Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
 
 
Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (2,787)

Search Parameters:
Keywords = VR

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
14 pages, 2644 KiB  
Systematic Review
Concurrent Validity of Virtual Reality-Based Assessment of Executive Function: A Systematic Review and Meta-Analysis
by Si-An Lee, Ji-Yea Kim and Jin-Hyuck Park
J. Intell. 2024, 12(11), 108; https://doi.org/10.3390/jintelligence12110108 (registering DOI) - 31 Oct 2024
Viewed by 97
Abstract
This meta-analysis investigated the concurrent validity between virtual reality (VR)-based assessments and traditional neuropsychological assessments of executive function, with a focus on subcomponents such as cognitive flexibility, attention, and inhibition. A total of 1605 articles were identified through searches of PubMed, Web of [...] Read more.
This meta-analysis investigated the concurrent validity between virtual reality (VR)-based assessments and traditional neuropsychological assessments of executive function, with a focus on subcomponents such as cognitive flexibility, attention, and inhibition. A total of 1605 articles were identified through searches of PubMed, Web of Science, and ScienceDirect from 2013 to 2023. After removing duplicates, 1313 articles were screened based on their titles and abstracts, with 77 articles selected for full-text eligibility review. Of these, nine articles fully met the inclusion and exclusion criteria for this study. The effect size for overall executive function was assessed, with subcomponents categorized based on the specific assessment tools used in the studies. The effect size for each subcomponent—cognitive flexibility, attention, and inhibition—was then analyzed to provide a more detailed understanding of their relationships with traditional measures. The results revealed statistically significant correlations between VR-based assessments and traditional measures across all subcomponents. Additionally, sensitivity analyses confirmed the robustness of the findings, even when low-quality studies were excluded. These results support the use of VR-based assessments as a valid alternative to traditional methods for evaluating executive function. Moreover, the study highlights the potential of VR-based assessments as a valid alternative to traditional methods, emphasizing the need to address variability in executive function subcomponents and integrate diverse cognitive and motor metrics for greater ecological validity. Full article
Show Figures

Figure 1

16 pages, 6171 KiB  
Article
VR-Aided Ankle Rehabilitation Decision-Making Based on Convolutional Gated Recurrent Neural Network
by Hu Zhang, Yujia Liao, Chang Zhu, Wei Meng, Quan Liu and Sheng Q. Xie
Sensors 2024, 24(21), 6998; https://doi.org/10.3390/s24216998 (registering DOI) - 30 Oct 2024
Viewed by 232
Abstract
Traditional rehabilitation training for stroke patients with ankle joint issues typically relies on the expertise of physicians. However, when confronted with complex challenges, such as online decision-making or assessing rehabilitation progress, even seasoned experts may not anticipate all potential hurdles. A novel approach [...] Read more.
Traditional rehabilitation training for stroke patients with ankle joint issues typically relies on the expertise of physicians. However, when confronted with complex challenges, such as online decision-making or assessing rehabilitation progress, even seasoned experts may not anticipate all potential hurdles. A novel approach is necessary—one that effectively addresses these complexities without solely leaning on expert experience. Previous studies have introduced a rehabilitation assessment method based on fuzzy neural networks. This paper proposes a novel approach, which is a VR-aided ankle rehabilitation decision-making model based on a convolutional gated recurrent neural network. This model takes various inputs, including ankle dorsiflexion range of motion, angular velocity, jerk, and motion performance scores, gathered from wearable motion inertial sensors during virtual reality rehabilitation. To overcome the challenge of limited data, data augmentation techniques are employed. This allows for the simulation of five stages of rehabilitation based on the Brunnstrom staging scale, providing tailored control parameters for virtual training scenarios suited to patients at different stages of recovery. Experiments comparing the classification performance of convolutional neural networks and long short-term memory networks were conducted. The results were compelling: the optimized convolutional gated recurrent neural network outperformed both alternatives, boasting an average accuracy of 99.16% and a Macro-F1 score of 0.9786. Importantly, it demonstrated a strong correlation (correlation coefficient r > 0.9) with the assessments made by clinical rehabilitation experts, showing its effectiveness in real-world applications. Full article
Show Figures

