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
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
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
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
The application of helicopter emergency rescue is becoming increasingly widespread,but the flight crew training in this area is still difficult due to high cost and risk.Nevertheless,with the development of Virtual Re...The application of helicopter emergency rescue is becoming increasingly widespread,but the flight crew training in this area is still difficult due to high cost and risk.Nevertheless,with the development of Virtual Reality(VR)technology,virtual simulation has become a significant role in crew training of helicopter rescue.During the implementation of VR-based training,how to transform complex real tasks into VR scenarios and how to evaluate the performance of crew are of great importance.To address these issues,a novel VR-based R-E-A-D(Report,Evaluate,Agree,Do)evaluation model for training is proposed,which is suitable for complex missions with multiple tasks,multiple scenarios,and multiple people.Then,a mapping method of VR scenarios is put forward,which can transform the real tasks into virtual scenarios to serve the virtual simulation training.Finally,an experiment is carried out to verify the feasibility of the evaluation method and virtual scenario mapping method.展开更多
The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear micr...The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article, medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.展开更多
Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper...Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.展开更多
Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based ...Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education.展开更多
Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotio...Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotions,motivate autonomous learning,and improve learning outcomes.Methods In this study,a technology-aided biological microscope learning system based on VR/AR is presented.The structure of the microscope is described in a detailed three-dimensional(3D)model,each component being represented with their topological interrelationships and associations among them being established.The interactive behavior of the model was specified,and a standard operating guide was compiled.The motion control of components was simulated based on collision detection.Combined with immersive VR equipment and AR technology,we developed a virtual microscope subsystem and a mobile virtual microscope guidance system.Results The system consisted of a VR subsystem and an AR subsystem.The focus of the VR subsystem was to simulate operating the microscope and associated interactive behaviors that allowed users to observe and operate the components of the 3D microscope model by means of natural interactions in an immersive scenario.The AR subsystem allowed participants to use a mobile terminal that took a picture of a microscope from a textbook and then displayed the structure and functions of the instrument,as well as the relevant operating guidance.This flexibly allowed students to use the system before or after class without time and space constraints.The system allowed users to switch between the VR and AR subsystems.Conclusions The system is useful for helping learners(especially K-12 students)to recognize a microscope's structure and grasp the required operational skills by simulating operations using an interactive process.In the future,such technology-assisted education would be a successful learning platform in an open learning space.展开更多
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.
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.
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.
文摘The application of helicopter emergency rescue is becoming increasingly widespread,but the flight crew training in this area is still difficult due to high cost and risk.Nevertheless,with the development of Virtual Reality(VR)technology,virtual simulation has become a significant role in crew training of helicopter rescue.During the implementation of VR-based training,how to transform complex real tasks into VR scenarios and how to evaluate the performance of crew are of great importance.To address these issues,a novel VR-based R-E-A-D(Report,Evaluate,Agree,Do)evaluation model for training is proposed,which is suitable for complex missions with multiple tasks,multiple scenarios,and multiple people.Then,a mapping method of VR scenarios is put forward,which can transform the real tasks into virtual scenarios to serve the virtual simulation training.Finally,an experiment is carried out to verify the feasibility of the evaluation method and virtual scenario mapping method.
基金The Scientific Research Fund of ShanghaiScience Committee( 0 3 411980 8) and the Science and TechnologySpecial Fund of Pudong New District( PKJ2 0 0 3 -4 1)
文摘The broad application of virtual reality (VR) to medicine has been of great value. The virtual surgery is one of technically difficult applications. With the expansion of the increasingly fine and complicated ear microsurgery, new methods are required to train the doctors. It is necessary and of practical significance to apply VR to the ear micro-operation, which is a functional operation with high precision and great difficulties. In this article, medical VR applications were reviewed. The application of VR to the ear microsurgery was discussed and the virtual ear microsurgery system was designed.
基金supported by Discovery Grants of National Science and Engineering Research Council of Canada (NSERC) and Faculty of Engineering at University of Manitoba
文摘Although computer capabilities have been improved significantly, a large-scale virtual reality (VR) system demands much more in terms of memory and computation than the current computer systems can offer. This paper discusses two important issues related to VR performance and applications in building navigation. These are dynamic loading of models based on cell segmentation for the optimal VR operation, and the route optimization based on path planning for easy navigation. The VR model of engineering and information technology complex (EITC) building at the University of Manitoba is built as an example to show the feasibility of the proposed methods. The reality, enhanced by three-dimensional (3D) real-time interactivity and visualization, leads navigators into a state of the virtual building immersion.
基金National Innovation and Entrepreneurship Program for College Students(202218213001)Science and Technology Innovation Strategy of Guangdong Province(Science and Technology Innovation Cultivation of University Students 2020329182130C000002).
文摘Background Most existing chemical experiment teaching systems lack solid immersive experiences,making it difficult to engage students.To address these challenges,we propose a chemical simulation teaching system based on virtual reality and gesture interaction.Methods The parameters of the models were obtained through actual investigation,whereby Blender and 3DS MAX were used to model and import these parameters into a physics engine.By establishing an interface for the physics engine,gesture interaction hardware,and virtual reality(VR)helmet,a highly realistic chemical experiment environment was created.Using code script logic,particle systems,as well as other systems,chemical phenomena were simulated.Furthermore,we created an online teaching platform using streaming media and databases to address the problems of distance teaching.Results The proposed system was evaluated against two mainstream products in the market.In the experiments,the proposed system outperformed the other products in terms of fidelity and practicality.Conclusions The proposed system which offers realistic simulations and practicability,can help improve the high school chemistry experimental education.
基金the National Key Research and Development Program of China(2018YFB1004905).
文摘Background Mixed-reality technologies,including virtual reality(VR)and augmented reality(AR),are considered to be promising potential tools for science teaching and learning processes that could foster positive emotions,motivate autonomous learning,and improve learning outcomes.Methods In this study,a technology-aided biological microscope learning system based on VR/AR is presented.The structure of the microscope is described in a detailed three-dimensional(3D)model,each component being represented with their topological interrelationships and associations among them being established.The interactive behavior of the model was specified,and a standard operating guide was compiled.The motion control of components was simulated based on collision detection.Combined with immersive VR equipment and AR technology,we developed a virtual microscope subsystem and a mobile virtual microscope guidance system.Results The system consisted of a VR subsystem and an AR subsystem.The focus of the VR subsystem was to simulate operating the microscope and associated interactive behaviors that allowed users to observe and operate the components of the 3D microscope model by means of natural interactions in an immersive scenario.The AR subsystem allowed participants to use a mobile terminal that took a picture of a microscope from a textbook and then displayed the structure and functions of the instrument,as well as the relevant operating guidance.This flexibly allowed students to use the system before or after class without time and space constraints.The system allowed users to switch between the VR and AR subsystems.Conclusions The system is useful for helping learners(especially K-12 students)to recognize a microscope's structure and grasp the required operational skills by simulating operations using an interactive process.In the future,such technology-assisted education would be a successful learning platform in an open learning space.