Conventional surgical teaching techniques face several challenges,highlighting a necessity for ongoing innovation in ophthalmology education to align with the evolving demands of clinical practice.The recent rapid adv...Conventional surgical teaching techniques face several challenges,highlighting a necessity for ongoing innovation in ophthalmology education to align with the evolving demands of clinical practice.The recent rapid advancement of computer technology has enabled the integration of virtual reality(VR)into medical training,thereby revolutionizing ophthalmic surgical education through VRbased educational methods.VR technology offers a safe,risk-free environment for trainees to practice repeatedly,enhancing surgical skills and accelerating the learning curve without compromising patient safety.This research outlines the application of VR technology in ophthalmic surgical skills training,particularly in cataract and vitreoretinal surgery.Including assessing the effectiveness of intraocular surgery training systems,evaluating skills transfer to the operating room,comparing it with wet lab cataract surgery training,and enhancing non-dominant hand training for cataract surgery,among other aspects.Additionally,this paper will identify the limitations of VR technology in ocular surgical skills training,offer improvement strategies,and detail the advantages and prospects,with the objective of guiding subsequent researchers.展开更多
Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the u...Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field.展开更多
Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Betwee...Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Between April 2023 and October 2023,we enrolled patients with breast cancer treated in the Department of Breast Cancer and Oncology at Sun Yat-Sen Memorial Hospital,Sun Yat-Sen University,Guangdong Province.The patients were randomly divided into an intervention group(n=118)and a control group(n=119)using block randomization.The intervention group received the VR intervention 3-5 times over 5±2 weeks using natural landscapes with music or relaxation guidance,and the duration of each VR intervention was 15±3 min.The control group received routine nursing care,including disease education and psychological counseling.Patients were assessed using the Type D Scale,Positive and Negative Affect Scale,and Distress Thermometer,and adverse events during the intervention were recorded.Results:Overall,85 patients completed the study(44 in the intervention group and 41 in the control group).Patients with Type D personalities showed more negative emotions[25.0(21.5,27.5)vs.19.0(16.0,24.0),P=0.001]and distressed attitudes[4.0(2.0,5.0)vs.3.0(1.0,4.0),P=0.020]with fewer positive emotions(27.2±5.6 vs.31.0±5.9,P=0.014)than those with non-Type D personalities.Total population analysis revealed no significant differences between the groups.However,in the subgroup analysis,patients with Type D personalities in the intervention group showed greater relief from negative emotions than those in the control group[median difference,-5.0(-9.0,-2.5)vs.-2.0(-4.0,2.0),P=0.046].No significant differences were found between groups of patients with non-Type D personality traits.The proportion of adverse events was not significantly different between groups(P=0.110).Conclusions:Breast cancer patients with Type D personalities suffer more severe negative emotions and distress,and more attention should be paid to them.VR intervention significantly and safely reduced negative emotions in patients with Type D personalities.展开更多
This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)syste...This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)system connected to the local grid.The study focuses on Dakhla,Morocco,a region with vast untapped renewable energy potential.By leveraging GIS,we are innovatively analyzing geographical and environmental factors that influence optimal site selection and system design.The incorporation of VR technologies offers an unprecedented level of realism and immersion,allowing stakeholders to virtually experience the project's impact and design in a dynamic,interactive environment.This novel methodology includes extensive data collection,advanced modeling,and simulations,ensuring that the hybrid system is precisely tailored to the unique climatic and environmental conditions of Dakhla.Our analysis reveals that the region possesses a photovoltaic solar potential of approximately2400 k Wh/m^(2) per year,with an average annual wind power density of about 434 W/m^(2) at an 80-meter hub height.Productivity simulations indicate that the 20 MW hybrid system could generate approximately 60 GWh of energy per year and 1369 GWh over its 25-year lifespan.To validate these findings,we employed the System Advisor Model(SAM)software and the Global Solar Photovoltaic Atlas platform.This comprehensive and interdisciplinary approach not only provides a robust assessment of the system's feasibility but also offers valuable insights into its potential socio-economic and environmental impact.展开更多
The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing ...The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing patient anxiety and proving adequate knowledge about the procedure and possible outcomes to the patient.It also reduces burden on nursing staff and counsellors.Larger and more diverse cohort studies will help us understand the wider application of this tool on the patient population.It may be difficult to apply this tool on elderly patients with failing eyesight,multiple physical comorbidities.Also,there may be reduced acceptance of this modality by older nursing staff and practitioners who may prefer the traditional verbal version for counselling.We will benefit from a combined approach of using virtual reality apps with tradition one-on-one counselling to help alleviate patient concerns and improve patient and healthcare professional satisfaction.展开更多
This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize t...This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body internal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before. 3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging.展开更多
In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the t...In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games.展开更多