Figure 1

13 pages, 1833 KiB  
Article
Amplifying Cognitive Functions in Amateur Esports Athletes: The Impact of Short-Term Virtual Reality Training on Reaction Time, Motor Time, and Eye–Hand Coordination
by Maciej Lachowicz, Anna Serweta-Pawlik, Alicja Konopka-Lachowicz, Dariusz Jamro and Grzegorz Żurek
Brain Sci. 2024, 14(11), 1104; https://doi.org/10.3390/brainsci14111104 (registering DOI) - 30 Oct 2024
Viewed by 187
Abstract
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete [...] Read more.
Objectives: Electronic sports (esports) have grown into a major competitive field in today’s digital landscape, attracting the interest of established companies and evolving into a fast-growing industry. Cognitive function, including reaction time, motor time, and eye–hand coordination, plays a crucial role in e-athlete performance. This study aims to examine the impact of VR training on these cognitive functions in amateur e-athletes. Methods: The study involved 66 amateur e-athletes (45 men and 21 women, aged 19–41, with a mean age of 23.96 ± 3.90 years) who reported active, non-professional involvement in esports. Participants were randomly assigned to an experimental group (E) (n = 32) and a control group (C) (n = 34), with initial comparisons confirming no significant differences in daily gaming habits, esports experience, or age between groups. The E group completed 15-minute daily training sessions using the VR game Beat Saber over eight consecutive days. Results: The results demonstrated that VR training significantly improved eye–hand coordination in the experimental group, although there were no notable effects on reaction time or motor time. Conclusions: These findings suggest that VR training may be an effective method to enhance certain cognitive functions, specifically eye–hand coordination, among amateur e-athletes. This could offer a valuable approach for performance improvement in this rapidly growing field. Full article
Show Figures

Figure 1

33 pages, 46059 KiB  
Article
Real and Virtual Lecture Rooms: Validation of a Virtual Reality System for the Perceptual Assessment of Room Acoustical Quality
by Angela Guastamacchia, Riccardo Giovanni Rosso, Giuseppina Emma Puglisi, Fabrizio Riente, Louena Shtrepi and Arianna Astolfi
Acoustics 2024, 6(4), 933-965; https://doi.org/10.3390/acoustics6040052 - 30 Oct 2024
Viewed by 250
Abstract
Enhancing the acoustical quality in learning environments is necessary, especially for hearing aid (HA) users. When in-field evaluations cannot be performed, virtual reality (VR) can be adopted for acoustical quality assessments of existing and new buildings, contributing to the acquisition of subjective impressions [...] Read more.
Enhancing the acoustical quality in learning environments is necessary, especially for hearing aid (HA) users. When in-field evaluations cannot be performed, virtual reality (VR) can be adopted for acoustical quality assessments of existing and new buildings, contributing to the acquisition of subjective impressions in lab settings. To ensure an accurate spatial reproduction of the sound field in VR for HA users, multi-speaker-based systems can be employed to auralize a given environment. However, most systems require a lot of effort due to cost, size, and construction. This work deals with the validation of a VR-system based on a 16-speaker-array synced with a VR headset, arranged to be easily replicated in small non-anechoic spaces and suitable for HA users. Both objective and subjective validations are performed against a real university lecture room of 800 m3 and with 2.3 s of reverberation time at mid-frequencies. Comparisons of binaural and monoaural room acoustic parameters are performed between measurements in the real lecture room and its lab reproduction. To validate the audiovisual experience, 32 normal-hearing subjects were administered the Igroup Presence Questionnaire (IPQ) on the overall sense of perceived presence. The outcomes confirm that the system is a promising and feasible tool to predict the perceived acoustical quality of a room. Full article
(This article belongs to the Special Issue Acoustical Comfort in Educational Buildings)
Show Figures

