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Designing for collaborative learning in immersive virtual reality: a systematic literature review 沉浸式虚拟现实中的协作学习设计:系统性文献综述
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00975-4
Lucas Paulsen, Susanne Dau, Jacob Davidsen
{"title":"Designing for collaborative learning in immersive virtual reality: a systematic literature review","authors":"Lucas Paulsen, Susanne Dau, Jacob Davidsen","doi":"10.1007/s10055-024-00975-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00975-4","url":null,"abstract":"<p>Immersive learning technologies such as virtual reality have long been deemed as the next generation of digital learning environments. There is a limited number of studies addressing how immersive technologies can be designed, applied, and studied in collaborative learning settings. This paper presents a systematic review of empirical studies reporting on use of immersive virtual reality in collaborative learning within educational and professional learning settings. 11 studies have been grouped and coded in a textual narrative synthesis, outlining the pedagogical concepts behind the learning design, as well as the design of virtual reality environments and the collaborative learning activities in which the technology is employed. The results suggest that collaborative learning in virtual reality can currently be conceptualised as a shared experience in an immersive, virtually mediated space, where there is a shared goal/problem which learners must attend to collaboratively. This conceptualisation implies a need to design technologies, environments, and activities that support participation and social interaction, fostering collaborative learning processes. Based on the outlined conceptualisation, we present a series of recommendations for designing for collaborative learning in immersive virtual reality. The paper concludes that collaborative learning in virtual reality creates a practice- and reflection space, where learning is perceived as engaging, without the risk of interfering with actual practices. Current designs however struggle with usability, realism, and facilitating social interaction. The paper further identifies a need for future research into what happens within virtual reality, rather than only looking at post-virtual reality evaluations.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"48 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Immersive virtual reality for complex skills training: content analysis of experienced challenges 用于复杂技能培训的沉浸式虚拟现实:经验挑战内容分析
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00955-8
{"title":"Immersive virtual reality for complex skills training: content analysis of experienced challenges","authors":"","doi":"10.1007/s10055-024-00955-8","DOIUrl":"https://doi.org/10.1007/s10055-024-00955-8","url":null,"abstract":"<h3>Abstract</h3> <p>This study aimed to examine the challenges that adult participants experienced in immersive virtual reality (I-VR). Practitioners have indicated that some challenges persist from trainee to trainee and scholars have called for the design and development of virtual reality (VR) applications based on learning theories. Thus, we examined challenges immersed learners experienced during self-discovery of game mechanics and assembly task within an early-development I-VR program. We clarified the immersive learning phenomenon by studying the self-reported problem statements from 168 university students and staff. They used an HTC Vive Pro Eye device and a custom-built software. Through an iterative content analysis of post-survey and video-stimulated recall interviews, we retrieved 481 problem statements from the participants. As a result, we derived and detailed 89 challenges, 22 component features, 11 components, and 5 principal factors of immersive learning. The most cited components that the participants found challenging were the use of controllers and functions, reciprocal software interaction, spatial and navigational constraints, relevance realisation, and learner capabilities. Closer inspection of the quantified data revealed that the participants without digital gaming experience reported relatively more hardware-related problem statements. The findings regarding the constraints of immersive learning helped clarify the various actants involved in immersive learning. In this paper, we provide a design implication summary for VR application developers. Further research on theory-based development and design implications in various immersive training settings is needed.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"22 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025703","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training Metaverse 中的多用户跨平台实践虚拟实验室--机械加工培训案例
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-04 DOI: 10.1007/s10055-024-00974-5
Tung-Jui Chuang, Shana Smith
