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1

Militello, Matthew, Lynda Tredway, Lawrence Hodgkins, and Ken Simon. "Virtual reality classroom simulations: how school leaders improve instructional leadership capacity." Journal of Educational Administration 59, no. 3 (March 22, 2021): 286–301. http://dx.doi.org/10.1108/jea-10-2020-0219.

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PurposeThe purpose of this study was to explore the utility of a virtual reality (VR) classroom experience for improving the capacity of instructional leaders. Specifically, school leaders used VR to build their classroom observation and analysis skills to prepare to have more effective post-observation conversations with teachers. The authors provide insights from multiple data points that highlight the affordances of the virtual setting for improving classroom observation skills.Design/methodology/approachDrawing on the application of simulations to practice classroom observations, the authors developed a VR experience in which participants tag observable elements of academic discourse using codes from two observation protocols. The protocols identify elements of equitable student access: how teachers call on students and how they design questions. Seventy-five school leaders used the VR platform to observe a classroom scenario and code evidence of equitable classroom access. The authors analyzed data from tagging in the virtual reality scenario and triangulated these data with survey data focused on observation practices from participants' schools. A reflection component is included on the platform to collect these qualitative data.FindingsThe study results indicate that the virtual reality platform provides an innovative process for leadership professional development focused on building school leaders' capacity to identify elements of academic discourse during classroom observations. Participants reported that the opportunity to practice classroom observations in a risk-free environment was useful. However, for school leaders to fully transfer the data to using in conversations with teachers, they benefit from leadership coaching.Originality/valueThis study ascertains the potential effectiveness of an advanced technology for enhancing instructional leadership by using evidence-based classrooms observations to drive improvements in teaching practice. Beyond the utility of the virtual reality tool, this study provides a proof of concept for the next generation of instructional leadership through teacher observations with augmented reality.
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Oshiro, Osamu, Kumi Kamada, Masataka Imura, Kunihiro Chihara, Eiji Toyota, Yasuo Ogasawara, and Fumihiko Kajiya. "Kidney Glomerulus Observation in Interactive VR Space." International Journal of Image and Graphics 03, no. 04 (October 2003): 629–37. http://dx.doi.org/10.1142/s0219467803001226.

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This paper presents the system designed to observe kidney glomeruli interactively with conventional CCD cameras and immersive virtual reality (VR) space. First, we captured the X-ray transmitted images and converted them to computer tomogram (CT). Second, the three-dimensional (3D) image was reconstructed using various image processing, binarization, dilation, contraction, labeling and surface rendering. Third, we presented the 3D image on the immersive projection system (IPS) and installed the function of on-line counting of the number of glomeruli. This system provides an observer the immersive environment and enables him to count the kidney glomeruli interactively.
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Mathis, Florian, John H. Williamson, Kami Vaniea, and Mohamed Khamis. "Fast and Secure Authentication in Virtual Reality Using Coordinated 3D Manipulation and Pointing." ACM Transactions on Computer-Human Interaction 28, no. 1 (February 2021): 1–44. http://dx.doi.org/10.1145/3428121.

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There is a growing need for usable and secure authentication in immersive virtual reality (VR). Established concepts (e.g., 2D authentication schemes) are vulnerable to observation attacks, and most alternatives are relatively slow. We present RubikAuth, an authentication scheme for VR where users authenticate quickly and secure by selecting digits from a virtual 3D cube that leverages coordinated 3D manipulation and pointing. We report on results from three studies comparing how pointing using eye gaze, head pose, and controller tapping impact RubikAuth’s usability, memorability, and observation resistance under three realistic threat models. We found that entering a four-symbol RubikAuth password is fast: 1.69–3.5 s using controller tapping, 2.35–4.68 s using head pose and 2.39 –4.92 s using eye gaze, and highly resilient to observations: 96–99.55% of observation attacks were unsuccessful. RubikAuth also has a large theoretical password space: 45 n for an n -symbols password. Our work underlines the importance of considering novel but realistic threat models beyond standard one-time attacks to fully assess the observation-resistance of authentication schemes. We conclude with an in-depth discussion of authentication systems for VR and outline five learned lessons for designing and evaluating authentication schemes.
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Perrone, Kenneth H., Katherine Sherman Blevins, Lyn Denend, Richard Fan, Justin Huelman, and James Kennedy Wall. "Initial experiences with virtual reality as a tool for observation in needs-driven health technology innovation." BMJ Innovations 6, no. 1 (January 2020): 10–12. http://dx.doi.org/10.1136/bmjinnov-2018-000308.

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The Stanford University Biodesign Innovation Fellowship teaches a needs-based methodology for the innovation of health technologies. This involves the direct observation of patient care in a variety of settings, ranging from the hospital to the home, to identify unmet needs that can be addressed via innovative new technology-based solutions. Expanding this model to educate a larger population of undergraduate and graduate students is limited by access to real clinical observations, partly due to hospital policies and patient privacy concerns. We hypothesise that the use of virtual reality (VR) can be an effective tool to provide students access to a variety of clinical scenarios for identifying needs for innovation. In this preliminary study, two undergraduate students observed clinical care live in the operating room (OR) and using VR headsets. The students identified needs in both settings and compared the two experiences with a short survey. While VR did not offer a complete replication of the OR experience, it served as a viable tool for learning how to make observations. VR merits further investigation as an educational tool for needs finding and as a proxy for live clinical observations.
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Lu, Xu, Benjamin Davis, and Xuguang Wang. "Improving the Assimilation of Enhanced Atmospheric Motion Vectors for Hurricane Intensity Predictions with HWRF." Remote Sensing 14, no. 9 (April 24, 2022): 2040. http://dx.doi.org/10.3390/rs14092040.

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The initial conditions for hurricanes are difficult to improve due to the lack of inner-core observations over the ocean. An enhanced atmospheric motion vectors (AMVs) dataset from the Cooperative Institute for Meteorological Satellite Studies (CIMSS) has recently become available and covers the inner-core region of hurricanes. This study tries to find an optimal data assimilation (DA) configuration to better utilize the observations for the Hurricane Weather Research and Forecasting (HWRF) model with hurricane Irma (2017). The results show that (a) without vortex relocation (VR), the hourly three-dimensional ensemble–variational (3DEnVar) outperforms the 6-hourly 3DEnVar DA configuration in almost all aspects, except for long-term track predictions. The assimilation of inner-core AMVs further improves the corresponding intensity forecasts for both hourly and 6-hourly 3DEnVar DA. (b) The 6-hourly 3DEnVar DA predictions with VR can be significantly improved upon their non-VR counterparts. However, VR can be detrimental to hourly 3DEnVar minimum sea level pressure (MSLP) predictions due to the spuriously enhanced upper-level warm core. The improvements from the assimilation of additional inner-core AMVs are thus limited under hourly VR. Reducing VR frequency can reduce the detrimental effects of hourly 3DEnVar. (c) An updated observation error profile for the enhanced AMVs benefits the hourly 3DEnVar DA more than the 6-hourly 3DEnVar DA.
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Rantala, Jussi, Jari Kangas, Olli Koskinen, Tomi Nukarinen, and Roope Raisamo. "Comparison of Controller-Based Locomotion Techniques for Visual Observation in Virtual Reality." Multimodal Technologies and Interaction 5, no. 7 (June 23, 2021): 31. http://dx.doi.org/10.3390/mti5070031.

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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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Giachero, Alberto, Agnese Quadrini, Francesca Pisano, Melanie Calati, Cristian Rugiero, Laura Ferrero, Lorenzo Pia, and Paola Marangolo. "Procedural Learning through Action Observation: Preliminary Evidence from Virtual Gardening Activity in Intellectual Disability." Brain Sciences 11, no. 6 (June 9, 2021): 766. http://dx.doi.org/10.3390/brainsci11060766.

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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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Sun, Chengyu, Wei Hu, and Diqiong Xu. "Navigation modes, operation methods, observation scales and background options in UI design for high learning performance in VR-based architectural applications." Journal of Computational Design and Engineering 6, no. 2 (May 31, 2018): 189–96. http://dx.doi.org/10.1016/j.jcde.2018.05.006.