Purpose: This study aimed to investigate the immediate effects of optokinetic stimulation (OKS) using virtual reality (VR) on visual dependency and sensory reweighting in postural control during static standing. Speci...Purpose: This study aimed to investigate the immediate effects of optokinetic stimulation (OKS) using virtual reality (VR) on visual dependency and sensory reweighting in postural control during static standing. Specifically, it examined whether VR-based OKS could reduce visual dependency more effectively than visual deprivation through eye closure. Methods: Ten healthy adults participated in this study. A balance function meter was used to measure postural stability, including Romberg ratios before and after two conditions: VR-based OKS (VR + OKS) and eye closure (EC). Participants performed a two-minute standing task under each condition in random order, with adequate rest between tasks. In the VR + OKS condition, a smartphone-based VR headset presented a rotational OKS, while in the EC condition, participants stood with their eyes closed. Statistical analyses were conducted using paired t-tests to compare pre- and post-task Romberg ratios. Results: No significant differences were observed in the pre-task Romberg ratios between conditions. After the VR + OKS condition, significant reductions in Romberg A and Romberg V were observed. In contrast, no significant changes were noted in Romberg ratios after the EC condition. Conclusion: VR-based OKS significantly reduced visual dependency, as indicated by decreased Romberg ratios, suggesting its potential to facilitate sensory reweighting during postural control. These findings highlight the utility of low-cost VR devices in balance rehabilitation for conditions involving high visual dependency. Future studies should expand on this preliminary research by including larger sample sizes and diverse populations to confirm its clinical applicability.展开更多
Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system ...Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system developed to support the study of human-built environment interactions under multimodal conditions(visual,olfactory,and auditory)was evaluated.Methods The effectiveness of the system was tested by conducting in-depth user studies using a mixed-method approach to provide quantitative and qualitative evidence.The results of the case study were discussed,key features of the proposed prototype were assessed,and limitations and opportunities for future studies were identified.Results Findings showed that multisensory elements can deepen participants’sense of presence,increase engagement levels,and enrich overall user experience in immersive environments.Integrating olfactory stimuli into virtual representations of architectural spaces revealed how multisensory feedback informs spatial perception and supports the development of more responsive and human-centered design strategies.Conclusions This study contributes to the emerging field of sensory architecture,aiming to move beyond visual simulation toward a richer embodied understanding of space.The proposed approach provides valuable insights into the development of multisensory VR environments in architecture,enabling future research and immersive research methodologies in wider fields.展开更多
According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in...According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in teaching and learning has gradually become popular.Through the 3D realistic learning environment,learners are immersed in the virtual environment.Language education needs to create an immersive English learning environment and atmosphere.Therefore,in order to understand the substantial benefits of integrating VR into English language acquisition,this research will adopt the VR teaching materials to Freshman English Courses.For students who will participate in the use of VR technology to learn English,the pre-test,post-test,and surveys will be analyzed.Through the analysis of questionnaire data,explore whether the VR model is effective in enhancing learning interest and motivation,and evaluate the effectiveness of enhancing language ability learning.This research is based on the Technology Acceptance Model,using Pivot Report and SPSS software to analyze the results of the tests.Pearson correlation coefficient analysis will be also adopted to explore the three aspects of the usage of VR:(a)Does VR really work for enhancing learning motivation and interest?;(b)To explore the feasibility of VR in the educational field analyzed by the Technology Acceptance Model(TAM,Technology Acceptance Model);and(c)Learning effectiveness of the participants.The results of this research will provide references for language teachers who would like to implement innovative teaching,enrich teaching materials,and enhance learning effectiveness.展开更多
Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practic...Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practical evidence for geriatric medicine teaching reform.Methods:Eighty clinical medicine undergraduate interns admitted to the geriatrics department of a hospital from January 2024 to June 2025 were randomly divided into an observation group(n=40)and a control group(n=40).The control group received traditional lecture-based instruction,while the observation group underwent PBL combined with VR technology.The two groups were compared on end-of-term theoretical knowledge assessment scores,clinical practice operation scores,teaching satisfaction,and clinical behavior observation scale scores.Results:Students in the observation group achieved significantly higher scores in basic theoretical knowledge(86.52±5.31)and clinical practice skills(88.15±4.26)compared to the control group(75.28±6.15)and(72.33±5.87),respectively(p<0.05).The observation group and control group students’awareness of geriatric sarcopenia and satisfaction with teaching methods were 95.00%and 97.50%,and 77.50%and 72.50%,respectively,with statistically significant differences(p<0.05);The observation group demonstrated significantly higher frequency of proactive sarcopenia screening,greater enthusiasm in participating in nutritional intervention plan development,and increased engagement in health education during clinical practice compared to the control group,with statistically significant differences(p<0.05).Conclusion:The application of a PBL combined with virtual reality(VR)technology teaching model in clinical teaching on geriatric sarcopenia significantly enhances students’foundational theoretical knowledge,improves their attitudes toward geriatric sarcopenia,and enhances their clinical practice behaviors.This represents a scientifically effective teaching method in geriatric medicine.展开更多
Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeo...Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeons in locating IVC invasion,formulate a surgical plan for robot-assisted IVC thrombectomy(RA-IVCT),and evaluate its potential value.Methods:The reconstruction involves building the construction of deep learning models to predict IVC invasion,which were evaluated via intraoperative findings and pathological analysis.Thirty-six patients with renal tumors and IVC thrombi who underwent RA-IVCT between June 2016 and March 2022 were included in the study.A virtual vascular endoscopy was performed based on preoperative CT findings to identify IVC invasion.Based on the extent of IVC wall invasion and the collateral situation,surgeons could decide whether to perform partial or segmental IVC resection during RA-IVCT.Results:Twenty patients were retrospectively analysed for training in virtual vascular endoscopy(the training cohort),and 16 patients were prospectively analysed to evaluate the accuracy of this technique(the validation cohort).Sixteen patients with IVC invasion underwent cavectomy,whereas six patients underwent partial IVC resection.In the validation cohort,pathological analysis confirmed the exact location of IVC invasion in eight of the nine patients,as indicated by virtual vascular endoscopy.Patients who underwent partial IVC wall resection had less lower extremity edema than those who underwent cavectomy.Conclusion:Our initial experience showed that the virtual vascular endoscopy could assist surgeons in identifying IVC invasion and creating a surgical plan for RA-IVCT.展开更多
Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance...Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance meditation effectiveness,this study implemented an immersive virtual reality meditation(IVRM)program and examined its potentialmental health benefits among university students-a population that frequently experiences significant psychological distress.Methods:Nineteen university students participated in eight 15-min sessions of an IVRM program designed to promote mindfulness and relaxation over the course of one month.Perceived stress and anxiety levels were assessed using validated self-report measures at baseline(T1)and post-intervention(T2).Twotailed paired t-tests were conducted to evaluate the preliminary efficacy of the program,and effect sizes were reported using Cohen’s d.Results:Significant reductions were observed from pre-to post-intervention in perceived stress(t(18)=3.694,p<0.001,SE=0.17,d=−0.85)and perceived anxiety(t(18)=5.113,p<0.01,SE=0.10,d=−1.20),both indicating large effect sizes.Conclusion:Our findings provide preliminary evidence that the IVRMprogramcan reduce stress and anxiety levels in university students.The positive results suggest that IVRM has the potential to serve as a novel,technology-based meditation intervention for individuals at elevated risk for developingmental health disorders.Furthermore,our study suggests important implications for future research.展开更多
The convergence of large language models(LLMs)and virtual reality(VR)technologies has led to significant breakthroughs across multiple domains,particularly in healthcare and medicine.Owing to its immersive and interac...The convergence of large language models(LLMs)and virtual reality(VR)technologies has led to significant breakthroughs across multiple domains,particularly in healthcare and medicine.Owing to its immersive and interactive capabilities,VR technology has demonstrated exceptional utility in surgical simulation,rehabilitation,physical therapy,mental health,and psychological treatment.By creating highly realistic and precisely controlled environments,VR not only enhances the efficiency of medical training but also enables personalized therapeutic approaches for patients.The convergence of LLMs and VR extends the potential of both technologies.LLM-empowered VR can transform medical education through interactive learning platforms and address complex healthcare challenges using comprehensive solutions.This convergence enhances the quality of training,decision-making,and patient engagement,paving the way for innovative healthcare delivery.This study aims to comprehensively review the current applications,research advancements,and challenges associated with these two technologies in healthcare and medicine.The rapid evolution of these technologies is driving the healthcare industry toward greater intelligence and precision,establishing them as critical forces in the transformation of modern medicine.展开更多
The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through...The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios.Despite the growing adoption of VR integrated with HRC,comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking.This review examines the latest advances in designing and implementing HRC using VR technology in these industries.The aim is to address the application domains of HRC-VR,types of robots used,VR setups,and software solutions used.To achieve this,a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases,analyzing 383 articles and selecting 53 papers that met the established selection criteria.The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools.However,the integration of HRC with VR,especially in the dynamic construction environment,presents unique challenges and opportunities for future research,including developing more realistic simulations and adaptable robot systems.This paper offers insights for researchers,practitioners,educators,industry professionals,and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.展开更多