{"title":"A Multi-user Cross-platform hands-on virtual lab within the Metaverse – the case of machining training","authors":"Tung-Jui Chuang, Shana Smith","doi":"10.1007/s10055-024-00974-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00974-5","url":null,"abstract":"<p>Distance learning has become a popular learning channel today. However, while various distance learning tools are available, most of them only support a single platform, offer only the trainer’s perspective, and do not facilitate student-instructor interaction. As a result, distance learning systems tend to be inflexible and less effective. To address the limitations of existing distance learning systems, this study developed a cross-platform hands-on virtual lab within the Metaverse that enables multi-user participation and interaction for distance education. Four platforms, HTC VIVE Pro, Microsoft HoloLens 2, PC, and Android smartphone, are supported. The virtual lab allows trainers to demonstrate operation steps and engage with multiple trainees simultaneously. Meanwhile, trainees have the opportunity to practice their operational skills on their virtual machines within the Metaverse, utilizing their preferred platforms. Additionally, participants can explore the virtual environment and interact with each other by moving around within the virtual space, similar to a physical lab setting. The user test compares the levels of presence and usability in the hands-on virtual lab across different platforms, providing insights into the challenges associated with each platform within the Metaverse for training purposes. Furthermore, the results of the user test highlight the promising potential of the architecture due to its flexibility and adaptability.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"11 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140025659","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland. 利用虚拟现实技术审查火灾现场重建情况,以加强法医决策。苏格兰案例研究。
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-03-01 DOI: 10.1007/s10055-024-00961-w
Vincenzo Rinaldi, Karen Ann Robertson, Graham George Strong, Niamh Nic Daeid
{"title":"Examination of fire scene reconstructions using virtual reality to enhance forensic decision-making. A case study in Scotland.","authors":"Vincenzo Rinaldi, Karen Ann Robertson, Graham George Strong, Niamh Nic Daeid","doi":"10.1007/s10055-024-00961-w","DOIUrl":"https://doi.org/10.1007/s10055-024-00961-w","url":null,"abstract":"<p>When attending a crime scene, first responders are responsible for identifying areas of potential interest for subsequent forensic examination. This information is shared with the police, forensic practitioners, and legal authorities during an initial meeting of all interested parties, which in Scotland is known as a forensic strategy meeting. Swift documentation is fundamental to allow practitioners to learn about the scene(s) and to plan investigative strategies, traditionally relying on word-of-mouth briefings using digital photographs, videos, diagrams, and verbal reports. We suggest that these early and critical briefings can be augmented positively by implementing an end-to-end methodology for indoor 3D reconstruction and successive visualisation through immersive Virtual Reality (VR). The main objective of this paper is to provide an integrative documentation tool to enhance the decision-making processes in the early stages of the investigation. Taking a fire scene as an example, we illustrate a framework for rapid spatial data acquisition of the scene that leverages structure-from-motion photogrammetry. We developed a VR framework that enables the exploration of virtual environments on a standalone, low-cost immersive head-mounted display. The system was tested in a two-phased inter-agency fire investigation exercise, where practitioners were asked to produce hypotheses suitable for forensic strategy meetings by (1) examining traditional documentation and then (2) using a VR walkthrough of the same premises. The integration of VR increased the practitioners’ scene comprehension, improved hypotheses formulation with fewer caveats, and enabled participants to sketch the scene, in contrast to the orientation challenges encountered using conventional documentation.\u0000</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"24 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140007959","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention 口袋里的虚拟健身房:增强现实运动应用程序特征对用户持续使用意向的影响
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-28 DOI: 10.1007/s10055-024-00959-4
Yi Sun, Zihao Yuan
{"title":"A virtual gym in your pocket: the influence of augmented reality exercise app characteristics on user’s continuance intention","authors":"Yi Sun, Zihao Yuan","doi":"10.1007/s10055-024-00959-4","DOIUrl":"https://doi.org/10.1007/s10055-024-00959-4","url":null,"abstract":"<p>In recent years, with the development of augmented reality (AR) technology and the prevalence of COVID-19, augmented reality exercise applications (AREAs) have entered people’s lives and changed people’s exercise ways. However, there is still little research on how AREAs affect users’ continuance intention, which limits our deeper understanding of the further use of AREAs by users for the potential benefits they provide. This study investigates the role of AREAs by proposing the original proposition of AREAs