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Abstract Virtual Reality (VR) technologies have been widely applied to the field of architecture education because of its unique immersion. There have been many researches on hardware and platform development in the world. However, there are relatively few on User Interface (UI) design. This is a study of UI design in VR applications applied in architectural education, which aims to improve users' learning performance. Through a previous study and other scholars' researches, four key factors have been extracted from the challenges of UI design in VR applications: navigation modes, operation methods, observation scales and background options. A set of experiments were conducted based on correlation analysis with 120 students of these four factors and learning performance. It is concluded that fishing mode with instantaneous movement is preferred rather than flying mode in HTC Vive navigation; the way of direct grasp in virtual operation performs better than the way of using an operational proxy in virtual construction process; a virtual observation scale close to body-and-mockup in real world performs best; contribution of a background environment in VR is not as significant as expected. In brief, the learning performances in a VR platform vary greatly with different UI designs. Highlights With different UI designs, the learning performances in VR vary greatly. In HTC Vive navigation, fishing mode is preferred rather than flying mode. Grasp method performs better than proxy method in virtual construction operations. A virtual observation scale close to body-and-mockup in real world performs best.
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Wahidi, S. I., T. W. Pribadi, W. S. Rajasa, and M. S. Arif. "Virtual Reality Based Application for Safety Training at Shipyards." IOP Conference Series: Earth and Environmental Science 972, no. 1 (January 1, 2022): 012025. http://dx.doi.org/10.1088/1755-1315/972/1/012025.

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Abstract The implementation of safety training is conducted to provide knowledge on the importance of safety for its employees. However, the implementation of safety training requires many consumable things such as a lot of Portable Fire Extinguishers (PFE) that increase the operational cost and trigger the environmental pollution. This research aims to design a safety simulation based on VR (virtual reality) to provide an immersive experience for safety training and reduce the training costs. It was obtained that the application of VR technology requires two main devices namely HMD (Head-Mounted Display) and controller. Observations were conducted in the training of conventional safety and health at shipyards and training institutes. This research only simulates training on the use of PFE, fire drill, and risk observation on confined space from the ten topics of safety training based on observations that have been undertaken. Software such as Inventor, Microsoft Visual Studio, and Unity were used. After safety simulations was conducted, the result showed that safety training used VR can improve the work safety theory knowledge by 14.05%. Total cost of investment required for the development and equipment was IDR 24,043,667. The reduced cost of the safety training using VR was about IDR 193,889,154.88 or 68.13%.
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Vourvopoulos, A., A. Bernardino, i. Bermúdez Badia, and J. Alves. "Eye Gaze Correlates of Motor Impairment in VR Observation of Motor Actions." Methods of Information in Medicine 55, no. 01 (2016): 79–83. http://dx.doi.org/10.3414/me14-01-0125.

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Summary Introduction: This article is part of the Focus Theme of Methods of Information in Medicine on “Methodologies, Models and Algorithms for Patients Rehabilitation”. Objective: Identify eye gaze correlates of motor impairment in a virtual reality motor observation task in a study with healthy participants and stroke patients. Methods: Participants consisted of a group of healthy subjects (N = 20) and a group of stroke survivors (N = 10). Both groups were required to observe a simple reach-and-grab and place-and-release task in a virtual environment. Additionally, healthy subjects were required to observe the task in a normal condition and a constrained movement condition. Eye movements were recorded during the observation task for later analysis. Results: For healthy participants, results showed differences in gaze metrics when comparing the normal and arm-constrained conditions. Differences in gaze metrics were also found when comparing dominant and non-dominant arm for saccades and smooth pursuit events. For stroke patients, results showed longer smooth pursuit segments in action observation when observing the paretic arm, thus providing evidence that the affected circuitry may be activated for eye gaze control during observation of the simulated motor action. Conclusions: This study suggests that neural motor circuits are involved, at multiple levels, in observation of motor actions displayed in a virtual reality environment. Thus, eye tracking combined with action observation tasks in a virtual reality display can be used to monitor motor deficits derived from stroke, and consequently can also be used for re -habilitation of stroke patients.
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Agnes Nathania and Clarine Tiffany. "Agnes Nathania PENERAPAN VIRTUAL REALITY TERHADAP DESAIN INTERIOR DI BANDUNG PLANNING GALLERY." PROSIDING: SENI, TEKNOLOGI, DAN MASYARAKAT 2 (January 27, 2020): 117–24. http://dx.doi.org/10.33153/semhas.v2i0.110.

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In the era of the industrial revolution 4.0., there is already a lot of showroom that uses VR (Virtual Reality). Theexistence of this technology can attract people interest to explore the museum, because it has new andsophisticated elements in it. VR facilities that are increasingly becoming a trend in this museum are used aseducational media and must be accompanied by good implementation to give a good influence as well. Onegallery that has implemented VR facilities in it is the Bandung Planning Gallery. VR facilities in this gallery canvisualize the future of Bandung in 2031 so that people can imagine the future of Bandung. Therefore, thisgallery which is claimed to be a gallery with high technology becomes the object of analysis using qualitativefield observation methods. Through the results of the analysis of the application of VR in this Gallery, theauthors hope that other showrooms can apply VR well in the interior. The implementation of VR will make iteasier for people to learn technology and be ready to face the next era.
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Geisen, Mai, Alexandra Fox, and Stefanie Klatt. "VR as an Innovative Learning Tool in Sports Education." Applied Sciences 13, no. 4 (February 9, 2023): 2239. http://dx.doi.org/10.3390/app13042239.

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Testing and application of suitable learning tools and methods can facilitate learning environments conducive to skill acquisition for the target group. This also applies to sports education at school level, including extracurricular activities. On the one hand, traditional learning methods are still effective in sports education; on the other hand, keeping up with societal and technological developments, new learning strategies are continuously being researched to complement existing pedagogical tools. An innovative tool that has been increasingly used in various fields of application in recent years is Virtual Reality (VR) as part of the Extended Reality (XR) domain. It enables learning in immersive and specifically designed learning environments and is particularly suitable for learning in (sports-)motor contexts due to its flexible use. In our study, we test a VR-based rotation task in an extracurricular dance class with the objective of supporting the crucial didactic, collaborative, and perceptual components of dance training in educational contexts. We conducted feedback sessions with the students and used direct observation to examine their behavioural actions. Based on the qualitative content analysis of the written feedback and the overview from the observations, we can identify integrative potentials of this innovative tool in sports education, especially extracurricular dance classes.
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Lee, Jung-Hun. "Qualitative Observation of Visitor Experience in Digital VR Aquarium >IQuarium<." Journal of the Korea Contents Association 13, no. 10 (October 28, 2013): 200–213. http://dx.doi.org/10.5392/jkca.2013.13.10.200.

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Kim, Sanghyun, and Ji-Hoon Yun. "Motion-Aware Interplay between WiGig and WiFi for Wireless Virtual Reality." Sensors 20, no. 23 (November 27, 2020): 6782. http://dx.doi.org/10.3390/s20236782.

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Wireless virtual reality (VR) is a promising direction for future VR systems that offloads heavy computation to a remote processing entity and wirelessly receives high-quality streams. WiGig and WiFi are representative solutions to implement wireless VR; however, they differ in communication bandwidth and reliability. Our testbed experiments show that the performance of WiGig and VR traffic generation strongly correlates with and consequently can be predicted from a user’s motion. Based on this observation, we develop a wireless VR system that exploits the benefits of both links by switching between them and controlling the VR frame encoding for latency regulation and image quality enhancement. The proposed system predicts the performance of the links and selects the one with a higher capacity in an opportunistic manner. It adjusts the encoding rate of the host based on the motion-aware prediction of the frame size and estimated latency of the selected link. By evaluating the testbed data, we demonstrate that the proposed system outperforms a WiGig-only system with a fixed encoding rate in terms of latency regulation and image quality.
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Berg, Helen, and Aslak Steinsbekk. "The effect of self-practicing systematic clinical observations in a multiplayer, immersive, interactive virtual reality application versus physical equipment: a randomized controlled trial." Advances in Health Sciences Education 26, no. 2 (January 28, 2021): 667–82. http://dx.doi.org/10.1007/s10459-020-10019-6.