Figure 1

24 pages, 2035 KiB  
Article
Comparing Virtual and Real-Life Rapid Prototyping Methods for User Testing Smart City Interfaces: A Case Study
by Jamil Joundi, Bastiaan Baccarne, Ben Robaeyst, Klaas Bombeke, Lieven De Marez and Jelle Saldien
Appl. Sci. 2024, 14(21), 9918; https://doi.org/10.3390/app14219918 - 30 Oct 2024
Viewed by 405
Abstract
In the development of complex embedded interactive systems, a tension arises between, on the one hand, ever shorter and highly iterative design processes, and, on the other hand, the need for user testing with early prototypes to validate systems from a user-centred design [...] Read more.
In the development of complex embedded interactive systems, a tension arises between, on the one hand, ever shorter and highly iterative design processes, and, on the other hand, the need for user testing with early prototypes to validate systems from a user-centred design perspective. This study focuses on the integration of Virtual Reality (VR) into prototyping embedded interactive systems, examining its potential to bridge the gap between rapid prototyping and user-centered design validation. Adopting a comparative research approach, we analyze a case study: the development of a cultural smart city experience. It juxtaposes in situ, low-fidelity prototype testing with VR-based testing, evaluating their realism, interactivity, functionality, presence and task difficulty. This mixed-method research design incorporates both qualitative and quantitative methodologies, engaging 27 design students in a comparative study, conducting participatory research and 8 expert interviews. These findings reveal divergent roles in field testing and VR in the new product development process, highlighting VR’s strengths in visualizing procedures and facilitating discussion. This study identifies the limitations of VR in mimicking realistic interactions and incorporating social context yet underscores its superiority over paper prototypes in its realism and interactivity. Where field testing can hold broader contextual insights, the VR prototype gives more concrete and applied insights. The main advantage of VR testing is its visualisation of procedures and its final materialisation according to the participants interviewed. According to the experts interviewed, VR can be used as a useful tool within the development process especially for visualisation and testing user flows of complex interfaces. Full article
Show Figures

Figure 1

20 pages, 2928 KiB  
Article
The Use of the Data Envelopment Analysis–Malmquist Approach to Measure the Performance of Digital Transformation in EU Countries
by Jarmila Horváthová and Martina Mokrišová
Economies 2024, 12(11), 291; https://doi.org/10.3390/economies12110291 - 28 Oct 2024
Viewed by 502
Abstract
Currently, the process of the digital transformation of EU countries is very important and often discussed. It will not only bring new opportunities for companies and the broader population but will also enable the transition to a more ecological economy. An important goal [...] Read more.
Currently, the process of the digital transformation of EU countries is very important and often discussed. It will not only bring new opportunities for companies and the broader population but will also enable the transition to a more ecological economy. An important goal is to speed up the digitalization processes taking place in companies. It is very important to use already established digitalization elements more efficiently. This also resulted in the motivation for the given research. The aim of this paper is to quantify the change in the efficiency of the digital transformation of EU countries. As part of this research, the Variable Returns to Scale Data Envelopment Analysis (VRS DEA) model and the Malmquist index (MI) based on the DEA approach were applied. The results of the model made it possible to assess how the changes in technical efficiency and technological changes contributed to the changes in efficiency. The long-term theoretical added value of this paper lies in its proposal for countries and their governments to monitor not only the number of introduced digital elements, but also the efficiency of their use relative to some aggregate output; for example, GDP (Gross Domestic Product) or unemployment rate. The added value of this research is that less developed countries use digitalization elements more effectively than developed countries. Full article
(This article belongs to the Special Issue Economic Development in the Digital Economy Era)
Show Figures

