Frontiers in virtual reality最新文献

筛选
英文 中文
Assessing goal-directed behavior in virtual reality with the neuropsychological task EPELI: children prefer head-mounted display but flat screen provides a viable performance measure for remote testing 通过神经心理学任务EPELI评估虚拟现实中的目标导向行为:儿童更喜欢头戴式显示器,但平面屏幕为远程测试提供了可行的性能测量
Frontiers in virtual reality Pub Date : 2023-05-26 DOI: 10.3389/frvir.2023.1138240
E. Seesjärvi, M. Laine, Kaisla Kasteenpohja, J. Salmi
{"title":"Assessing goal-directed behavior in virtual reality with the neuropsychological task EPELI: children prefer head-mounted display but flat screen provides a viable performance measure for remote testing","authors":"E. Seesjärvi, M. Laine, Kaisla Kasteenpohja, J. Salmi","doi":"10.3389/frvir.2023.1138240","DOIUrl":"https://doi.org/10.3389/frvir.2023.1138240","url":null,"abstract":"Background and objective: EPELI (Executive Performance of Everyday LIving) is a Virtual Reality (VR) task that was developed to study goal-directed behavior in everyday life contexts in children. In this study, we had 72 typically developing 9- to 13-year-old children to play EPELI with an immersive version implemented with a head-mounted display (HMD) and a non-immersive version employing a flat screen display (FSD) in a counterbalanced order to see if the two versions yield similar results. The children’s everyday executive functions were assessed with the parent-rated Behavior Rating Inventory for Executive Functions (BRIEF) questionnaire. To assess the applicability of EPELI for online testing, half of the flat screen display version gameplays were conducted remotely and the rest in the laboratory. Results: All EPELI performance measures were correlated across the versions. The children’s performance was mostly similar in the two versions, but small effects reflecting higher performance in FSD-EPELI were found in the measures of Total score, Task efficacy, and Time-based prospective memory score. The children engaged in more active time monitoring in FSD-EPELI. While the children evaluated the feeling of presence and usability of both versions favorably, most children preferred HMD-EPELI, and evaluated its environment to be more involving and realistic. Both versions showed only negligible problems with the interface quality. No differences in task performance or subjective evaluations were found between the home-based and laboratory-based assessments of FSD-EPELI. In both EPELI versions, the efficacy measures were correlated with BRIEF on the first assessment, but not on the second. This raises questions about the stability of the associations reported between executive function tasks and questionnaires. Conclusions: Both the HMD and FSD versions of EPELI are viable tools for the naturalistic assessment of goal-directed behavior in children. While the HMD version provides a more immersive user experience and naturalistic movement tracking, the FSD version can maximize scalability, reachability, and cost efficacy, as it can be used with common hardware and remotely. Taken together, the findings highlight similarities between the HMD and FSD versions of a cognitively complex VR task, but also underline the specific advantages of these common presentation modes.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48630346","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Virtual reality and collaborative learning: a systematic literature review 虚拟现实与协作学习:系统文献综述
Frontiers in virtual reality Pub Date : 2023-05-19 DOI: 10.3389/frvir.2023.1159905
Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht
{"title":"Virtual reality and collaborative learning: a systematic literature review","authors":"Nesse van der Meer, Vivian Van Der Werf, Willem-Paul Brinkman, M. Specht","doi":"10.3389/frvir.2023.1159905","DOIUrl":"https://doi.org/10.3389/frvir.2023.1159905","url":null,"abstract":"Background: While research on Virtual Reality’s potential for education continues to advance, research on its support for Collaborative Learning is small in scope. With remote collaboration and distance learning becoming increasingly relevant for education (especially since the COVID-19 pandemic), an understanding of Virtual Reality’s potential for Collaborative Learning is of importance. To establish how this immersive technology can support and enhance collaboration between learners, this systematic literature review analyses scientific research on Virtual Reality for Collaborative Learning with the intention to identify 1) skills and competences trained, 2) domains and disciplines addressed, 3) systems used and 4) empirical knowledge established. Method: Two scientific databases—Scopus and Web of Science—were used for this review. Following the PRISMA method, a total of 139 articles were analyzed. Reliability of this selection process was assessed using five additional coders. A taxonomy was used to classify these articles. Another coder was used to assess the reliability of the primary coder before this taxonomy was applied to the selected articles Results: Based on the literature reviewed, skills and competences developed are divided into five categories. Educational fields and domains seem interested in Virtual Reality for Collaborative Learning because of a need for innovation, communities and remote