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AbstractThis study aimed to investigate whether group self-practice of systematic clinical observation using the airway, breathing, circulation, disability and exposure (ABCDE) approach in a multiplayer, immersive, interactive virtual reality (VR) application provided a non-inferior learning outcome compared to practicing with physical equipment in first-year medical and nursing students. The study was a non-inferior, parallel-group randomized controlled trial. After a 15-min introduction session on the ABCDE approach, all students were randomly allocated to practice ABCDE in groups of three for 20 min either in a fully immersive, interactive, multiplayer virtual reality application (the VR group) or with physical equipment (the TP group). The primary outcome was the number of students who documented all predefined observations in the correct order of the ABCDE approach on a practical test performed immediately after group practice. A total of 84% of all eligible students participated, with 146 students in the VR group and 143 in the TP group. On the primary outcome, 20% in the VR group and 21% in the TP group got everything correct (absolute difference 1% point, one-sided 95% confidence interval 1.0–8.8% points), showing non-inferiority of the virtual reality application. For other outcomes, the results were mostly similar between the groups. Group self-practice of the ABCDE approach in multiplayer, immersive, interactive virtual reality application was non-inferior to practice with physical equipment.
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Huo, Zhiyi, Xinwen Luo, Qian Wang, Vishal Jagota, Malik Jawarneh, and Manish Sharma. "Design and simulation of vehicle vibration test based on virtual reality technology." Nonlinear Engineering 11, no. 1 (January 1, 2022): 500–506. http://dx.doi.org/10.1515/nleng-2022-0217.

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Abstract When a car is operating, the road roughness will cause it to vibrate. When this vibration reaches a particular threshold, the driver will get uncomfortable and fatigued, affecting the bearing system’s durability and longevity. The vehicle vibration virtual test system’s framework design and implementation approach is based on virtual reality (VR), and it is made up of a VR subsystem, a model subsystem, and a virtual instrument subsystem. A virtual car vibration test system based on VR is built, and the results of the virtual vehicle vibration test are reported. The findings indicate that the virtual test (VT) technology theoretical model pertains to the creation of VT systems for car vibration based on VR. Users may monitor the vehicle vibration as well as its time domain and frequency domain signals in three separate observation modes using the system.
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Schelcher, F., M. Delverdier, P. Bezille, P. Cabanie, and J. Espinasse. "Observation on bovine congenital erythrocytic protoporphyria in the blonde d'Aquitaine breed." Veterinary Record 129, no. 18 (November 2, 1991): 403–7. http://dx.doi.org/10.1136/vr.129.18.403.

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Zhang, Yunji, David J. Stensrud, and Fuqing Zhang. "Simultaneous Assimilation of Radar and All-Sky Satellite Infrared Radiance Observations for Convection-Allowing Ensemble Analysis and Prediction of Severe Thunderstorms." Monthly Weather Review 147, no. 12 (November 11, 2019): 4389–409. http://dx.doi.org/10.1175/mwr-d-19-0163.1.

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Abstract This study explores the benefits of assimilating infrared (IR) brightness temperature (BT) observations from geostationary satellites jointly with radial velocity (Vr) and reflectivity (Z) observations from Doppler weather radars within an ensemble Kalman filter (EnKF) data assimilation system to the convection-allowing ensemble analysis and prediction of a tornadic supercell thunderstorm event on 12 June 2017 across Wyoming and Nebraska. While radar observations sample the three-dimensional storm structures with high fidelity, BT observations provide information about clouds prior to the formation of precipitation particles when in-storm radar observations are not yet available and also provide information on the environment outside the thunderstorms. To better understand the strengths and limitations of each observation type, the satellite and Doppler radar observations are assimilated separately and jointly, and the ensemble analyses and forecasts are compared with available observations. Results show that assimilating BT observations has the potential to increase the forecast and warning lead times of severe weather events compared with radar observations and may also potentially complement the sparse surface observations in some regions as revealed by the probabilistic prediction of mesocyclone tracks initialized from EnKF analyses as various times. Additionally, the assimilation of both BT and Vr observations yields the best ensemble forecasts, providing higher confidence, improved accuracy, and longer lead times on the probabilistic prediction of midlevel mesocyclones.
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Suryani, Mira, Rispansah Sakti Rusidiawan, and Rudi Rosadi. "Development of Historical Learning Media Based on Virtual Reality of The National Awakening Museum." Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi 7, no. 2 (July 30, 2022): 125–31. http://dx.doi.org/10.25139/inform.v7i2.4709.

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In history learning, visits to locations such as museums or other historical places in the pandemic Covid-19 situation are minimal. However, learning activities must be continued, and the existing conventional learning media in the pandemic scenario are deemed less to provide the experience. Based on previous learning experiences, an obligation to transfer knowledge from museum managers, and technological developments related to virtual reality, supports an idea to develop a museum national awakening virtual reality. This VR application is expected to become an alternative historical learning medium. This study aims to create a museum national awakening VR based on 360-degree images of the museum location. The multimedia development life cycle (MDLC) is chosen as the method used in developing the proposed VR application. The procedure consists of six steps: defining the concept based on on-site observation and interviews with the manager, creating the design, collecting the material, assembling materials and interactions with code, testing the proposed application, and distributing the system. The proposed virtual tour application has been successfully developed following the methodological principles chosen. It is also supported by a series of observations in the field using a cognitive walkthrough approach. The application was then reviewed by five experts: historians, multimedia, and learning experts. The location detailing is perfectly captured, including all the objects shown in each museum room. The quiz feature also strengthens the VR application as the learning medium, but it needs to be developed further in the evaluation section.
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Voštinár, Patrik, and Aleksandr Mandrichenko. "“Alone in Space” - Escape Room Game for VR." International Journal of Interactive Mobile Technologies (iJIM) 16, no. 17 (September 8, 2022): 20–36. http://dx.doi.org/10.3991/ijim.v16i17.32571.

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Virtual reality (VR) technology has undergone a huge breakthrough in development and distribution over the last few years. Now it is becoming an increasingly popular tool not only in the field of creating computer games but also in industry and educational process. From the beginning, VR devices were big, uncomfortable, and very expensive. For this reason, they were used mainly in research laboratories, high-tech enterprises, and military installations. Currently, leading companies in the field of new technologies, such as HTC, Google, Sony, Samsung, have filled the market with compact and accessible devices for nesting in the VR. They managed to create a completely new category of consumer goods. The paper is devoted to the study of VR technologies and their use for the development of our own free-of-charge game. The created game combines several genres, escape room with elements of the genre of Shooter (FPS) and Logic. Our game could be used to practice logic and observation.
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Burov, Oleksandr, and Olga Pinchuk. "Extended reality in digital learning: influence, opportunities and risks’ mitigation." Educational Dimension 57, no. 5 (December 9, 2021): 144–60. http://dx.doi.org/10.31812/educdim.4723.

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The paper discusses AR/VR/MR/XR technologies in learning namely their influence/ opportunity and risks’ mitigation. Main aspects are as follows: methodology (factors influencing a student’s cybersickness in AR/VR/MR/XR, the improved model of the cognitive activity in synthetic learning environment). It has been developed the technique and ICT to study psychophysiological changes in normal and stressed conditions. The experimentation results demonstrated that decrease in myocardial tension index under cognitive performance conditions in immersive activity over time of observation was more significant and this fact could be accounted in measurement of influence of the synthetic environment on students, as well as the technique to measure AR/VR/MR influence. The technique proposed by the authors is based on modified ICT and used in previous research: to assess influence of AR/VR/MR/XR as changes of short cognitive/perceptual tests (3 minutes before the work and afterwards) with registration of physiological indices informative in our research.
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Robinson, N. J., M. L. Brennan, M. Cobb, and R. S. Dean. "Capturing the complexity of first opinion small animal consultations using direct observation." Veterinary Record 176, no. 2 (September 26, 2014): 48. http://dx.doi.org/10.1136/vr.102548.