Figure 1

21 pages, 2544 KiB  
Article
An Energy-Efficient Dynamic Feedback Image Signal Processor for Three-Dimensional Time-of-Flight Sensors
by Yongsoo Kim, Jaehyeon So, Chanwook Hwang, Wencan Cheng and Jong Hwan Ko
Sensors 2024, 24(21), 6918; https://doi.org/10.3390/s24216918 - 28 Oct 2024
Viewed by 347
Abstract
With the recent prominence of artificial intelligence (AI) technology, various research outcomes and applications in the field of image recognition and processing utilizing AI have been continuously emerging. In particular, the domain of object recognition using 3D time-of-flight (ToF) sensors has been actively [...] Read more.
With the recent prominence of artificial intelligence (AI) technology, various research outcomes and applications in the field of image recognition and processing utilizing AI have been continuously emerging. In particular, the domain of object recognition using 3D time-of-flight (ToF) sensors has been actively researched, often in conjunction with augmented reality (AR) and virtual reality (VR). However, for more precise analysis, high-quality images are required, necessitating significantly larger parameters and computations. These requirements can pose challenges, especially in developing AR and VR technologies for low-power portable devices. Therefore, we propose a dynamic feedback configuration image signal processor (ISP) for 3D ToF sensors. The ISP achieves both accuracy and energy efficiency through dynamic feedback. The proposed ISP employs dynamic area extraction to perform computations and post-processing only for pixels within the valid area used by the application in each frame. Additionally, it uses dynamic resolution to determine and apply the appropriate resolution for each frame. This approach enhances energy efficiency by avoiding the processing of all sensor data while maintaining or surpassing accuracy levels. Furthermore, These functionalities are designed for hardware-efficient implementation, improving processing speed and minimizing power consumption. The results show a maximum performance of 178 fps and a high energy efficiency of up to 123.15 fps/W. When connected to the hand pose estimation (HPE) accelerator, it demonstrates an average mean squared error (MSE) of 10.03 mm, surpassing the baseline ISP value of 20.25 mm. Therefore, the proposed ISP can be effectively utilized in low-power, small form-factor devices. Full article
(This article belongs to the Special Issue Vision Sensors for Object Detection and Tracking)
Show Figures

Figure 1

13 pages, 396 KiB  
Article
The Effects of Physiotherapy Programmes, Aided by Virtual Reality Solutions, on Balance in Older Women: A Randomised Controlled Trial
by Marek Zak, Tomasz Sikorski, Agata Michalska, Paulina Sztandera, Beata Szczepanowska-Wolowiec, Waldemar Brola, Daniel Courteix and Frederic Dutheil
J. Clin. Med. 2024, 13(21), 6462; https://doi.org/10.3390/jcm13216462 - 28 Oct 2024
Viewed by 367
Abstract
Background: Modern technologies are being applied to maintain and improve the functional performance of older adults. Fully immersive virtual reality (VR) combined with a scope of dual-task (DT) activities may effectively complement conventional physiotherapy programmes for seniors. The study aimed to compare the [...] Read more.
Background: Modern technologies are being applied to maintain and improve the functional performance of older adults. Fully immersive virtual reality (VR) combined with a scope of dual-task (DT) activities may effectively complement conventional physiotherapy programmes for seniors. The study aimed to compare the effectiveness of a fully immersive virtual reality (VR) environment combined with a scope of dual-task activities regarding balance in older women. Methods: Eighty women were recruited to the study protocol and, following randomisation, allocated to two equally sized groups, one pursuing conventional OTAGO exercises, the other one the VR-solutions-aided exercise programme combined with a scope of DT activities. Physiotherapy sessions spanned 6 weeks, each one lasting 60 min, three times a week, in both groups. Results: Homogeneity analysis of both study groups indicated no statistically significant differences at the first measurement point. After the intervention, both study groups achieved significantly improved scores on all tests. The VR + DT group obtained better results in dual-task gait and single-leg standing, whereas the greatest difference was observed during SLS CL (1.52 s vs. 2.33 s—difference 0.81 s 53.2% change, p = 0.001). The OTAGO group performed better in the TUG single-task gait (11.35 s vs. 12.60 s, p < 0.001) and in the Berg balance scale. Conclusions: The VR + DT training is effective in improving individual balance as well as in reducing fall risks. VR-assisted physiotherapy should complement conventional physiotherapy programmes (e.g., OTAGO). The benefits of applying VR solutions indicate that older women might well use this form of activity regularly under the guidance of a therapist or a family member. Full article
(This article belongs to the Section Clinical Rehabilitation)
17 pages, 625 KiB  
Systematic Review
Augmented Reality in Dentistry: Enhancing Precision in Clinical Procedures—A Systematic Review
by Francesco Puleio, Vincenzo Tosco, Rosario Pirri, Michele Simeone, Riccardo Monterubbianesi, Giorgio Lo Giudice and Roberto Lo Giudice
Clin. Pract. 2024, 14(6), 2267-2283; https://doi.org/10.3390/clinpract14060178 - 28 Oct 2024
Viewed by 380
Abstract
Background: Augmented reality (AR) enhances sensory perception by adding extra information, improving anatomical localization and simplifying treatment views. In dentistry, digital planning on bidimensional screens lacks real-time feedback, leading to potential errors. However, it is not clear if AR can improve the clinical [...] Read more.
Background: Augmented reality (AR) enhances sensory perception by adding extra information, improving anatomical localization and simplifying treatment views. In dentistry, digital planning on bidimensional screens lacks real-time feedback, leading to potential errors. However, it is not clear if AR can improve the clinical treatment precision. The aim of this research is to evaluate if the use of AR-based instruments could improve dental procedure precision. Methods: This review covered studies from January 2018 to June 2023, focusing on AR in dentistry. The PICO question was “Does AR increase the precision of dental interventions compared to non-AR techniques?”. The systematic review was carried out on electronic databases, including Ovid MEDLINE, PubMed, and the Web of Science, with the following inclusion criteria: studies comparing the variation in the precision of interventions carried out with AR instruments and non-AR techniques. Results: Thirteen studies were included. Conclusions: The results of this systematic review demonstrate that AR enhances the precision of various dental procedures. The authors advise clinicians to use AR-based tools in order to improve the precision of their therapies. Full article
Show Figures