In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact...In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact breeze-sense feedback.Herein,we propose a compact and non-contact working model piezoelectret actuator for providing a gentle and safe breeze sensation.This easy-fabricated and flexible breeze-sense generator with thickness around 1 mm generates air flow pressure up to~163 Pa,which is significantly sensed by human skin.In a typical demonstration,the breeze-sense generators array showcases its versatility by employing multiple coded modes for non-contact information transmitting.The thin thinness and good flexibility facilitate seamless integration with wearable VR setups,and the wearable arrays empower volunteers to precisely perceive the continuous and sudden breeze senses in the virtual environments.This work is expected to inspire developing new haptic feedback devices that play pivotal roles in human-machine interfaces for VR applications.展开更多
From the era of mass communication to the era of generative artificial intelligence, under the construction of big data, algorithms and computing power, the mimicry environment has gradually evolved into multiple virt...From the era of mass communication to the era of generative artificial intelligence, under the construction of big data, algorithms and computing power, the mimicry environment has gradually evolved into multiple virtual dreamland: digital replication technology builds the first long-distance online news, and strong editing and weak mining aggravate the alienation of news production and practice;the algorithm model generated randomly by probability creates the second news illusion, and the exhaustibility of calculation makes AIGC completely divorced from reality. Man-machine speech cuts off the rational and open dialogue in the public sphere, and interpersonal relationship falls into the social division woven by man-machine relationship. In this process, the authenticity of news has suffered a fierce impact. From the perspective of the development history of media technology, based on the theory of “mimetic environment” put forward by Lippmann, taking ChatGPT as a concrete case, this paper reveals the current situation of the continuous separation between the public and the real and objective environment by analyzing the evolution logic from mimetic environment to multiple virtual worlds, and puts forward some ways to break the ice, such as collaboration between eyewitness evidence and intelligent technology, cooperation between generative AI and journalists, collusion between recommendation algorithm and value orientation, so as to seek an effective path to protect the truth of news and bridge the gap between the virtual and the real world.展开更多
Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Met...Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Methods This study involved 50 male participants,with equal numbers of gamers and nongamers,who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session.The intensity of cybersickness symptoms,such as nausea,oculomotor disturbances,and disorientation,was measured using a simulator sickness questionnaire,and the onset of cybersickness was measured using the fast motion sickness scale.Physiological indices were measured based on heart rate variability(HRV)parameters.Results This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion.Nongamers experienced more severe symptoms,including higher levels of nausea,disorientation,and oculomotor disturbances,with symptoms appearing earlier than those in gamers.These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers,indicating higher autonomic nervous system strain.By contrast,gamers showed more stable HRV responses,suggesting better physiological adaptability to VR environments.Conclusion These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.展开更多
基金Supported by the Key Special Project of“Cutting-Edge Biotechnology”in the National Key Research and Development Program of China(No.2024YFC3406200)Sanming Project of Medicine in Shenzhen(No.SZSM202411007)Shenzhen Science and Technology Program(No.JCYJ20240813152704006).
文摘Conventional surgical teaching techniques face several challenges,highlighting a necessity for ongoing innovation in ophthalmology education to align with the evolving demands of clinical practice.The recent rapid advancement of computer technology has enabled the integration of virtual reality(VR)into medical training,thereby revolutionizing ophthalmic surgical education through VRbased educational methods.VR technology offers a safe,risk-free environment for trainees to practice repeatedly,enhancing surgical skills and accelerating the learning curve without compromising patient safety.This research outlines the application of VR technology in ophthalmic surgical skills training,particularly in cataract and vitreoretinal surgery.Including assessing the effectiveness of intraocular surgery training systems,evaluating skills transfer to the operating room,comparing it with wet lab cataract surgery training,and enhancing non-dominant hand training for cataract surgery,among other aspects.Additionally,this paper will identify the limitations of VR technology in ocular surgical skills training,offer improvement strategies,and detail the advantages and prospects,with the objective of guiding subsequent researchers.
文摘Medical procedures are inherently invasive and carry the risk of inducing pain to the mind and body.Recently,efforts have been made to alleviate the discomfort associated with invasive medical procedures through the use of virtual reality(VR)technology.VR has been demonstrated to be an effective treatment for pain associated with medical procedures,as well as for chronic pain conditions for which no effective treatment has been established.The precise mechanism by which the diversion from reality facilitated by VR contributes to the diminution of pain and anxiety has yet to be elucidated.However,the provision of positive images through VR-based visual stimulation may enhance the functionality of brain networks.The salience network is diminished,while the default mode network is enhanced.Additionally,the medial prefrontal cortex may establish a stronger connection with the default mode network,which could result in a reduction of pain and anxiety.Further research into the potential of VR technology to alleviate pain could lead to a reduction in the number of individuals who overdose on painkillers and contribute to positive change in the medical field.
基金supported by a project of the National Natural Science Foundation of China:Research on the integration of artificial intelligence and virtual reality technology to promote psychological rehabilitation of breast cancer patients with different personalities(project approval no.82073408).