socialization and collaboration between learners. Systems primarily use monitor-based Virtual Reality and mouse-and-keyboard controls. A general optimism is visible regarding the use of Virtual Reality to support and enhance Collaborative Learning Conclusion: Five distinct affordances of Virtual Reality for Collaborative Learning are identified: it 1) is an efficient tool to engage and motivate learners, 2) supports distance learning and remote collaboration, 3) provides multi- and interdisciplinary spaces for both learning and collaborating, 4) helps develop social skills and 5) suits Collaborative Learning-related paradigms and approaches. Overall, the reviewed literature suggests Virtual Reality to be an effective tool for the support and enhancement of Collaborative Learning, though further research is necessary to establish pedagogies.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002952","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Remote arts therapy in collaborative virtual environment: A pilot case study 协作虚拟环境中的远程艺术治疗:试点案例研究
Frontiers in virtual reality Pub Date : 2023-05-12 DOI: 10.3389/frvir.2023.1059278
Chen Li, Pui-yin Daniel Yip
{"title":"Remote arts therapy in collaborative virtual environment: A pilot case study","authors":"Chen Li, Pui-yin Daniel Yip","doi":"10.3389/frvir.2023.1059278","DOIUrl":"https://doi.org/10.3389/frvir.2023.1059278","url":null,"abstract":"Motivated by the unique experience of creating three-dimensional artworks in virtual reality (VR) and the need for teletherapy due to the global pandemic, we conducted this pilot case study to explore the feasibility and effectiveness of using a custom-designed collaborative virtual environment (CVE) to enable remote arts therapy. Three participants (two females and one male) experiencing moderate to high stress as measured by the Perceived Stress Scale (PSS) joined this study. Each participant had eight 45-minute one-on-one sessions with the therapist for eight consecutive weeks. These eight sessions covered eight art creation themes and were delivered following pre-designed protocols. The CVE was the only medium to facilitate the sessions, during which the therapist and the participants were physically separated into two rooms. The quantitative and qualitative results suggested that the CVE-enabled approach was generally feasible and was welcomed by both the participants and the therapist. However, more evidence of the approach’s effectiveness in enhancing the participants’ mental wellbeing is needed because the results of the pilot case study were affected by the pandemic. The advantages and disadvantages of this approach and the CVE were investigated from practicality and technological affordance perspectives. Potential improvements to the CVE are also proposed to better facilitate the practice of remote arts therapy in CVE. We encourage future studies to cautiously investigate CVE-enabled remote arts therapy in clinical settings and collect more evidence regarding its effectiveness in addressing clinically diagnosed mental disorders and other complications.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46003594","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Effects of congruity on the state of user presence in virtual environments: Results from a breaching experiment 一致性对虚拟环境中用户存在状态的影响:一个突破实验的结果
Frontiers in virtual reality Pub Date : 2023-05-09 DOI: 10.3389/frvir.2023.1048812
Tiernan J. Cahill, James J. Cummings
{"title":"Effects of congruity on the state of user presence in virtual environments: Results from a breaching experiment","authors":"Tiernan J. Cahill, James J. Cummings","doi":"10.3389/frvir.2023.1048812","DOIUrl":"https://doi.org/10.3389/frvir.2023.1048812","url":null,"abstract":"The present study investigates how the user state of presence is affected by contingencies in the design of virtual environments. The theoretical framework of congruity is herein explicated, which builds upon the concept of plausibility illusion as one of the essential prerequisites for presence, and which systematically explains and predicts presence in terms of alignment between schemata in the user’s memory and stimuli presented within the virtual environment. Three dimensions of congruity are explicated and discussed: sensory, environmental, and thematic. A series of breaching experiments were conducted in a virtual environment testing the effects of each dimension of incongruity on presence. These experiments were inconclusive regarding the effects of sensory and environmental congruity; however, the results strongly suggest that the state of presence is contingent upon thematic congruity in virtual environments. This finding has theoretical significance insofar as it points towards the necessity of considering genre and cultural context in predicting user states in virtual environments. The study also has practical relevance to designers and developers of content for virtual reality in that it identifies a critical psychological consideration for the user experience that is absent from existing models.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45174852","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial: Do we really interact with artificial agents as if they are human? 社论:我们真的像人类一样与人工智能体互动吗?