characteristic classification based on previous AR literature and dividing their characteristics into two categories: service and system characteristics. Through an online empirical study, 398 valid questionnaires were collected to test the hypotheses using the structural equation model. The results showed that hedonic and utilitarian value and presence are vital inner states which mediate the influence of service and system characteristics on user’s satisfaction and continuance intention. The results further show that only hedonic value is found to have a positive and significant relationship with continuance intention. This study contributes to the literature in the AR field by examining how different AR application characteristics affect user continuance intention in the context of sports and fitness. It also suggests that practitioners should identify the impact of different characteristics on user value and focus on the hedonic aspects of the application.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"82 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139987979","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using a virtual reality interview simulator to explore factors influencing people’s behavior 使用虚拟现实面试模拟器探索影响人们行为的因素
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-28 DOI: 10.1007/s10055-023-00934-5
Xinyi Luo, Yuyang Wang, Lik-Hang Lee, Zihan Xing, Shan Jin, Boya Dong, Yuanyi Hu, Zeming Chen, Jing Yan, Pan Hui
{"title":"Using a virtual reality interview simulator to explore factors influencing people’s behavior","authors":"Xinyi Luo, Yuyang Wang, Lik-Hang Lee, Zihan Xing, Shan Jin, Boya Dong, Yuanyi Hu, Zeming Chen, Jing Yan, Pan Hui","doi":"10.1007/s10055-023-00934-5","DOIUrl":"https://doi.org/10.1007/s10055-023-00934-5","url":null,"abstract":"<p>Virtual reality interview simulator (VRIS) is an effective and valid tool that uses virtual reality technology to train people’s interview skills. Typically, it offers candidates prone to being very nervous during interviews the opportunity to practice interviews in a safe and manageable virtual environment and realistic settings, providing real-time feedback from a virtual interviewer on their performance. It helps interviewees improve their skills, reduce their fears, gain confidence, and minimize the cost and time associated with traditional interview preparation. Yet, the major anxiety-inducing elements remain unknown. During an interview, the anxiety levels, overall experience, and performance of interviewees might be affected by various circumstances. By analyzing electrodermal activity and questionnaire, we investigated the influence of five variables: (I) <i>Realism</i>; (II) <i>Question type</i>; (III) <i>Interviewer attitude</i>; (IV) <i>Timing</i>; and (V) <i>Preparation</i>. As such, an orthogonal design <span>(L_8(4^1 times 2^4))</span> with eight experiments (<span>(O A_8)</span> matrix) was implemented, in which 19 college students took part in the experiments. Considering the anxiety, overall experience, and performance of the interviewees, we found that <i>Question type</i> plays a major role; secondly, <i>Realism</i>, <i>Preparation</i>, and <i>Interviewer attitude</i> all have middle influence; lastly, <i>Timing</i> has little to no impact. Specifically, professional interview questions elicited a greater degree of anxiety than personal ones among the categories of interview questions. This work contributes to our understanding of anxiety-stimulating factors during job interviews in virtual reality and provides cues for designing future VRIS.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"48 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140007838","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal 像人一样:虚拟观察者在场时的社交促进/抑制效应取决于唤醒程度
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-28 DOI: 10.1007/s10055-024-00972-7
Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki
{"title":"Like a human: The social facilitation/inhibition effect in presence of a virtual observer depends on arousal","authors":"Radosław Sterna, Jakub Szczugieł, Joanna Pilarczyk, Agnieszka Siry, Michał Kuniecki","doi":"10.1007/s10055-024-00972-7","DOIUrl":"https://doi.org/10.1007/s10055-024-00972-7","url":null,"abstract":"<p>Better (social facilitation) or worse (social inhibition) performance in a task while being observed has repeatedly been demonstrated with real human observers, yet it has not been fully tested with virtual observers. We tested this effect in a virtual environment using a visual search task to verify if the mere presence of a virtual observer would boost participants’ performance in the easy variant of the task and hinder it in the difficult one. We used electrodermal (EDA) activity measurement to test whether physiological arousal would moderate this effect. The presence of a virtual character affected search performance, which was moderated by arousal, with lower arousal leading to better performance. These results confirm that the mere presence of virtual characters can evoke a social facilitation/inhibition effect similar to that of human beings; this could confirm Zajonc’s theory and serve as encouragement for further development of VR-based training &amp; educational tools with virtual agents.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"17 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139987837","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality natural experiences for mental health: comparing the effects between different immersion levels 虚拟现实自然体验促进心理健康:比较不同沉浸程度的效果