文摘Objectives:To explore the efficacy and safety of virtual reality(VR)in relieving negative emotions in patients with breast cancer with different personalities.Methods:A randomized controlled trial was conducted.Between April 2023 and October 2023,we enrolled patients with breast cancer treated in the Department of Breast Cancer and Oncology at Sun Yat-Sen Memorial Hospital,Sun Yat-Sen University,Guangdong Province.The patients were randomly divided into an intervention group(n=118)and a control group(n=119)using block randomization.The intervention group received the VR intervention 3-5 times over 5±2 weeks using natural landscapes with music or relaxation guidance,and the duration of each VR intervention was 15±3 min.The control group received routine nursing care,including disease education and psychological counseling.Patients were assessed using the Type D Scale,Positive and Negative Affect Scale,and Distress Thermometer,and adverse events during the intervention were recorded.Results:Overall,85 patients completed the study(44 in the intervention group and 41 in the control group).Patients with Type D personalities showed more negative emotions[25.0(21.5,27.5)vs.19.0(16.0,24.0),P=0.001]and distressed attitudes[4.0(2.0,5.0)vs.3.0(1.0,4.0),P=0.020]with fewer positive emotions(27.2±5.6 vs.31.0±5.9,P=0.014)than those with non-Type D personalities.Total population analysis revealed no significant differences between the groups.However,in the subgroup analysis,patients with Type D personalities in the intervention group showed greater relief from negative emotions than those in the control group[median difference,-5.0(-9.0,-2.5)vs.-2.0(-4.0,2.0),P=0.046].No significant differences were found between groups of patients with non-Type D personality traits.The proportion of adverse events was not significantly different between groups(P=0.110).Conclusions:Breast cancer patients with Type D personalities suffer more severe negative emotions and distress,and more attention should be paid to them.VR intervention significantly and safely reduced negative emotions in patients with Type D personalities.
文摘This research pioneers the integration of geographic information systems(GIS)and 3D modeling within a virtual reality(VR)framework to assess the viability and planning of a 20 MW hybrid wind-solarphotovoltaic(PV)system connected to the local grid.The study focuses on Dakhla,Morocco,a region with vast untapped renewable energy potential.By leveraging GIS,we are innovatively analyzing geographical and environmental factors that influence optimal site selection and system design.The incorporation of VR technologies offers an unprecedented level of realism and immersion,allowing stakeholders to virtually experience the project's impact and design in a dynamic,interactive environment.This novel methodology includes extensive data collection,advanced modeling,and simulations,ensuring that the hybrid system is precisely tailored to the unique climatic and environmental conditions of Dakhla.Our analysis reveals that the region possesses a photovoltaic solar potential of approximately2400 k Wh/m^(2) per year,with an average annual wind power density of about 434 W/m^(2) at an 80-meter hub height.Productivity simulations indicate that the 20 MW hybrid system could generate approximately 60 GWh of energy per year and 1369 GWh over its 25-year lifespan.To validate these findings,we employed the System Advisor Model(SAM)software and the Global Solar Photovoltaic Atlas platform.This comprehensive and interdisciplinary approach not only provides a robust assessment of the system's feasibility but also offers valuable insights into its potential socio-economic and environmental impact.
文摘The use of virtual reality to educate preoperative patients has a positive impact on nurses as well as patients undergoing treatment.It can help improve patient satisfaction and improve favorable outcomes by reducing patient anxiety and proving adequate knowledge about the procedure and possible outcomes to the patient.It also reduces burden on nursing staff and counsellors.Larger and more diverse cohort studies will help us understand the wider application of this tool on the patient population.It may be difficult to apply this tool on elderly patients with failing eyesight,multiple physical comorbidities.Also,there may be reduced acceptance of this modality by older nursing staff and practitioners who may prefer the traditional verbal version for counselling.We will benefit from a combined approach of using virtual reality apps with tradition one-on-one counselling to help alleviate patient concerns and improve patient and healthcare professional satisfaction.
基金Postdoctoral Fund of China (No. 2003034518), Fund of Health Bureau of Zhejiang Province (No. 2004B042), China
文摘This research studies the process of 3D reconstruction and dynamic concision based on 2D medical digital images using virtual reality modelling language (VRML) and JavaScript language, with a focus on how to realize the dynamic concision of 3D medical model with script node and sensor node in VRML. The 3D reconstruction and concision of body internal organs can be built with such high quality that they are better than those obtained from the traditional methods. With the function of dynamic concision, the VRML browser can offer better windows for man-computer interaction in real-time environment than ever before. 3D reconstruction and dynamic concision with VRML can be used to meet the requirement for the medical observation of 3D reconstruction and have a promising prospect in the fields of medical imaging.
文摘In the last few decades, technology found its way from being a wild sci-fi dream, only seen in movies, to being an important element of all aspects of life. The technological industry bloomed quite rapidly where the technological solutions have made any process you can think of easier, faster and more efficient. Educational methodologies started off simple, having a teacher using simply his/her words and some writing along with it. With technology entering the field of education, teaching methods were enhanced and the quality of its outcomes was improved. However, sadly in Arab countries that was not the story. In other words, the use of new education technologies is still limited to basic and simple tasks. In fact, to add to the agony, most of the programs used are poorly implemented and rarely applied. Interestingly, as many studies confirm and from the simple observation of kids playing, it is found that most children are very attracted to new technologies and their applications. Those interests not only changed what a normal childhood would look like, but also introduced a multi-billion industry of electronic games. Virtual Reality (VR) games were introduced a few years back starting a gaming revolution, allowing gamers to enter the world of their dreams. Similar to most technologies, VR started to become more affordable with time. Multiple companies have competed to give us amazing VR products such as Samsung Gear. In this manuscript, we present a Virtual Reality Educational Game (VREG), which is an interactive 3D game with Arabic content that targets the students between age 4 and 8 and can be played on a smart phone. VREG includes multiple games that cover the different concepts of Arabic and English languages alongside math, aiming to help the student to learn through playing. In order to make sure that our game reaches wanted education standards, we put it to the test in two private schools;the feedback was very positive from both teachers and students where the majority of users enjoyed their experiments in VR games.