Frontiers in virtual reality Pub Date : 2023-05-03 DOI: 10.3389/frvir.2023.1201385
Evelien Heyselaar, N. Caruana, Mincheol Shin, L. Schilbach, Emily S. Cross
{"title":"Editorial: Do we really interact with artificial agents as if they are human?","authors":"Evelien Heyselaar, N. Caruana, Mincheol Shin, L. Schilbach, Emily S. Cross","doi":"10.3389/frvir.2023.1201385","DOIUrl":"https://doi.org/10.3389/frvir.2023.1201385","url":null,"abstract":"Social interactions with artificial agents, such as voice agents, physically-embodied robots and avatars in virtual reality, are becoming increasingly normalised. As we strive to understand and optimise these social interactions–and human interactions in general–a pertinent question is: Do we really interact with artificial agents as if they are human?Awealth of related questions that are ripe for exploration concern the factors or conditions that might make this more or less likely. In this Research Topic, we propose that this line of empirical enquiry is important, not only in informing how we can best design and position artificial agents in various applied contexts (e.g., education, entertainment, healthcare delivery), but also so we can inform how artificial agents can continue to be used as a valid tool in human social neuroscience research. Over the past decade, artificial agents have become a critical tool in experimental social neuroscience. In particular, virtual agent and virtual interaction paradigms have enabled social neuroscientists to achieve a balance between the need for 1) ecological validity on the one hand, with paradigms that capture the dynamic and reciprocal complexity of social interactions; and 2) experimental control and objectivity, with the ability to deploy paradigms in controlled laboratory and neuroimaging settings (that are typically designed to test one person at a time), with objective measures of social attention, behaviour and corresponding neural processes. Historically, studies of human social interaction have either used naturalistic and observational approaches that achieve 1) but not 2), or contrived and simplistic experimental studies–typically involving the passive observation of social information from a third person perspective–that achieve 2) but not 1). Recent calls for more interactive, second person neuroscience approaches have been met with the use of artificial agents and virtual interaction paradigms (Schilbach et al., 2013; Caruana et al., 2017c). Across this nascent body of research, it has largely been assumed that the neural, cognitive, and psychological mechanisms supporting social interactions between humans flexibly generalize to interactions with artificial agents and that they therefore can provide an ecologically-valid analogue for investigating these mechanisms. However, emerging research has highlighted that there are many factors, such as agent features (Cross and Ramsey, 2021; Henschel et al., 2021; Marchesi et al., 2021) or our beliefs and expectations about the agency and intentions of artificial agents (Klapper et al., 2014; Cross et al., 2016; Caruana et al., 2017a; Caruana et al., 2017b; Caruana and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44773644","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial: The light and dark sides of virtual reality 社论:虚拟现实的光明面和黑暗面
Frontiers in virtual reality Pub Date : 2023-04-26 DOI: 10.3389/frvir.2023.1200156
S. Oberdörfer, Domna Banakou, Ayush Bhargava
{"title":"Editorial: The light and dark sides of virtual reality","authors":"S. Oberdörfer, Domna Banakou, Ayush Bhargava","doi":"10.3389/frvir.2023.1200156","DOIUrl":"https://doi.org/10.3389/frvir.2023.1200156","url":null,"abstract":"The application of Virtual Reality (VR) is varied, ranging from entertainment, education, and training to therapy, workflow optimization, and scientific research. Over the past decade, there has been extensive work demonstrating how VR can enhance our lives and improve our wellbeing. VR has positively impacted various fields, for example, by facilitating distant communication, alleviating loneliness, providing relaxation support, and improving remote learning. However, as with any innovative technology, there may be unforeseen downsides to VR that may arise from overuse, poorly developed experiences, or unethical purposes. As a result, some positive use cases may have long-lasting negative effects, while use cases originally intended as negative may help users overcome anxiety or treat disorders. For example, VR can allow users to isolate themselves in horror games, which may be engaging but could negatively impact children, or habituate users to gambling with real money in environments where all external stimuli are heavily