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Shcheglov, P. V., L. I. Shestakova, and A. K. Ajmanov. "Interferometric Observation of the F-Corona Radial Velocities Field Between 3 and 7 R⊚." International Astronomical Union Colloquium 85 (1985): 77–80. http://dx.doi.org/10.1017/s0252921100084372.

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AbstractDuring the July 31, 1981 solar eclipse, F-corona interferograms near MgI λ 5184 Å were obtained using a Fabry-Perot etalon (FPE) with an FWHM of 0.5 Å (corresponding to 30 km/sec) and an image tube. Radial velocities Vr of the interplanetary dust (i.d.) were measured in different directions.Both prograde and retrograde motions of i.d. in the ecliptic region is discovered. Most of velocity values do not exceed 50 km/sec. A negative velocity component appears after averaging all Vr for all directions. Its average increases to − 20 km/sec toward the Sun. Some ejections are observed. The strongest (+ 130 km/sec) is located at the north ecliptic pole at a distance of 6 to 7 R⊙.From the lack of unshifted Fraunhofer lines in the scattered sky light, we conclude that the sky brightness continuous component is predominant and its source is K-corona scattered light in the Earth’ s atmosphere.
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Liu, Zeyan, Lijun Liu, Hao Zhang, Yang Jiang, and Hengtong Wang. "Preventive Effect Observation of Dapagliflozin on Middle and Later Ventricular Remodeling in Patients with Acute ST Segment Elevation Anterior Wall Myocardial Infarction: A Single-Center, Retrospective Cohort Study." Journal of Healthcare Engineering 2022 (April 15, 2022): 1–9. http://dx.doi.org/10.1155/2022/3955914.

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Objective: This study aimed to observe the effect of dapagliflozin on left ventricular ejection function (LVEF) and left ventricular end-diastolic volume (LVEDV) in patients with acute anesthesia ST segment elevation myocardial infarction (ASTEMI) and explore the effect of prophylactic treatment on ventricular remodeling (VR). Methods. A retrospective cohort design was employed to collect 188 patients with anterior wall STEMI who received emergency percutaneous coronary intervention (PCI). The patients were divided into dapagliflozin group and control group. The baseline data, the results of echocardiography at 6 months and on admission, and the proportion of VR were compared between the two groups. Echocardiography followed up for the two groups for 6 months after PCI and VR (LVEDV increased ≥20%) were considered the main clinical outcomes. Single-factor and multifactor logistic regression was conducted to explore the preventive effect of dapagliflozin on VR in patients with anterior wall STEMI. Results. There were significant differences in gender, history of diabetes, glycosylated hemoglobin (Hb1AC), admission LVEF, Killip grade of heart failure, and brain natriuretic peptide (BNP) between the dapagliflozin group and the control group regarding the baseline data. Compared with the results of echocardiography at admission and 6 months, the decrease in LVEDV and the increase of LVEF at 6 months in the dapagliflozin group were significantly higher than those in the control group. During the follow-up of 6 months, the VR rate in the dapagliflozin group was significantly lower than that in the control group. Multifactor logistic regression analysis suggested that the risk of VR was reduced by taking dapagliflozin after the adjustment of the confounding factors. Additionally, the combined use of dapagliflozin, ACEI/ARB, and β-block can further reduce the risk. Conclusion. Regular taking of dapagliflozin has a positive effect on the improvement of middle and LVEF and left ventricular volume enlargement in patients with anterior wall STEMI, as well as the prevention of the occurrence of VR.
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Xiao, Hong. "Innovation of Digital Multimedia VR Technology in Music Education Curriculum in Colleges and Universities." Scientific Programming 2022 (July 14, 2022): 1–9. http://dx.doi.org/10.1155/2022/6566144.

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The art of music is the art of hearing, helping humans to establish good aesthetic interests. Music education is not only an important means of quality education for students, but also an important way to cultivate musical talents in colleges and universities. It inspires students’ lofty ideals, cultivates their sentiments, and improves their aesthetic ability and cultural quality. The emergence of digital multimedia VR technology has made the traditional music education in colleges and universities seem a bit high and low. In the new era, the exploration of VR technology in music education is very challenging. It is especially important to explore the innovation of music education mode in colleges and universities in the era of digital multimedia VR technology. The goal of this paper is to explore the innovation of music curriculum in colleges and universities in the era of digital multimedia VR technology. According to the relevant research materials at home and abroad, drawing on and absorbing the new education and teaching ideas and new teaching achievements, adopting the methods of questionnaire, interview, and classroom observation, and taking the implementation of digital multimedia VR art course as a sample, the experimental results show that up to 72.2% of the classmates say that the implementation of digital multimedia VR art course is effective, and their music teachers occasionally use digital multimedia VR teaching facilities. Equipment is closed to teach digital multimedia VR courses in music class, and the data is on the rise. Through the survey on the current situation of the implementation of the digital multimedia VR teaching in colleges, it provides a more detailed basis for the reform of the music curriculum in colleges and makes the digital multimedia VR teaching tend to improve in the implementation of music in colleges.
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Sulisworo, Dwi, Vera Yuli Erviana, Bambang Robiin, Yovi Sepriansyah, and Achmad Soleh. "The Feasibility of Enhancing Environmental Awareness using Virtual Reality 3D in the Primary Education." Education Research International 2022 (December 29, 2022): 1–10. http://dx.doi.org/10.1155/2022/4811544.

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Technology development promotes different learning strategies for varying levels of education. This technology provides opportunities for more engaging learning and encourages motivation to understand concepts and values. This research focuses on the development of 3D virtual reality (VR), which explains the living environment, especially animals, in the original habitat in the context of elementary school learning. This VR application is called Zoo-VR, which can be used in various learning models to achieve learning competencies. Zoo-VR includes 30 types of animals with their original sounds and explanations in audio and text form. The animals move freely in their habitat according to natural conditions. Users can move from one place to another, approach particular objects, and run virtual menus using programs installed on Oculus. The feasibility of Zoo-VR is reviewed from the perception of teachers and students after using it. The snowball effect interview model measured the perceptions of teachers and students. The teacher’s experience is observed in four aspects of the experience: conformity with the subject matter, feasible learning models, competencies, and the adequacy of menus in the application. The student experience is observed in five aspects: immersion, interest, the comfort of the tool, intention to share, and practicality of existing features. This experience gives the basis for a broader analyzing the use of Zoo-VR both in and outside the classroom. The results of the review and observation explain that Zoo-VR is feasible to apply to real learning situations. The challenge of Zoo-VR is integrating this application with learning objectives on various subjects. However, the result from the limited number of participants cannot be applied to generalize comprehensively. Studies on the application of Zoo-VR to actual learning conditions need to be carried out to reveal the real potential of VR.
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Robinson, N. J., R. S. Dean, M. Cobb, and M. L. Brennan. "Investigating common clinical presentations in first opinion small animal consultations using direct observation." Veterinary Record 176, no. 18 (January 6, 2015): 463. http://dx.doi.org/10.1136/vr.102751.

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Chang, Jiang, Jie Yang, Jianfeng Wang, and Shuang Wu. "Comprehensive observation of trichome development in Micro-tom tomato." Vegetable Research 1, no. 1 (2021): 1–9. http://dx.doi.org/10.48130/vr-2021-0006.

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Greuter, Ladina, Adriana De Rosa, Philippe Cattin, Davide Marco Croci, Jehuda Soleman, and Raphael Guzman. "Randomized study comparing 3D virtual reality and conventional 2D on-screen teaching of cerebrovascular anatomy." Neurosurgical Focus 51, no. 2 (August 2021): E18. http://dx.doi.org/10.3171/2021.5.focus21212.