文摘Purpose: This study aimed to investigate the immediate effects of optokinetic stimulation (OKS) using virtual reality (VR) on visual dependency and sensory reweighting in postural control during static standing. Specifically, it examined whether VR-based OKS could reduce visual dependency more effectively than visual deprivation through eye closure. Methods: Ten healthy adults participated in this study. A balance function meter was used to measure postural stability, including Romberg ratios before and after two conditions: VR-based OKS (VR + OKS) and eye closure (EC). Participants performed a two-minute standing task under each condition in random order, with adequate rest between tasks. In the VR + OKS condition, a smartphone-based VR headset presented a rotational OKS, while in the EC condition, participants stood with their eyes closed. Statistical analyses were conducted using paired t-tests to compare pre- and post-task Romberg ratios. Results: No significant differences were observed in the pre-task Romberg ratios between conditions. After the VR + OKS condition, significant reductions in Romberg A and Romberg V were observed. In contrast, no significant changes were noted in Romberg ratios after the EC condition. Conclusion: VR-based OKS significantly reduced visual dependency, as indicated by decreased Romberg ratios, suggesting its potential to facilitate sensory reweighting during postural control. These findings highlight the utility of low-cost VR devices in balance rehabilitation for conditions involving high visual dependency. Future studies should expand on this preliminary research by including larger sample sizes and diverse populations to confirm its clinical applicability.
文摘Background Exploring how immersive technologies can simulate and assess user experiences in designed environments is an important topic in architectural research.In this study,a multisensory virtual reality(VR)system developed to support the study of human-built environment interactions under multimodal conditions(visual,olfactory,and auditory)was evaluated.Methods The effectiveness of the system was tested by conducting in-depth user studies using a mixed-method approach to provide quantitative and qualitative evidence.The results of the case study were discussed,key features of the proposed prototype were assessed,and limitations and opportunities for future studies were identified.Results Findings showed that multisensory elements can deepen participants’sense of presence,increase engagement levels,and enrich overall user experience in immersive environments.Integrating olfactory stimuli into virtual representations of architectural spaces revealed how multisensory feedback informs spatial perception and supports the development of more responsive and human-centered design strategies.Conclusions This study contributes to the emerging field of sensory architecture,aiming to move beyond visual simulation toward a richer embodied understanding of space.The proposed approach provides valuable insights into the development of multisensory VR environments in architecture,enabling future research and immersive research methodologies in wider fields.
文摘According to a BBC report,2016 marked the year when virtual reality(VR)transitioned from concept to reality1.VR has emerged in various fields and is highly effective in many ways.The implementation of VR technology in teaching and learning has gradually become popular.Through the 3D realistic learning environment,learners are immersed in the virtual environment.Language education needs to create an immersive English learning environment and atmosphere.Therefore,in order to understand the substantial benefits of integrating VR into English language acquisition,this research will adopt the VR teaching materials to Freshman English Courses.For students who will participate in the use of VR technology to learn English,the pre-test,post-test,and surveys will be analyzed.Through the analysis of questionnaire data,explore whether the VR model is effective in enhancing learning interest and motivation,and evaluate the effectiveness of enhancing language ability learning.This research is based on the Technology Acceptance Model,using Pivot Report and SPSS software to analyze the results of the tests.Pearson correlation coefficient analysis will be also adopted to explore the three aspects of the usage of VR:(a)Does VR really work for enhancing learning motivation and interest?;(b)To explore the feasibility of VR in the educational field analyzed by the Technology Acceptance Model(TAM,Technology Acceptance Model);and(c)Learning effectiveness of the participants.The results of this research will provide references for language teachers who would like to implement innovative teaching,enrich teaching materials,and enhance learning effectiveness.