altered or reduced. With VR increasingly integrated into our daily lives through virtual workplaces, virtual social gatherings, and the Metaverse, it is critical to identify potential risks and establish design guidelines to ensure user safety. This Research Topic serves as a first step in identifying opportunities, potential risks, and new research directions. The research article “Joyful Adventures and Frightening Places–Designing EmotionInducing Virtual Environments” (Steinhaeusser et al.) demonstrates how VR can be used to induce negative and positive emotions in users through the presentation of twelve design guidelines. The effectiveness of the guidelines was evaluated across two user studies. This paper can serve as a valuable resource for researchers and developers seeking to design environments that evoke specific moods. While applications of therapy and mental recovery might benefit from the positive guidelines, other projects targeting either thrill-seeking or certain behavioral changes may benefit from the negative guidelines. In summary, this article demonstrates the potential of both the light and dark sides of using VR. The research article “Dialing up the danger: Virtual reality for the simulation of risk” (McIntosh) investigates the perception and impact of simulating and experiencing risky content in VR. Using thematic analysis and close reading language analysis, this article examines how journalists and media professionals reacted to a VR component during a “Stress Management and Civil Unrest” training session. The participants were found to experience the escalated VR scenario in a direct and active form. While the participants acknowledged that VR-based training can be highly beneficial in preparing for risky situations, they also reported that the simulation could trigger upsetting memories of OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43554335","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Editorial: Everyday Virtual and Augmented Reality: Methods and Applications, Volume II 社论:《日常虚拟与增强现实:方法与应用》,第二卷
Frontiers in virtual reality Pub Date : 2023-04-24 DOI: 10.3389/frvir.2023.1197858
Daniel Zielasko, C. Borst, Sungchul Jung, Arindam Dey
{"title":"Editorial: Everyday Virtual and Augmented Reality: Methods and Applications, Volume II","authors":"Daniel Zielasko, C. Borst, Sungchul Jung, Arindam Dey","doi":"10.3389/frvir.2023.1197858","DOIUrl":"https://doi.org/10.3389/frvir.2023.1197858","url":null,"abstract":"Human-Computer Interaction, Department of Computer Science, University of Trier, Trier, Germany, Center for Advanced Computer Studies, University of Louisiana at Lafayette, Lafayette, LA, United States, Department of Software Engineering and Game Design and Development, Kennesaw State University, Marietta, GA, United States, School of Information Technology and Electrical Engineering, University of Queensland, Brisbane, QLD, Australia","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42589661","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The future potential of virtual reality countermeasures for maintaining behavioural health during long duration space exploration 虚拟现实对策在长时间空间探索期间维持行为健康的未来潜力
Frontiers in virtual reality Pub Date : 2023-04-21 DOI: 10.3389/frvir.2023.1180165
Laura J. Thomas
{"title":"The future potential of virtual reality countermeasures for maintaining behavioural health during long duration space exploration","authors":"Laura J. Thomas","doi":"10.3389/frvir.2023.1180165","DOIUrl":"https://doi.org/10.3389/frvir.2023.1180165","url":null,"abstract":"Long duration space exploration is no longer a fantasy, with Elon Musk claiming to launch astronauts to Mars as early as 2029. The substantial increase in spaceflight duration required for a Mars mission has resulted in a stronger focus on behavioural health outcomes at NASA, with increased interest in using virtual reality countermeasures to both monitor and promote psychological wellbeing. From the perspective of a practitioner psychologist, this paper first considers the utility of virtual reality assessment of emerging behavioural health concerns for remote monitoring purposes. Key opportunities include using virtual reality for functional cognitive testing and leveraging the predictive abilities of multimodal data for personalised insights into symptomology. Suggestions are given as to how astronauts can self-monitor usage of virtual leisure activities that facilitate positive emotional experiences. Secondly, the potential to develop virtual reality countermeasures to deliver semi-structured therapeutic interventions such as collaborative cognitive-behavioural formulation in the absence of real-time communication is discussed. Finally, considerations for the responsible implementation of psychological monitoring tools are reviewed within a context of fostering psychological safety and reducing stigma.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46124033","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Corrigendum: Real-time affect detection in virtual reality: A technique based on a three-dimensional model of affect and EEG signals 更正:虚拟现实中的实时情感检测:一种基于情感和脑电图信号三维模型的技术