Figure 1

34 pages, 1252 KiB  
Review
From Orchard to Wellness: Unveiling the Health Effects of Sweet Cherry Nutrients
by Berta Gonçalves, Alfredo Aires, Ivo Oliveira, Miguel Baltazar, Fernanda Cosme, Sílvia Afonso, Teresa Pinto, Maria Rosário Anjos, António Inês, Maria Cristina Morais, Alice Vilela and Ana Paula Silva
Nutrients 2024, 16(21), 3660; https://doi.org/10.3390/nu16213660 - 28 Oct 2024
Viewed by 586
Abstract
This review paper explores the multifaceted relationship between sweet cherry nutrients and human health, aiming to uncover the comprehensive impact of these bioactive compounds from orchard to wellness. Furthermore, it highlights how advanced crop techniques can be pivotal in optimizing these beneficial compounds. [...] Read more.
This review paper explores the multifaceted relationship between sweet cherry nutrients and human health, aiming to uncover the comprehensive impact of these bioactive compounds from orchard to wellness. Furthermore, it highlights how advanced crop techniques can be pivotal in optimizing these beneficial compounds. Synthesizing existing literature, the paper examines the diverse bioactive nutrients in sweet cherries, including antioxidants, polyphenols, vitamins, and minerals, and elucidating their mechanisms of action and potential health benefits. From antioxidant properties to anti-inflammatory effects, the paper elucidates how these nutrients may mitigate chronic diseases such as cardiovascular disorders, diabetes, and neurodegenerative conditions. Additionally, it explores their role in promoting gastrointestinal health, enhancing exercise recovery, and modulating sleep patterns. The review discusses emerging research on the potential anti-cancer properties of sweet cherry compounds, highlighting their promising role in cancer prevention and treatment. Furthermore, it delves into the impact of sweet cherry consumption on metabolic health, weight management, and skin health. By providing a comprehensive overview of the current understanding of sweet cherry nutrients and their health effects, this paper offers valuable insights for researchers, healthcare professionals, and consumers interested in utilizing nature’s bounty for holistic wellness. Full article
(This article belongs to the Section Nutrition and Public Health)
Show Figures