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OBJECTIVE Performing aneurysmal clipping requires years of training to successfully understand the 3D neurovascular anatomy. This training has traditionally been obtained by learning through observation. Currently, with fewer operative aneurysm clippings, stricter work-hour regulations, and increased patient safety concerns, novel teaching methods are required for young neurosurgeons. Virtual-reality (VR) models offer the opportunity to either train a specific surgical skill or prepare for an individual surgery. With this study, the authors aimed to compare the spatial orientation between traditional 2D images and 3D VR models in neurosurgical residents or medical students. METHODS Residents and students were each randomly assigned to describe 4 aneurysm cases, which could be either 2D images or 3D VR models. The time to aneurysm detection as well as a spatial anatomical description was assessed via an online questionnaire and compared between the groups. The aneurysm cases were 10 selected patient cases treated at the authors’ institution. RESULTS Overall, the time to aneurysm detection was shorter in the 3D VR model compared to 2D images, with a trend toward statistical significance (25.77 ± 37.26 vs 45.70 ± 51.94 seconds, p = 0.052). No significant difference was observed for residents (3D VR 24.47 ± 40.16 vs 2D 33.52 ± 56.06 seconds, p = 0.564), while in students a significantly shorter time to aneurysm detection was measured using 3D VR models (26.95 ± 35.39 vs 59.16 ± 44.60 seconds, p = 0.015). No significant differences between the modalities for anatomical and descriptive spatial mistakes were observed. Most participants (90%) preferred the 3D VR models for aneurysm detection and description, and only 1 participant (5%) described VR-related side effects such as dizziness or nausea. CONCLUSIONS VR platforms facilitate aneurysm recognition and understanding of its spatial anatomy, which could make them the preferred method compared to 2D images in the years to come.
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Zanchet, Dinamar José, and Edna Frasson de Souza Montero. "Pig liver sectorization and segmentation and virtual reality depiction." Acta Cirurgica Brasileira 17, no. 6 (2002): 381–87. http://dx.doi.org/10.1590/s0102-86502002000600005.

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OBJECTIVE: To determine pig liver sectorization and segmentation through the representation of their correlation to portal and hepatic veins, and through the development of virtual reality (VR) animation. METHODS: Twenty models were obtained by injection of portal and hepatic veins from Landrace pig livers with a methyl methacrylate solution, and by corrosion of the hepatic parenchyma with chloride acid 35%. VR animation of one of these models was conducted through graphic software (3D Studio Max 3.0). RESULTS: Constant presence of eight segments and six venous drainage sectors was observed. Pig portal vein bifurcation was not noticed. Hepatic veins were named according to their embryological origin. Correlation between venous system and hepatic parenchyma was established by means of VR animation. CONCLUSION: These models facilitated both the study of pig hepatic sectors and segments, and the proposal of hepatic veins nomenclature. These models have also been used for the development of VR animated models which show the correlation between the hepatic parenchyma and the pig liver venous system as well as the observation of them from several points of view.
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Lee, Gusang, Won Joon Yun, Yoo Jeong Ha, Soyi Jung, Jiyeon Kim, Sunghoon Hong, Joongheon Kim, and Youn Kyu Lee. "Measurement Study of Real-Time Virtual Reality Contents Streaming over IEEE 802.11ac Wireless Links." Electronics 10, no. 16 (August 15, 2021): 1967. http://dx.doi.org/10.3390/electronics10161967.

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Experience sharing among multiple users in virtual reality (VR) is one of the key applications in next generation wireless systems. In this VR application, one object can be reproduced as a virtual object based on recorded/captured multiple real-time images from multiple observation points. At this time, VR applications require a lot of bandwidth to provide seamless services to users in wireless links, and thus, a certain level of data rates should be maintained. As the number of users increases, the server allocates more data rates to users on top of the limited bandwidth in wireless networks. At this time, users who utilize the VR streaming services will suffer from a lower quality, due to the limited bandwidth. This paper reports the measurement study and also analyzes the fluctuations in terms of the data rates as the number of users increases while sharing point cloud information in real-time authorized reality environments over IEEE 802.11ac wireless networks. Moreover, it measures and analyzes fluctuations in terms of frames-per-second and Jitters, which are practical quality reduction indicators.
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Choi, Naree, Euijin Kim, Jae Hyun Ahn, Jae Ha Ahn, Ji Yei Park, Se Hyun Kim, Joon Ho Bang, et al. "Blending Virtual Reality Laboratories with Cadaver Dissection during COVID-19 Pandemic." Anatomia 1, no. 2 (October 1, 2022): 134–47. http://dx.doi.org/10.3390/anatomia1020014.

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EduTech (Education and Technology) has drawn great attention in improving education efficiency for non-face-to-face learning and practice. This paper introduced a blended gross anatomy class using both virtual reality (VR) devices and traditional programs alongside a practice-based cadaver dissection and in-class observation. The class allowed the students to get hands-on experience with both practical practice and VR operations to identify the biochemical aspects of the disease-induced internal organ damage as well as to view the three-dimensional (3D) aspect of human structures that cannot be practiced during the gross anatomy practice. Student surveys indicated an overall positive experience using VR education (satisfaction score over 4 out of 5, Likert scale question). There remains room for improvement, and it was discussed with the results of the essay-based question survey. Formative evaluation results showed that the students who trained in blended anatomy classes with VR set-ups received higher scores (85.28 out of 100, average score) than only cadaver-based anatomy class (79.06 out of 100, average score), and this result represents that the hybrid method could improve the academic efficiency and support the understanding of the 3D structure of the body. At present, VR cannot totally replace actual cadaver dissection practice, but it will play a significant role in the future of medical education if both students and practitioners have more VR devices, practice time, and a more intuitive user-friendly VR program. We believe that our paper will greatly benefit the development of EduTech and a potential new curriculum item for future medical education.
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Kamińska, Dorota, Grzegorz Zwoliński, and Anna Laska-Leśniewicz. "Usability Testing of Virtual Reality Applications—The Pilot Study." Sensors 22, no. 4 (February 10, 2022): 1342. http://dx.doi.org/10.3390/s22041342.

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The need for objective data-driven usability testing of VR applications is becoming more tangible with the rapid development of numerous VR applications and their increased accessibility. Traditional methods of testing are too time and resource consuming and might provide results that are highly subjective. Thus, the aim of this article is to explore the possibility of automation of usability testing of VR applications by using objective features such as HMD built-in head and hands tracking, EEG sensor, video recording, and other measurable parameters in addition to automated analysis of subjective data provided in questionnaires. For this purpose, a simple VR application was created which comprised relatively easy tasks that did not generate stress for the users. Fourteen volunteers took part in the study and their signals were monitored to acquire objective automated data. At the same time the observer was taking notes of subjects’ behaviour, and their subjective opinions about the experience were recorded in a post-experiment questionnaire. The results acquired from signal monitoring and questionnaires were juxtaposed with observation and post-interview results to confirm the validity and efficacy of automated usability testing. The results were very promising, proving that automated usability testing of VR applications is potentially achievable.
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Areces, Débora, Celestino Rodríguez, Trinidad García, and Marisol Cueli. "Is an ADHD Observation-Scale Based on DSM Criteria Able to Predict Performance in a Virtual Reality Continuous Performance Test?" Applied Sciences 10, no. 7 (April 1, 2020): 2409. http://dx.doi.org/10.3390/app10072409.

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The Diagnosis of Attention Deficit/Hyperactivity Disorder (ADHD) requires an exhaustive and objective assessment in order to design an intervention that is adapted to the peculiarities of the patients. The present study aimed to determine if the most commonly used ADHD observation scale—the Evaluation of Attention Deficit and Hyperactivity (EDAH) scale—is able to predict performance in a Continuous Performance Test based on Virtual Reality (VR-CPT). One-hundred-and-fifty students (76% boys and 24% girls) aged 6–16 (M = 10.35; DT = 2.39) participated in the study. Regression analyses showed that only the EDAH subscale referring to inattention symptoms, was a statistically significant predictor of performance in a VR-CPT. More specifically, this subscale showed 86.5% prediction-accuracy regarding performance in the Omissions variable, 80.4% in the Commissions variable, and 74.5% in the Response-time variable. The EDAH subscales referring to impulsivity and hyperactivity were not statistically significant predictors of any variables in the VR-CPT. Our findings may partially explain why impulsive-hyperactive and the combined presentations of ADHD might be considered as unique and qualitatively different sub-categories of ADHD. These results also highlighted the importance of measuring not only the observable behaviors of ADHD individuals, but also the scores in performance tests that are attained by the patients themselves.
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Darfler, Michael, Jesus G. Cruz-Garza, and Saleh Kalantari. "An EEG-Based Investigation of the Effect of Perceived Observation on Visual Memory in Virtual Environments." Brain Sciences 12, no. 2 (February 15, 2022): 269. http://dx.doi.org/10.3390/brainsci12020269.