文摘Objective:To investigate the impact of applying PBL combined with virtual reality(VR)technology in clinical teaching of geriatric sarcopenia on students’knowledge acquisition,attitudes,and behaviors,providing practical evidence for geriatric medicine teaching reform.Methods:Eighty clinical medicine undergraduate interns admitted to the geriatrics department of a hospital from January 2024 to June 2025 were randomly divided into an observation group(n=40)and a control group(n=40).The control group received traditional lecture-based instruction,while the observation group underwent PBL combined with VR technology.The two groups were compared on end-of-term theoretical knowledge assessment scores,clinical practice operation scores,teaching satisfaction,and clinical behavior observation scale scores.Results:Students in the observation group achieved significantly higher scores in basic theoretical knowledge(86.52±5.31)and clinical practice skills(88.15±4.26)compared to the control group(75.28±6.15)and(72.33±5.87),respectively(p<0.05).The observation group and control group students’awareness of geriatric sarcopenia and satisfaction with teaching methods were 95.00%and 97.50%,and 77.50%and 72.50%,respectively,with statistically significant differences(p<0.05);The observation group demonstrated significantly higher frequency of proactive sarcopenia screening,greater enthusiasm in participating in nutritional intervention plan development,and increased engagement in health education during clinical practice compared to the control group,with statistically significant differences(p<0.05).Conclusion:The application of a PBL combined with virtual reality(VR)technology teaching model in clinical teaching on geriatric sarcopenia significantly enhances students’foundational theoretical knowledge,improves their attitudes toward geriatric sarcopenia,and enhances their clinical practice behaviors.This represents a scientifically effective teaching method in geriatric medicine.
基金supported by the National Natural Science Foundation of China(No.82273412 to Huang Q).
文摘Objective:Partial or segmental inferior vena cava(IVC)resection is indicated for tumor control in patients with renal tumors invading the IVC.This study aimed to introduce a virtual vascular endoscope to assist surgeons in locating IVC invasion,formulate a surgical plan for robot-assisted IVC thrombectomy(RA-IVCT),and evaluate its potential value.Methods:The reconstruction involves building the construction of deep learning models to predict IVC invasion,which were evaluated via intraoperative findings and pathological analysis.Thirty-six patients with renal tumors and IVC thrombi who underwent RA-IVCT between June 2016 and March 2022 were included in the study.A virtual vascular endoscopy was performed based on preoperative CT findings to identify IVC invasion.Based on the extent of IVC wall invasion and the collateral situation,surgeons could decide whether to perform partial or segmental IVC resection during RA-IVCT.Results:Twenty patients were retrospectively analysed for training in virtual vascular endoscopy(the training cohort),and 16 patients were prospectively analysed to evaluate the accuracy of this technique(the validation cohort).Sixteen patients with IVC invasion underwent cavectomy,whereas six patients underwent partial IVC resection.In the validation cohort,pathological analysis confirmed the exact location of IVC invasion in eight of the nine patients,as indicated by virtual vascular endoscopy.Patients who underwent partial IVC wall resection had less lower extremity edema than those who underwent cavectomy.Conclusion:Our initial experience showed that the virtual vascular endoscopy could assist surgeons in identifying IVC invasion and creating a surgical plan for RA-IVCT.
文摘Background:While traditional meditation practices are known for their mental health benefits,they often face limitations such as restricted access and environmental distractions.To address these challenges and enhance meditation effectiveness,this study implemented an immersive virtual reality meditation(IVRM)program and examined its potentialmental health benefits among university students-a population that frequently experiences significant psychological distress.Methods:Nineteen university students participated in eight 15-min sessions of an IVRM program designed to promote mindfulness and relaxation over the course of one month.Perceived stress and anxiety levels were assessed using validated self-report measures at baseline(T1)and post-intervention(T2).Twotailed paired t-tests were conducted to evaluate the preliminary efficacy of the program,and effect sizes were reported using Cohen’s d.Results:Significant reductions were observed from pre-to post-intervention in perceived stress(t(18)=3.694,p<0.001,SE=0.17,d=−0.85)and perceived anxiety(t(18)=5.113,p<0.01,SE=0.10,d=−1.20),both indicating large effect sizes.Conclusion:Our findings provide preliminary evidence that the IVRMprogramcan reduce stress and anxiety levels in university students.The positive results suggest that IVRM has the potential to serve as a novel,technology-based meditation intervention for individuals at elevated risk for developingmental health disorders.Furthermore,our study suggests important implications for future research.
基金Supported by Noncommunicable Chronic Diseases-National Science and Technology Major Project(2024ZD0523200)National Natural Science Foundation of China(62301330,62101346).
文摘The convergence of large language models(LLMs)and virtual reality(VR)technologies has led to significant breakthroughs across multiple domains,particularly in healthcare and medicine.Owing to its immersive and interactive capabilities,VR technology has demonstrated exceptional utility in surgical simulation,rehabilitation,physical therapy,mental health,and psychological treatment.By creating highly realistic and precisely controlled environments,VR not only enhances the efficiency of medical training but also enables personalized therapeutic approaches for patients.The convergence of LLMs and VR extends the potential of both technologies.LLM-empowered VR can transform medical education through interactive learning platforms and address complex healthcare challenges using comprehensive solutions.This convergence enhances the quality of training,decision-making,and patient engagement,paving the way for innovative healthcare delivery.This study aims to comprehensively review the current applications,research advancements,and challenges associated with these two technologies in healthcare and medicine.The rapid evolution of these technologies is driving the healthcare industry toward greater intelligence and precision,establishing them as critical forces in the transformation of modern medicine.
