participants completed four rounds of tasks using four procedures with embedded HSs. To assess AM, eye tracking was used to measure gaze and fixation duration. RESULTS: The results indicated there are differences in AM between the two designs. The HSs that included elements traditionally considered effective in the consumer products literature elicited lower fixation duration times, and were associated with lower compliance. However, AM did not mediate the design effect on compliance. CONCLUSIONS: The study results suggest the design of HSs are impacting individuals as early as the AM stage of the C-HIP model. The absence of HS design-AM-compliance mediation suggests other C-HIP elements more directly explain the HS design-compliance effects. APPLICATION: These results provide more evidence that the communication of Health, Environment, and Safety information in procedures may need to be different from those on consumer products, suggesting design efficacy may be task dependent.

11.
Appl Neuropsychol Adult ; : 1-11, 2023 Oct 17.
Artigo em Inglês | MEDLINE | ID: mdl-37847996

RESUMO

More realistic assessment tools are imperative for a better understanding of the impact of age-related cognitive deficits on functional status. With this in mind, we probed the ability of the EcoKitchen, a non-immersive virtual environment task with increasing executively demanding kitchen chores, to detect the effects of aging on the simulated everyday functioning of healthy adults. Fifty-three adults (age between 23 and 77 years) were assessed with the EcoKitchen and a set of conventional paper-and-pencil neuropsychological tests. The associations between the baseline features of study participants and each of the two different assessment methods were examined. The associations between the EcoKitchen variables and an executive composite score were also explored. Our results showed that older individuals present deficits in the performance of both the EcoKitchen task and standard assessment methods. Notably, we found that, unlike conventional tests, accuracy in the EcoKitchen task was not related to the education level and IQ score of participants. Moreover, the EcoKitchen performance time was significantly correlated with executive tests. We have demonstrated that the EcoKitchen task, an ecologically relevant computerized neuropsychological assessment tool, might be more suitable than classic paper-and-pencil tests to capture the impact of aging on everyday cognitive function, as it proved to be less prone to the influence of confounding factors. Additionally, we have shown that executive function plays an important role in the timely performance of cognitively challenging virtual environment tasks.

12.
Adv Med Educ Pract ; 14: 1045-1054, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37789926

RESUMO

Background: The COVID-19 pandemic has disrupted the scope of healthcare education and shifted the teaching methods from on-campus to virtual. The impact of such a shift has rarely been investigated, and limited evidence exists about students' experience in terms of effort made and time spent, especially for laboratory sessions. Assessing students' experiences will provide paramount evidence to fine-tune laboratory virtual learning sessions. Objective: To assess students' experience of virtual (online) laboratory sessions versus on-campus laboratory sessions, including preference, time spent, the effort made, ability to remember instructions, and preference for future teaching. Methods: A cross-sectional study was utilized. A Google Forms questionnaire was prepared and sent to medicine, dentistry, and nursing school students registered at Jordan University of Science and Technology (JUST) during the 2019/2020 academic year. Self-reported preference, time spent, efforts made, ability to remember instructions and preference for future teaching were assessed for virtual versus on-campus anatomy, pathology, microbiology, histology, and physiology laboratory sessions. Results: A total of 455 students participated in this questionnaire. More students in histology (55.2%), pathology (57.4%), and microbiology (55.3%) laboratories, but not anatomy (39.6%) physiology (443.95), reported preferring virtual sessions over on-campus sessions. More students from histology (35.6%) and microbiology (37.0%) reported spending less effort than on-campus sessions. More than half of the participants agreed that virtual laboratory sessions consumed less time than on-campus sessions. Participants reported that they cannot remember the instruction given during virtual teaching compared to on-campus teaching. Differences in students' experiences were detected by gender, major, and year of study. Conclusion: The COVID-19 pandemic has the potential to change the future of healthcare education, and preparation for future crises is paramount. Effort made, time spent, ability to remember, and preference for virtual education should be considered in terms of gender, major of study, and year. These differences should also be reflected in the planning of virtual sessions for effective implementation.

13.
J Clin Med ; 12(18)2023 Sep 20.
Artigo em Inglês | MEDLINE | ID: mdl-37763006

RESUMO

State Social Physique Anxiety (SPA), in contrast to Trait SPA, is triggered by specific situations that elicit SPA. To date, no research has used virtual reality (VR) to recreate a situation that may elicit State SPA. The purpose of this study is to validate a virtual environment (VE) that simulates an anxiogenic situation to induce State SPA in women with obesity and high SPA. The high SPA group consisted of 25 self-identified women living with obesity and high Trait SPA. The low SPA group consisted of 20 self-identified women with low SPA. All participants were immersed in a virtual swimming pool environment for 10 min using a virtual reality headset. After the immersion, State SPA and fear of being negatively judged felt during immersion were measured with self-report questionnaires. A questionnaire assessing unwanted negative side effects was administered before and after the immersion. Using an ANCOVA with Trait SPA as covariate, State SPA was found to be significantly higher in the high SPA group. Fear of being judged negatively was also significantly higher in the high SPA group. Unwanted negative side effects scores did not increase post-immersion in either group. This study documents the validity of a novel VE for inducing State SPA in women with obesity and high SPA.