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The presence of external observers has been shown to affect performance on cognitive tasks, but the parameters of this impact for different types of tasks and the underlying neural dynamics are less understood. The current study examined the behavioral and brain activity effects of perceived observation on participants’ visual working memory (VWM) in a virtual reality (VR) classroom setting, using the task format as a moderating variable. Participants (n = 21) were equipped with a 57-channel EEG cap, and neural data were collected as they completed two VWM tasks under two observation conditions (observed and not observed) in a within-subjects experimental design. The “observation” condition was operationalized through the addition of a static human avatar in the VR classroom. The avatar’s presence was associated with a significant effect on extending the task response time, but no effect was found on task accuracy. This outcome may have been due to a ceiling effect, as the mean participant task scores were quite high. EEG data analysis supported the behavioral findings by showing consistent differences between the no-observation and observation conditions for one of the VWM tasks only. These neural differences were identified in the dorsolateral prefrontal cortex (dlPFC) and the occipital cortex (OC) regions, with higher theta-band activity occurring in the dlPFC during stimulus encoding and in the OC during response selection when the “observing” avatar was present. These findings provide evidence that perceived observation can inhibit performance during visual tasks by altering attentional focus, even in virtual contexts.
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Scalona, Emilia, Doriana De Marco, Maria Chiara Bazzini, Arturo Nuara, Adolfo Zilli, Elisa Taglione, Fabrizio Pasqualetti, et al. "A Repertoire of Virtual-Reality, Occupational Therapy Exercises for Motor Rehabilitation Based on Action Observation." Data 7, no. 1 (January 11, 2022): 9. http://dx.doi.org/10.3390/data7010009.

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There is a growing interest in action observation treatment (AOT), i.e., a rehabilitative procedure combining action observation, motor imagery, and action execution to promote the recovery, maintenance, and acquisition of motor abilities. AOT studies employed basic upper limb gestures as stimuli, but—in principle—the AOT approach can be effectively extended to more complex actions like occupational gestures. Here, we present a repertoire of virtual-reality (VR) stimuli depicting occupational therapy exercises intended for AOT, potentially suitable for occupational safety and injury prevention. We animated a humanoid avatar by fitting the kinematics recorded by a healthy subject performing the exercises. All the stimuli are available via a custom-made graphical user interface, which allows the user to adjust several visualization parameters like the viewpoint, the number of repetitions, and the observed movement’s speed. Beyond providing clinicians with a set of VR stimuli promoting via AOT the recovery of goal-oriented, occupational gestures, such a repertoire could extend the use of AOT to the field of occupational safety and injury prevention.
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Halimah, Halimah, Vina Nurviyani, Asep Saepulah, Jauhar Helmie, Rahmi Wulandari Wandawati, and Siti Mutiah. "Virtual Reality-Supported Drilling Strategy In Teaching English Vocabulary To Young Learners." Acitya: Journal of Teaching and Education 4, no. 1 (January 31, 2022): 88–100. http://dx.doi.org/10.30650/ajte.v4i1.3195.

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This present research intent to discover the implementation of Virtual Reality (VR) media in supporting drilling strategy to teach English vocabulary to young learners modeled by a current teacher who is taking Independent Learning-Campus Merdeka (Merdeka Belajar-Kampus Merdeka or MBKM) as the participant of this study. She is holding a responsibility to teach English lesson to a school partnership. The school that is in partnership is Trikarya Public Elementary School of Cipanas district. This research collected the data through observation on teaching praxis using VR media. As the data were collected, the writer analyzed them. There were six steps in analyzing the data; (1) preparing the data to be analyzed, (2) reading or viewing all data, (3) coding the data, (4) generalizing the code, (5) creating tables based on the data code, and (6) interpret the data code. Over the observation the writers found a new procedure on implementing VR media in teaching English vocabulary to elementary students. There are three stages in this procedure that is called PMP. PMP stands for Pre-Activity, Main Activity, and Post-Activity. Furthermore, there are four activities in the main stage; Watch, Collect, Sharing, and Practice and hereafter is called WCSP. The last finding uncovers that the teacher is using drilling as the teaching strategy to activate the students.
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Moghimi, Mohammadhossein, Robert Stone, Pia Rotshtein, and Neil Cooke. "Influencing Human Affective Responses to Dynamic Virtual Environments." Presence: Teleoperators and Virtual Environments 25, no. 2 (November 1, 2016): 81–107. http://dx.doi.org/10.1162/pres_a_00249.

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Detecting and measuring emotional responses while interacting with virtual reality (VR), and assessing and interpreting their impacts on human engagement and “immersion,” are both academically and technologically challenging. While many researchers have, in the past, focused on the affective evaluation of passive environments, such as listening to music or the observation of videos and imagery, virtual realities and related interactive environments have been used in only a small number of research studies as a mean of presenting emotional stimuli. This article reports the first stage (focusing on participants' subjective responses) of a range of experimental investigations supporting the evaluation of emotional responses within a virtual environment, according to a three-dimensional (Valence, Arousal, and Dominance) model of affects, developed in the 1970s and 1980s. To populate this three-dimensional model with participants' emotional responses, an “affective VR,” capable of manipulating users' emotions, has been designed and subjectively evaluated. The VR takes the form of a dynamic “speedboat” simulation, elements (controllable VR parameters) of which were assessed and selected based on a 35-respondent online survey, coupled with the implementation of an affective power approximation algorithm. A further 68 participants took part in a series of trials, interacting with a number of VR variations, while subjectively rating their emotional responses. The experimental results provide an early level of confidence that this particular affective VR is capable of manipulating individuals' emotional experiences, through the control of its internal parameters. Moreover, the approximation technique proved to be fairly reliable in predicting users' potential emotional responses, in various affective VR settings, prior to actual experiences. Finally, the analysis suggested that the emotional response of the users, with different gender and gaming experiences, could vary, when presented with the same affective VR situation.
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Giachero, A., M. Calati, L. Pia, L. La Vista, M. Molo, C. Rugiero, C. Fornaro, and P. Marangolo. "Conversational Therapy through Semi-Immersive Virtual Reality Environments for Language Recovery and Psychological Well-Being in Post Stroke Aphasia." Behavioural Neurology 2020 (August 6, 2020): 1–15. http://dx.doi.org/10.1155/2020/2846046.

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Aphasia is a highly disabling acquired language disorder generally caused by a left-lateralized brain damage. Even if traditional therapies have been shown to induce an adequate clinical improvement, a large percentage of patients are left with some degree of language impairments. Therefore, new approaches to common speech therapies are urgently needed in order to maximize the recovery from aphasia. The recent application of virtual reality (VR) to aphasia rehabilitation has already evidenced its usefulness in promoting a more pragmatically oriented treatment than conventional therapies (CT). In the present study, thirty-six chronic persons with aphasia (PWA) were randomly assigned to two groups. The VR group underwent conversational therapy during VR everyday life setting observation, while the control group was trained in a conventional setting without VR support. All patients were extensively tested through a neuropsychological battery which included not only measures for language skills and communication efficacy but also self-esteem and quality of life questionnairies. All patients were trained through a conversational approach by a speech therapist twice a week for six months (total 48 sessions). After the treatment, no significant differences among groups were found in the different measures. However, the amount of improvement in the different areas was distributed over far more cognitive and psychological aspects in the VR group than in the control group. Indeed, the within-group comparisons showed a significant enhancement in different language tasks (i.e., oral comprehension, repetition, and written language) only in the VR group. Significant gains, after the treatment, were also found, in the VR group, in different psychological dimensions (i.e., self-esteem and emotional and mood state). Given the importance of these aspects for aphasia recovery, we believe that our results add to previous evidence which points to the ecological validity and feasibility of VR treatment for language recovery and psychosocial well-being.
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Avraam, Demetris, Rebecca C. Wilson, and Paul Burton. "Synthetic ALSPAC longitudinal datasets for the Big Data VR project." Wellcome Open Research 2 (August 30, 2017): 74. http://dx.doi.org/10.12688/wellcomeopenres.12441.1.