基金Supported by National Science Foundation under Grant No.2222881.
文摘The integration of Human-Robot Collaboration(HRC)into Virtual Reality(VR)technology is transforming industries by enhancing workforce skills,improving safety,and optimizing operational processes and efficiency through realistic simulations of industry-specific scenarios.Despite the growing adoption of VR integrated with HRC,comprehensive reviews of current research in HRC-VR within the construction and manufacturing fields are lacking.This review examines the latest advances in designing and implementing HRC using VR technology in these industries.The aim is to address the application domains of HRC-VR,types of robots used,VR setups,and software solutions used.To achieve this,a systematic literature review using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses methodology was conducted on the Web of Science and Google Scholar databases,analyzing 383 articles and selecting 53 papers that met the established selection criteria.The findings emphasize a significant focus on enhancing human-robot interaction with a trend toward using immersive VR experiences and interactive 3D content creation tools.However,the integration of HRC with VR,especially in the dynamic construction environment,presents unique challenges and opportunities for future research,including developing more realistic simulations and adaptable robot systems.This paper offers insights for researchers,practitioners,educators,industry professionals,and policymakers interested in leveraging the integration of HRC with VR in construction and manufacturing industries.
基金supported by the Science and Technology Development Fund of Macao SAR(File No.0117/2024/AMJ)University of Macao(MYRG-GRG2023-00041-FST-UMDF,MYRG-GRG2024-00121-FST,MYRG-CRG2024-00014-FST-ICI)Zhuhai UM Science&Technology Research Institute(CP-009-2024).
文摘In the realm of virtual reality(VR),haptic feedback is integral to enhance the immersive experience;yet,existing wearable devices predominantly rely on skin contact feedback,lacking options for compact and non-contact breeze-sense feedback.Herein,we propose a compact and non-contact working model piezoelectret actuator for providing a gentle and safe breeze sensation.This easy-fabricated and flexible breeze-sense generator with thickness around 1 mm generates air flow pressure up to~163 Pa,which is significantly sensed by human skin.In a typical demonstration,the breeze-sense generators array showcases its versatility by employing multiple coded modes for non-contact information transmitting.The thin thinness and good flexibility facilitate seamless integration with wearable VR setups,and the wearable arrays empower volunteers to precisely perceive the continuous and sudden breeze senses in the virtual environments.This work is expected to inspire developing new haptic feedback devices that play pivotal roles in human-machine interfaces for VR applications.
文摘From the era of mass communication to the era of generative artificial intelligence, under the construction of big data, algorithms and computing power, the mimicry environment has gradually evolved into multiple virtual dreamland: digital replication technology builds the first long-distance online news, and strong editing and weak mining aggravate the alienation of news production and practice;the algorithm model generated randomly by probability creates the second news illusion, and the exhaustibility of calculation makes AIGC completely divorced from reality. Man-machine speech cuts off the rational and open dialogue in the public sphere, and interpersonal relationship falls into the social division woven by man-machine relationship. In this process, the authenticity of news has suffered a fierce impact. From the perspective of the development history of media technology, based on the theory of “mimetic environment” put forward by Lippmann, taking ChatGPT as a concrete case, this paper reveals the current situation of the continuous separation between the public and the real and objective environment by analyzing the evolution logic from mimetic environment to multiple virtual worlds, and puts forward some ways to break the ice, such as collaboration between eyewitness evidence and intelligent technology, cooperation between generative AI and journalists, collusion between recommendation algorithm and value orientation, so as to seek an effective path to protect the truth of news and bridge the gap between the virtual and the real world.
基金Supported by Rekognisi Tugas Akhir(RTA)Grant(No.5286/UN1.P1/PT.01.03/2024)from Universitas Gadjah Mada,Indonesia.
文摘Background This study aimed to explore the influence of prior gaming experience on the intensity and onset of cybersickness symptoms by comparing the effects of virtual reality(VR)immersion in gamers and nongamers.Methods This study involved 50 male participants,with equal numbers of gamers and nongamers,who were subject to a VR environment using head-mounted displays in a sitting position for a 15-minute session.The intensity of cybersickness symptoms,such as nausea,oculomotor disturbances,and disorientation,was measured using a simulator sickness questionnaire,and the onset of cybersickness was measured using the fast motion sickness scale.Physiological indices were measured based on heart rate variability(HRV)parameters.Results This study found that prior gaming experience significantly affected symptoms of cybersickness during VR immersion.Nongamers experienced more severe symptoms,including higher levels of nausea,disorientation,and oculomotor disturbances,with symptoms appearing earlier than those in gamers.These differences were linked to increased fluctuations in HRV and reduced parasympathetic activity in nongamers,indicating higher autonomic nervous system strain.By contrast,gamers showed more stable HRV responses,suggesting better physiological adaptability to VR environments.Conclusion These findings indicate that familiarity of gamers with dynamic visual and sensory inputs may help them manage VR-induced sensory conflicts more effectively.