Figure 1

10 pages, 460 KiB  
Article
Artificial Intelligence-Assisted Music Education: A Critical Synthesis of Challenges and Opportunities
by Javier Félix Merchán Sánchez-Jara, Sara González Gutiérrez, Javier Cruz Rodríguez and Bohdan Syroyid Syroyid
Educ. Sci. 2024, 14(11), 1171; https://doi.org/10.3390/educsci14111171 - 28 Oct 2024
Viewed by 529
Abstract
Artificial intelligence (AI) is a hot topic that presents new challenges and opportunities for the improvement of educational processes. The disruptive and transformative force of this new technological development implies the adaptation of educational ecosystems for its use and integration as a didactic [...] Read more.
Artificial intelligence (AI) is a hot topic that presents new challenges and opportunities for the improvement of educational processes. The disruptive and transformative force of this new technological development implies the adaptation of educational ecosystems for its use and integration as a didactic and pedagogical resource. From this perspective, a systematic literature review has been conducted to analyze the didactic potential of generative AI tools in the field of promoting artistic creativity in music education. The research results confirm that the incorporation of AI in music education is paving the way for a more personalized, interactive and efficient learning experience. In addition, the analysis suggests nine fundamental fields of IA implementation in music education: virtual and augmented reality (VR; VA); learning personalization, intelligent tutoring systems; composition assistants; improved historical and contextual learning; assessment systems; interactive ear training and music theory systems; tools for music collaboration and performance; and assistive technologies. Furthermore, the challenges presented by the intersection of AI and digital didactics in the field of music education are discussed. Full article
Show Figures

Figure 1

20 pages, 1954 KiB  
Systematic Review
Harnessing Virtual Reality: Improving Social Skills in Adults with Autism Spectrum Disorder
by Andrea Calderone, Angela Militi, Desirèe Latella, Rosaria De Luca, Francesco Corallo, Paolo De Pasquale, Angelo Quartarone, Maria Grazia Maggio and Rocco Salvatore Calabrò
J. Clin. Med. 2024, 13(21), 6435; https://doi.org/10.3390/jcm13216435 - 27 Oct 2024
Viewed by 385
Abstract
Background and Objectives: Autism Spectrum Disorder (ASD) involves challenges in social communication and daily functioning. Emerging research highlights that virtual reality (VR) interventions can significantly improve social skills in adults with ASD by providing immersive, controlled practice environments. This systematic review will assess [...] Read more.
Background and Objectives: Autism Spectrum Disorder (ASD) involves challenges in social communication and daily functioning. Emerging research highlights that virtual reality (VR) interventions can significantly improve social skills in adults with ASD by providing immersive, controlled practice environments. This systematic review will assess the effectiveness of VR-based interventions for improving social skills in adults with ASD. Materials and Methods: Studies were identified from an online search of PubMed, Web of Science, Cochrane Library, and Embase databases without any search time range. This review was registered on Open OSF (n) P4SM5. Results: Recent studies show that VR interventions significantly enhance job interview skills, social abilities, and practical tasks in adults with ASD, with improvements in confidence, social understanding, and everyday skills. VR has been shown to be user-friendly and effective in providing immersive, adaptable training experiences. Conclusions: The review highlights VR’s promising role in improving social skills, job interview abilities, and daily functioning in adults with ASD. It emphasizes the need for broader studies, standardized interventions, and exploration of VR’s integration with other therapies to enhance long-term effectiveness and address comorbidities like anxiety and depression. Full article
Show Figures