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Three synthetic datasets - of observation size 15,000, 155,000 and 1,555,000 participants, respectively - were created by simulating eleven cardiac and anthropometric variables from nine collection ages of the ALSAPC birth cohort study. The synthetic datasets retain similar data properties to the ALSPAC study data they are simulated from (co-variance matrices, as well as the mean and variance values of the variables) without including the original data itself or disclosing participant information. In this instance, the three synthetic datasets have been utilised in an academia-industry collaboration to build a prototype virtual reality data analysis software, but they could have a broader use in method and software development projects where sensitive data cannot be freely shared.
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Han, Insook, and Timothy Patterson. "Teacher Learning through Technology-Enhanced Curriculum Design Using Virtual Reality." Teachers College Record: The Voice of Scholarship in Education 122, no. 7 (July 2020): 1–34. http://dx.doi.org/10.1177/016146812012200706.

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Background/Context The rapid development of virtual reality (VR) technology increases expectations regarding the potentials of using VR in the classroom and requires teachers to engage in professional development. Although there are recent studies that explore how this new technology can facilitate learning in classroom settings, little research has explored what constraints and affordances emerge during VR curriculum design and implementation and how a teacher's knowledge and beliefs change during this process. Purpose/Objective/Research Question/Focus of Study The purpose of this study is to explore one exemplary teacher's curriculum design processes and changes in knowledge, beliefs, and practices during the design and implementation of VR lessons in an elementary classroom. Population/Participants/Subjects The participant of this study is one teacher who works in a private elementary school in a metropolitan area of South Korea. The participant is an exemplary teacher with a unique combination of experience and training in pedagogy and technology. Research Design We used an intrinsic case study approach to collect and analyze data around the development of the participant's reflective practice, beliefs, and knowledge. Data Collection and Analysis During two iterations of design and implementation of VR lessons, we collected qualitative data in the form of the participant's written reflections, video recordings of his classroom teaching, field notes of observations, and follow-up interviews after each observation. Data were open-coded based on the interconnected model of teacher professional growth (IMTPG) and the framework of technological pedagogical content knowledge (TPACK). Findings/Results We observed changes occurring in the participant's TPACK, his beliefs about students, and his dispositions toward the use of VR. Most of the changes in the design phase appeared to inspire the participant's development of TPACK and ended with curriculum design using newly developed knowledge. The participant's enactment brought changes in instructional outcomes for both himself and his students, which then either altered his practice while teaching or changed/reinforced his knowledge and beliefs. Conclusions/Recommendations Our findings support a nonlinear, ongoing, and iterative approach to teacher change, as emphasized by the IMTPG. We add to this line of research by offering a detailed description of one teacher's learning process and development of TPACK. More important, this study focused on an exemplary teacher's design and implementation of VR and explored how certain barriers or enablers affected his design decisions by changing his knowledge, beliefs, and instructional practices. The findings of this intrinsic case study allow us to offer advice for teachers interested in integrating VR into their instruction.
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Chen, Yu-Li, Chun-Chia Hsu, Chih-Yung Lin, and Hsiao-Hui Hsu. "Robot-Assisted Language Learning: Integrating Artificial Intelligence and Virtual Reality into English Tour Guide Practice." Education Sciences 12, no. 7 (June 24, 2022): 437. http://dx.doi.org/10.3390/educsci12070437.

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This action research created an application system using robots as a tool for training English-language tour guides. It combined artificial intelligence (AI) and virtual reality (VR) technologies to develop content for tours and a 3D VR environment using the AI Unity plug-in for programming. Students learned to orally interact with the robot and act as a guide to various destinations. The qualitative methods included observation, interviews, and self-reporting of learning outcomes. Two students voluntarily participated in the study. The intervention lasted for ten weeks. The results indicated the teaching effectiveness of robot-assisted language learning (RALL). The students acknowledged the value of RALL and had positive attitudes toward it. The contextualized VR learning environment increased their motivation and engagement in learning, and students perceived that RALL could help develop autonomy, enhance interaction, and provide an active learning experience. The implications of the study are that RALL has potential and that it provides an alternative learning opportunity for students.
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Eliza Sutri Utami and Fidia Oktarisa. "VIRTUAL REALITY BERBASIS COGNITIVE BEHAVIOR THERAPY UNTUK MENURUNKAN KECEMASAN BERBICARA DI DEPAN UMUM." Jurnal Konseling Pendidikan Islam 2, no. 2 (July 17, 2021): 259–67. http://dx.doi.org/10.32806/jkpi.v2i2.45.

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Most students carry out formal communication such as presenting assignments or expressing opinions in formal forums and there is anxiety about public speaking in their implementation. Virtual reality based on cognitive behavior therapy (VR-CBT) is one of the psychological interventions that can be applied in this study with the aim of reducing the level of anxiety in public speaking. The public speaking anxiety scale, TMAS, and psychological tests were used as measures to determine the subject's anxiety level. Collecting data using observation and interviews with subjects and related parties. This research design uses descriptive qualitative with a case study approach (case study). This study consisted of one subject who was a 20 year old sixth semester student. The VR CBT consisted of 10 sessions (+60 minutes / session). The data analysis technique used qualitative data analysis. The results showed that the subject's public speaking anxiety level decreased. That is, VR CBT is effective in reducing the level of public speaking anxiety.
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Zhang, Xiaochen, Lanxin Hui, Muge Li, Jiajing Huang, Chengyuan Chen, Yunping Yang, Fuchuan Song, Fei Hu, and Ding-Bang Luh. "Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports." International Journal of Environmental Research and Public Health 19, no. 7 (March 27, 2022): 3985. http://dx.doi.org/10.3390/ijerph19073985.

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Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item–total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises.
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Gill, Gobind S., Brady Hunt, Rongxiao Zhang, Benjamin B. Williams, Charles R. Thomas, and Bassem I. Zaki. "Initial observation of contrast profiles for 3D and 2D MRI sequences in MR-guided radiation therapy for locally advanced pancreatic cancer." Journal of Clinical Oncology 40, no. 4_suppl (February 1, 2022): 541. http://dx.doi.org/10.1200/jco.2022.40.4_suppl.541.

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541 Background: MR-guided stereotactic body radiation therapy (MR-SBRT) is a novel method of treating mobile tumors with soft-tissue gating and on-table adaptive planning. In our experience using the ViewRay MRIdian system (VR) for treating locally advanced pancreatic cancer (PA) with MR-SBRT, the true-fast imaging with steady-state free precession (TRUFI) sequences on the VR impart differing intensities for relevant structures seen on the pre-treatment high resolution 3D MRI (3D MRI) versus the real-time 2D cine MRI (2D cine) used for target tracking. Since these variations can confound target tracking selection, we propose that an understanding of the differing contrast profiles could improve selection of tracking structures and optimize treatment delivery. Methods: We retrospectively reviewed both 3D MRI and 2D cine images for patients (pts) with PA (n =20) treated on the VR. At simulation, an appropriate tracking target was identified and contoured on a single 3mm sagittal slice of the 3D MRI. This sagittal slice was directly compared to the registered 7mm 2D cine to identify structures with notable discrepancies in signal intensity. The 3D MRI was then explored in additional planes to confirm structure identities. For quantitative verification of the clinically observed differences, the pixel intensity distributions of 3D MRI and 2D cine DICOM image datasets were statistically compared. Results: In all pts reviewed, arteries (aorta, celiac, SMA) appeared with similar contrast profiles on both images. However, veins (portal vein, SMV) appeared hypointense on 3D MRI but hyperintense on 2D cine. Biliary structures appeared hyperintense on 3D MRI but only mildly hyperintense on 2D cine. The pixel intensity distributions extracted from 3D MRI and 2D cine images were confirmed to differ significantly (two sample Kolmogorov-Smirnov test; test statistic =0.40; p < 0.001). Conclusions: There are significant variations in image intensity between the initial treatment planning 3D MRI and the immediate pre-treatment 2D cine obtained with the VR. Understanding these discrepancies can guide radiation oncologists in choosing optimal tracking targets. Future work will focus on identifying the particular causes and frequencies of target tracking failures and exploring alternative tracking algorithms using artificial intelligence which could ultimately allow for VMAT on the ViewRay system.
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46

Astutik, Heny Sri, and Putri Aniningsih. "PENERAPAN PEMBELAJARAN PROBLEM BASED LEARNING BERBANTU VIRTUAL LABORATORY DITINJAU DARI HASIL BELAJAR DAN KEMAMPUAN BERPIKIR LOGIS SISWA SMP." Journal of Honai Math 2, no. 1 (May 28, 2019): 25–36. http://dx.doi.org/10.30862/jhm.v2i1.52.