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00958-5
Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang
{"title":"Virtual reality natural experiences for mental health: comparing the effects between different immersion levels","authors":"Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang","doi":"10.1007/s10055-024-00958-5","DOIUrl":"https://doi.org/10.1007/s10055-024-00958-5","url":null,"abstract":"<p>Virtual nature is an innovative approach for promoting mental health. The purpose of this study was to compare the effects on mental health outcomes between two immersion levels of virtual reality natural experiences. The study design was a cluster trial. Healthy adults were allocated to two experimental groups. Identical pre-recorded 360° videos of natural scenes and sounds were played on the two virtual reality devices, one with a higher immersive level via a head-mounted display and the other one with a lower immersive level via a smartphone. The intervention was conducted for 30 min per session, once a week for 12 weeks. Data were collected by self-reported questionnaires at the baseline and post-intervention. In total, 54 participants completed the interventions. A significantly greater effect was revealed on improving happiness, self-rated health, and physical, mental, social, and environmental quality of life, and ameliorating distress, depression, and somatization in participants who experienced the higher immersive level compared to participants who experienced the lower immersive level. Virtual reality natural experiences with high immersion are recommended to promote mental health.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"9 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988027","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality 虚拟现实中的抽象分形图像和交互式正念干预的恢复和状态提升潜力
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-023-00916-7
Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne
{"title":"The restorative and state enhancing potential of abstract fractal-like imagery and interactive mindfulness interventions in virtual reality","authors":"Adam C. Barton, Michael Do, Jade Sheen, Linda K. Byrne","doi":"10.1007/s10055-023-00916-7","DOIUrl":"https://doi.org/10.1007/s10055-023-00916-7","url":null,"abstract":"<p>The restorative and mental state enhancing effects of brief mindfulness-based interventions (MBIs) and restorative environments such as nature has been supported in the research literature. However, regular adoption of these practices is limited by practical constraints and motivational barriers. The current study addressed these challenges by introducing two novel approaches which utilise the immersive and interactive qualities of virtual reality (VR). This included an interactive MBI and an abstract restorative environment using fractal-like imagery. These approaches were explored using a comparative evaluation of two short (6 min) VR interventions: Passive VR (applying principles from restorative interventions) and Interactive VR (implementing a focused attention form of mindfulness meditation). A mixed methods approach revealed increased state mindfulness, reduced mental fatigue, and enhanced aspects of mood (calm/relaxation, anxiety) consistently between conditions. Between group differences revealed additional benefits for cognition (focus), mood (happiness and sadness), and motivational value with the interactive intervention. The abstract environment, used in both interventions, maintained comparable levels of perceived restoration with a nature VR control condition. The results provide preliminary evidence supporting the use of interactive approaches for mindfulness interventions and abstract versions of restorative environments.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"56 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988061","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality environments for stress reduction and management: a scoping review 用于减压和管理的虚拟现实环境:范围界定审查
IF 4.2 3区 计算机科学
Virtual Reality Pub Date : 2024-02-27 DOI: 10.1007/s10055-024-00943-y
Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda
{"title":"Virtual reality environments for stress reduction and management: a scoping review","authors":"Ioannis Ladakis, Dimitrios Filos, Ioanna Chouvarda","doi":"10.1007/s10055-024-00943-y","DOIUrl":"https://doi.org/10.1007/s10055-024-00943-y","url":null,"abstract":"<p>Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"1 1","pages":""},"PeriodicalIF":4.2,"publicationDate":"2024-02-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139988062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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