Figure 1

19 pages, 2865 KiB  
Article
Assessing the Efficacy of Cognitive-Behavioral Therapy on Body Image in Adolescent Scoliosis Patients Using Virtual Reality
by Ewa Misterska, Marek Tomaszewski, Filip Górski, Jakub Gapsa, Anna Słysz and Maciej Głowacki
J. Clin. Med. 2024, 13(21), 6422; https://doi.org/10.3390/jcm13216422 - 26 Oct 2024
Viewed by 332
Abstract
Background/Objectives: Adolescents with idiopathic scoliosis require emotional support to change their experience of their desired body shape and to feel optimistic about the cosmetic results of surgical treatment. Recently, the use of virtual reality in psychological assessment and treatment has given specialists a [...] Read more.
Background/Objectives: Adolescents with idiopathic scoliosis require emotional support to change their experience of their desired body shape and to feel optimistic about the cosmetic results of surgical treatment. Recently, the use of virtual reality in psychological assessment and treatment has given specialists a technology that appears particularly well-suited for addressing body image disorders. The study objectives were two-fold. Firstly, we aimed to evaluate changes within the body image of scoliosis patients pre- and postoperatively. Secondly, we aimed to investigate if differences in body image exist in scoliosis females after implementing cognitive-behavioral therapy. Methods: Thirty-six total scoliosis patients participated in the 1st and 2nd study phases. The psychotherapy took place before and after surgery and during the patient’s stay in the hospital. Body image was assessed using a virtual reality-based application, “Avatar Scoliosis 3D”. Results: Regarding body image dissatisfaction evaluated via virtual tasks, the difference between the desired by patients and actual (based on the radiographic parameters) body shape is significant preoperatively in both scoliosis samples: with and without therapy (p < 0.000001 and p < 0.000001, respectively). Conclusions: The results of the present study may have important implications for developing standards for body image disorder treatments in scoliosis patients. We revealed that irrespective of received therapeutic support, scoliosis patients accurately estimate their body shape pre- and postoperatively, and they feel dissatisfied with their body preoperatively but not postoperatively. Full article
(This article belongs to the Section Mental Health)
Show Figures

Figure 1

17 pages, 5344 KiB  
Article
The Effects of Competition on Exercise Intensity and the User Experience of Exercise during Virtual Reality Bicycling for Young Adults
by John L. Palmieri and Judith E. Deutsch
Sensors 2024, 24(21), 6873; https://doi.org/10.3390/s24216873 - 26 Oct 2024
Viewed by 572
Abstract
Background: Regular moderate–vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to [...] Read more.
Background: Regular moderate–vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to promote exercise intensity and adherence, particularly through visual feedback and competition. The purpose of this work is to compare visual feedback and competition within fully immersive VR to enhance exercise intensity and user experience of exercise for young adults; and to describe and compare visual attention during each of the conditions. Methods: Young adults (21–34 years old) bicycled in three 5 min VR conditions (visual feedback, self-competition, and competition against others). Exercise intensity (cycling cadence and % of maximum heart rate) and visual attention (derived from a wearable eye tracking sensor) were measured continuously. User experience was measured by an intrinsic motivation questionnaire, perceived effort, and participant preference. A repeated-measures ANOVA with paired t-test post hoc tests was conducted to detect differences between conditions. Results: Participants exercised at a higher intensity and had higher intrinsic motivation in the two competitive conditions compared to visual feedback. Further, participants preferred the competitive conditions and only reached a vigorous exercise intensity during self-competition. Visual exploration was higher in visual feedback compared to self-competition. Conclusions: For young adults bicycling in VR, competition promoted higher exercise intensity and motivation compared to visual feedback. Full article
Show Figures

Figure 1

18 pages, 8355 KiB  
Article
On Exploiting and Implementing Collaborative Virtual and Augmented Reality in a Cloud Continuum Scenario
by Beniamino Di Martino, Gennaro Junior Pezzullo, Vincenzo Bombace, Ling-Huey Li and Kuan-Ching Li
Future Internet 2024, 16(11), 393; https://doi.org/10.3390/fi16110393 - 26 Oct 2024
Viewed by 361
Abstract
This work explores the application of collaborative virtual and augmented reality in a cloud continuum context, focusing on designing, implementing, and verifying three reference architectures for five collaborative VR/AR software deployment. The architectures designed differ in their distribution of computational load: one handles [...] Read more.
This work explores the application of collaborative virtual and augmented reality in a cloud continuum context, focusing on designing, implementing, and verifying three reference architectures for five collaborative VR/AR software deployment. The architectures designed differ in their distribution of computational load: one handles everything in the cloud, one balances the load between the cloud and the edge, and the last concentrates the load entirely on the edge. The design of the architectures was initially outlined through sequence and component diagrams and then implemented using the most appropriate technologies and frameworks. For each architecture, a specific application was developed and deployed on the various components of that architecture to test its proper functioning. Finally, the scenarios were simulated to be stressed with a significant number of users, employing tools such as Cloud Analyst to analyze performance and present well-defined and implemented reference architectures. Full article
Show Figures

Figure 1

Back to TopTop