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This study was conducted aimed at testing the effectiveness of the Problem Based Learning (PBL) learning model. The subjects of this study were eighth grade students of Muhammadiyah Middle School Aimas, Sorong Regency. The research method used was quasi-experimental. Data collection techniques in this study were observation, tests and questionnaires. The test instrument consisted of learning outcomes tests and students' logical thinking abilities. Questionnaires here contain questionnaires for students' responses to PBL learning using the VR Math application. The results of the study concluded that the experimental class had been given a Problem Based Learning (PBL) model using the VR Math application. The results of the sample obtained the highest learning outcomes scores of learning outcomes 72 and low 56, and the highest logical thinking ability 12 and low scores. 6. The values obtained were analyzed using one mathematical software obtained (1) the significance of 0.447 <0.05 and t count <t table (-0.777 <1.740) so that H0 is accepted and Ha is rejected so PBL learning models using VR Math applications are not effectively reviewed from student learning outcomes. (2) the results of the effectiveness tests of logical thinking abilities obtained a significance of 0,000 <0,05 and t count <t table (-9,160 <1,740) so that the PBL learning model uses the VR Math application effectively in terms of students' logical thinking abilities (3) test significance results Trace Hotteling is obtained sig. 0,000 <0,05 so that the PBL learning model uses the VR Math application effectively in terms of learning outcomes and students' logical thinking abilities.
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Koch, Amelie, Michael Pfandler, Philipp Stefan, Patrick Wucherer, Marc Lazarovici, Nassir Navab, Ulla Stumpf, Ralf Schmidmaier, Jürgen Glaser, and Matthias Weigl. "Say, What Is on Your Mind? Surgeons’ Evaluations of Realism and Usability of a Virtual Reality Vertebroplasty Simulator." Surgical Innovation 26, no. 2 (January 15, 2019): 234–43. http://dx.doi.org/10.1177/1553350618822869.

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Background. Virtual reality (VR)–based simulations offer rich opportunities for surgical skill training and assessment of surgical novices and experts. A structured evaluation and validation process of such training and assessment tools is necessary for effective surgical learning environments. Objective. To develop and apply a classification system of surgeon-reported experience during operation of a VR vertebroplasty simulator. Methods. A group of orthopedic, trauma surgeons and neurosurgeons (n = 13) with various levels of expertise performed on a VR vertebroplasty simulator. We established a mixed-methods design using think-aloud protocols, senior surgical expert evaluations, performance metrics, and a post-simulation questionnaire. Verbal content was systematically analyzed using structured qualitative content analysis. We established a category system for classification of surgeons’ verbal evaluations during the simulation. Furthermore, we evaluated intraoperative performance metrics and explored potential associations with surgeons’ characteristics and simulator evaluation. Results. Overall, 244 comments on realism and usability of the vertebroplasty simulator were collected. This included positive and negative remarks, questions, and specific suggestions for improvement. Further findings included surgeons’ approval of the realism and usability of the simulator and the observation that the haptic feedback of the VR patient’s anatomy requires further improvement. Surgeon-reported evaluations were not associated with performance decrements. Discussion. This study is the first to apply think-aloud protocols for evaluation of a surgical VR-based simulator. A novel classification approach is introduced that can be used to classify surgeons’ verbalized experiences during simulator use. Our lessons learned may be valuable for future research with similar methodological approach.
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48

Boughn, S. P., J. M. Uson, and J. R. Kuhn. "CCD Observation of Diffuse Light in the Rich Cluster A2029." Symposium - International Astronomical Union 139 (1990): 357–63. http://dx.doi.org/10.1017/s0074180900240916.

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By mosaicking many CCD frames together, we have constructed a large-scale (~ 1/2°) R-band map of the cD cluster Abell 2029. The map was flat from one edge to the other to about 0.05% of the night sky, which corresponds to vR ~30 mag arcsec2. Using a novel technique involving the pixel distribution function, we measured diffuse light in the cluster out to 450″ (500 h−1 Kpc) along the minor axis of the cluster. In the elliptical region from minor radius 100″ to minor radius 300″, the diffuse light corresponds to roughly 8% of the total cluster light. Data in other optical bands and on other clusters are in the process of being reduced. The applicability of the above technique to measurements of the fluctuations in the extragalactic background light (EBL) is discussed.
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Liu, Chengsi, Ming Xue, and Rong Kong. "Direct Variational Assimilation of Radar Reflectivity and Radial Velocity Data: Issues with Nonlinear Reflectivity Operator and Solutions." Monthly Weather Review 148, no. 4 (March 18, 2020): 1483–502. http://dx.doi.org/10.1175/mwr-d-19-0149.1.

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Abstract Radar reflectivity (Z) data are either directly assimilated using 3DVar, 4DVar, or ensemble Kalman filter, or indirectly assimilated using, for example, cloud analysis that preretrieves hydrometeors from Z. When directly assimilating radar data variationally, issues related to the highly nonlinear Z operator arise that can cause nonconvergence and bad analyses. To alleviate the issues, treatments are proposed in this study and their performances are examined via observing system simulation experiments. They include the following: 1) When using hydrometeor mixing ratios as control variables (CVq), small background Z can cause extremely large cost function gradient. Lower limits are imposed on the mixing ratios (qLim treatment) or the equivalent reflectivity (ZeLim treatment) in Z observation operator. ZeLim is found to work better than qLim in terms of analysis accuracy and convergence speed. 2) With CVq, the assimilation of radial velocity (Vr) is ineffective when assimilated together with Z data due to the much smaller cost function gradient associated with Vr. A procedure (VrPass) that assimilates Vr data in a separate pass is found very helpful. 3) Using logarithmic hydrometeor mixing ratios as control variables (CVlogq) can also avoid extremely large cost function gradient, and has much faster convergence. However, spurious analysis increments can be created when transforming the analysis increments back to mixing ratios. A background smoothing and a lower limit are applied to the background mixing ratios, and are shown to be effective. Using CVlogq with associated treatments produces better reflectivity analysis that is much closer to the observation without resorting to multiple analysis passes, and the cost function minimization also converges faster. CVlogq is therefore recommended for variational radar data assimilation.
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Luangrath, Andrea Webb, Joann Peck, William Hedgcock, and Yixiang Xu. "Observing Product Touch: The Vicarious Haptic Effect in Digital Marketing and Virtual Reality." Journal of Marketing Research 59, no. 2 (February 15, 2022): 306–26. http://dx.doi.org/10.1177/00222437211059540.

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Retail is rapidly evolving to construct virtual environments for consumers. Online product images, videos, and virtual reality (VR) interfaces enliven consumer experiences and are a source of product information. Because consumers are unable to physically touch products in these digital environments, this research examines vicarious touch, or the observation of a hand in physical contact with a product in a digital environment. Across eight studies, the authors use images, GIFs, and VR to show that vicarious touch affects consumers’ psychological ownership and product valuation due to the active nature of product touch, which results in a felt sense of body ownership of the virtual hand. This is termed the “vicarious haptic effect.” Results demonstrate that it is not enough to show a hand in an advertisement; the hand must be touching a product. The vicarious haptic effect is strongest for people who become highly stimulated by an immersive VR experience (i.e., measured via the elevation in heart rate). The vicarious haptic effect is attenuated if the viewed interaction does not represent a diagnostic hand movement. The authors discuss theoretical and managerial implications for digital product presentation to encourage feelings of product ownership and valuation.
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