14.
J Integr Bioinform ; 20(3)2023 Sep 01.
Artigo em Inglês | MEDLINE | ID: mdl-37602733

RESUMO

With the rapid growth of massively parallel sequencing technologies, still more laboratories are utilising sequenced DNA fragments for genomic analyses. Interpretation of sequencing data is, however, strongly dependent on bioinformatics processing, which is often too demanding for clinicians and researchers without a computational background. Another problem represents the reproducibility of computational analyses across separated computational centres with inconsistent versions of installed libraries and bioinformatics tools. We propose an easily extensible set of computational pipelines, called SnakeLines, for processing sequencing reads; including mapping, assembly, variant calling, viral identification, transcriptomics, and metagenomics analysis. Individual steps of an analysis, along with methods and their parameters can be readily modified in a single configuration file. Provided pipelines are embedded in virtual environments that ensure isolation of required resources from the host operating system, rapid deployment, and reproducibility of analysis across different Unix-based platforms. SnakeLines is a powerful framework for the automation of bioinformatics analyses, with emphasis on a simple set-up, modifications, extensibility, and reproducibility. The framework is already routinely used in various research projects and their applications, especially in the Slovak national surveillance of SARS-CoV-2.


Assuntos
Genômica , Software , Reprodutibilidade dos Testes , Genômica/métodos , Biologia Computacional/métodos , Sequenciamento de Nucleotídeos em Larga Escala/métodos
15.
Front Neurorobot ; 17: 1228587, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37609455

RESUMO

Introduction: Teleoperation is an essential component in fields such as medicine and manufacturing, enabling human operators to interact with remote robotic systems. A wearable device has been designed and manufactured to enhance sensitivity, wearability, and synchronization, providing users with the ability to experience the sensation of grasping virtual objects. Methods: The device incorporates a 2-DoF robotic arm, haptic sensors for finger gestures, and a Unity-powered virtual scene system. Its effectiveness was evaluated through user experiments, where participants were asked to rank the weights of three virtual balls and identify the direction of force applied to a virtual ball in separate tests. Additionally, the device's ability to render various shapes was also examined. Results: The experiments showed that 73.3% of participants accurately ranked the balls by mass, and an overall correctness rate of 87.3% was achieved for force direction identification. For shape rendering, the device yielded more accurate results for simple objects like spheres, whereas rendering more complex objects such as cups and cones was challenging. Discussion: The findings indicate that this wearable device has potential applications in haptic feedback and virtual reality contexts. Despite the challenges with complex shape rendering, the device shows promising capability in enhancing the user's immersive experience in virtual environments.

16.
J Clin Exp Neuropsychol ; 45(5): 464-472, 2023 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-37638858

RESUMO

Neuropsychologists are often asked to evaluate patients' functional capacities, yet traditional neuropsychological tests have limited correspondence with real-world outcomes. The Virtual Environment Grocery Store (VEGS) is a virtual environment that simulates shopping tasks. The purpose of this study was to investigate the relationship between older adults' performance on the VEGS in relation to their self-reported adaptive functioning as well as performance on a performance-based adaptive functioning measure. Older adults (n = 98; age 65-90, M = 75.82, SD = 6.27) were administered the VEGS, the Instrumental Activities of Daily Living Scale (IADLS), and the Texas Functional Living Scale (TFLS). Neither premorbid functioning nor the VEGS variables were associated with self-rated adaptive functioning. However, all three VEGS variables were associated with performance-based adaptive functioning (i.e., the TFLS). Performance on the VEGS measure of correct items in the shopping cart explained 13.9% of the variance in performance on the performance-based adaptive functioning task. Whether the participant picked up the VEGS prescription explained 12.6% of the variance in performance on the performance-based adaptive functioning task. Performance on VEGS long delay free recall explained 35.1% of the variance in performance on the performance-based adaptive functioning task. These results suggest that the VEGS demonstrates value in predicting older adults' functional capacities.