Frontiers in virtual reality Pub Date : 2023-04-17 DOI: 10.3389/frvir.2023.1147731
Andres Pinilla, Jan-Niklas Voigt-Antons, Jaime Garcia, W. Raffe, S. Möller
{"title":"Corrigendum: Real-time affect detection in virtual reality: A technique based on a three-dimensional model of affect and EEG signals","authors":"Andres Pinilla, Jan-Niklas Voigt-Antons, Jaime Garcia, W. Raffe, S. Möller","doi":"10.3389/frvir.2023.1147731","DOIUrl":"https://doi.org/10.3389/frvir.2023.1147731","url":null,"abstract":"Quality and Usability Lab, Institute for Software Technology and Theoretical Computer Science, Faculty of Electrical Engineering and Computer Science, Technische Universitat Berlin, Berlin, Germany, UTS Games Studio, Faculty of Engineering and IT, University of Technology Sydney UTS, Sydney, NSW, Australia, German Research Center for Artificial Intelligence (DFKI), Berlin, Germany, Hamm-Lippstadt University of Applied Sciences, Hamm, Germany","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44830866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Using augmented reality filters to display time-based visual cues 使用增强现实过滤器显示基于时间的视觉提示
Frontiers in virtual reality Pub Date : 2023-04-14 DOI: 10.3389/frvir.2023.1127000
J. Stuart, Anita Stephen, Karen Aul, Michael D. Bumbach, Shari Huffman, Brooke Russo, Benjamin Lok 
{"title":"Using augmented reality filters to display time-based visual cues","authors":"J. Stuart, Anita Stephen, Karen Aul, Michael D. Bumbach, Shari Huffman, Brooke Russo, Benjamin Lok ","doi":"10.3389/frvir.2023.1127000","DOIUrl":"https://doi.org/10.3389/frvir.2023.1127000","url":null,"abstract":"Introduction: Healthcare education commonly uses practices like moulage to represent visual cues (e.g., symptoms). Unfortunately, current practices have limitations in accurately representing visual symptoms that develop over time. To address this challenge, we applied augmented reality (AR) filters to images displayed on computer screens to enable real-time interactive visualizations of symptom development. Additionally, this study explores the impact of object and filter fidelity on users’ perceptions of visual cues during training, providing evidence-based recommendations on the effective use of filters in healthcare education. Methods: We conducted a 2 × 2 within-subjects study that involved second-year nursing students (N = 55) from the University of Florida. The study manipulated two factors: filter fidelity and object fidelity. Filter fidelity was manipulated by applying either a filter based on a medical illustration image or a filter based on a real symptom image. Object fidelity was manipulated by overlaying the filter on either a medical manikin image or a real person image. To ensure that potential confounding variables such as lighting or 3D tracking did not affect the results, 101 images were pre-generated for each of the four conditions. These images mapped to the transparency levels of the filters, which ranged from 0 to 100. Participants interacted with the images on a computer screen using visual analog scales, manipulating the transparency of the symptoms until they identified changes occurring on the image and distinct symptom patterns. Participants also rated the severity and realism of each condition and provided feedback on how the filter and object fidelities impacted their perceptions. Results: We found evidence that object and filter fidelity impacted user perceptions of symptom realism and severity and even affected users’ abilities to identify the symptoms. This includes symptoms being seen as more realistic when overlaid on the real person, symptoms being identified at earlier stages of development when overlaid on the manikin, and symptoms being seen as most severe when the real-image filter was overlayed on the manikin. Conclusion: This work implemented a novel approach that uses AR filters to display visual cues that develop over time. Additionally, this work’s investigation into fidelity allows us to provide evidence-based recommendations on how and when AR filters can be effectively used in healthcare education.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-04-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42823822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信