Assuntos
Atividades Cotidianas , Memória , Humanos , Idoso , Idoso de 80 Anos ou mais , Testes Neuropsicológicos
17.
J Neural Eng ; 20(4)2023 08 03.
Artigo em Inglês | MEDLINE | ID: mdl-37534749

RESUMO

Objective.Driver assistance systems play an increasingly important role in modern vehicles. In the current level of technology, the driver must continuously supervise the driving and intervene whenever necessary when using driving assistance systems. The driver's attentiveness plays an important role in this human-machine interaction. Our aim was to design a simplistic technical framework for studying neural correlates of driving situations in a functional magnetic resonance imaging (fMRI) setting. In this work we assessed the feasibility of our proposed platform.Methods.We proposed a virtual environment (VE) simulation of driver assistance as a framework to investigate brain states related to partially automated driving. We focused on the processing of auditory signals during different driving scenarios as they have been shown to be advantageous as warning stimuli in driving situations. This provided the necessary groundwork to study brain auditory attentional networks under varying environmental demands in an fMRI setting. To this end, we conducted a study with 20 healthy participants to assess the feasibility of the VE simulation.Results.We demonstrated that the proposed VE can elicit driving related brain activation patterns. Relevant driving events evoked, in particular, responses in the bilateral auditory, sensory-motor, visual and insular cortices, which are related to perceptual and behavioral processes during driving assistance. Conceivably, attentional mechanisms increased somatosensory integration and reduced interoception, which are relevant for requesting interactions during partially automated driving.Significance.In modern vehicles, driver assistance technologies are playing an increasingly prevalent role. It is important to study the interaction between these systems and drivers' attentional responses to aid in future optimizations of the assistance systems. The proposed VE provides a foundational first step in this endeavor. Such simulated VEs provide a safe setting for experimentation with driving behaviors in a semi-naturalistic environment.


Assuntos
Condução de Veículo , Humanos , Acidentes de Trânsito , Atenção , Automação , Simulação por Computador
18.
Front Psychol ; 14: 1218959, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37519396

RESUMO

Introduction: Students who use spherical video-based virtual reality (SVVR) teaching materials for learning are able to gain more self-regulated, explorative, and immersive experiences in a virtual environment. Using SVVR teaching materials in art courses can present diverse and unique teaching effects, while also leading to the emergence of students' flow states. Methods: Therefore, through an art course teaching experiment, this study investigated 380 high school students and used structural equation modeling to analyze the antecedents and outcomes of students' flow state in using SVVR teaching materials. Results: The results show that in using SVVR teaching materials in art courses, more attention should be paid to the control and telepresence in the antecedents of students' flow state. Discussion: Only when they obtain better flow experiences can they have higher perceived usefulness and satisfaction with the content of the art course, as well as stronger intentions to continue using it. These results can provide a reference for the development and use of SVVR teaching materials in high school art courses.

19.
MethodsX ; 11: 102279, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-37519946

RESUMO

Virtual Reality technology has gained increased attention due to its capacity to provide immersive and interactive experiences to its users. Although increasing evidence has suggested that incorporating multisensory components in VR can promote the sense of presence and improve user performance, most of the current VR applications are limited to visual and auditory senses. In this article, a novel method of integrating thermal-related devices (heat lamps and fans) into Virtual Reality was developed. Automated interaction with the thermal-related devices was achieved using Arduino-based control module with its program embedded into the VR platform-Unity. The functions, hardware and software requirements of the multisensory Virtual Reality system as well as the step-by-step procedures are detailed to provide a reproducible workflow for future applications.•A practical workflow to integrate thermal apparatus into Virtual Reality.•Dynamic airflow and radiative heating incorporated into Virtual Reality.•Automated process to allow user interaction with the thermal components in Virtual Reality.

20.
J Intell ; 11(7)2023 Jul 17.
Artigo em Inglês | MEDLINE | ID: mdl-37504787

RESUMO

As an artificial space extended from the physical environment, the virtual environment (VE) provides more possibilities for humans to work and be entertained with less physical restrictions. Benefiting from anonymity, one of the important features of VEs, users are able to receive visual stimuli that might differ from the physical environment through digital representations presented in VEs. Avatars and contextual cues in VEs can be considered as digital representations of users and contexts. In this article, we analyzed 21 articles that examined the creativity-boosting effects of different digital user and contextual representations. We summarized the main effects induced by these two digital representations, notably the effect induced by the self-similar avatar, Proteus effect, avatar with Social Identity Cues, priming effect induced by contextual representation, and embodied metaphorical effect. In addition, we examined the influence of immersion on creativity by comparing non-immersive and immersive VEs (i.e., desktop VE and headset VE, respectively). Last, we discussed the roles of embodiment and presence in the creativity in VEs, which were overlooked in the past research.

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