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Search Results (1,974)

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Keywords = immersive environments

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11 pages, 278 KB  
Protocol
A Multidisciplinary Occupational Medicine-Based Intervention Protocol for Conflict Prevention and Crisis Management in High-Stress Professional Environments
by Martina Corsi, Dorotea Stefanini, Isabella Biagioni, Chiara Bertini, Matteo Accardo, Mirko Bottari, Claudia Antunes, Laura Lazzarini, Ilaria Pertici, Chiara Ciarfella, Giovanni Tritto, Salvio Perretta, Poupak Fallahi and Rudy Foddis
Brain Sci. 2025, 15(9), 958; https://doi.org/10.3390/brainsci15090958 - 2 Sep 2025
Abstract
Background/Objectives: Workplace conflict and aggression pose significant psychosocial risks across diverse professional sectors. This protocol outlines a novel, university-based educational intervention. Developed by a multidisciplinary team from the University Hospital of Pisa, Italy, including occupational physicians and a psychiatrist specializing in work and [...] Read more.
Background/Objectives: Workplace conflict and aggression pose significant psychosocial risks across diverse professional sectors. This protocol outlines a novel, university-based educational intervention. Developed by a multidisciplinary team from the University Hospital of Pisa, Italy, including occupational physicians and a psychiatrist specializing in work and organizational psychology, its primary purpose is to enhance conflict prevention and crisis management skills. While initially developed and tested within the veterinary sector due to its identified vulnerabilities, the intervention is inherently generalizable to any high-stress professional environment characterized by intense client, customer, or public interactions. Methods: The intervention integrates didactic instruction with active, immersive learning through tailored role-playing scenarios simulating real-world challenging encounters. This study protocol details the structured methodology for evaluating the immediate effectiveness of this training. We are using a specifically developed efficacy scale to assess outcomes. Results: The results demonstrate a significant improvement in all assessed skills from the pre-training to the post-training evaluation. For every item on the scale, the median scores increased, indicating a positive shift in overall group performance. The p-value for each item was <0.001, confirming that the observed improvements were statistically significant. These results demonstrate enhanced conflict resolution skills, improved communication, and an increased sense of self-efficacy among participants. Conclusions: This protocol offers a comprehensive and generalizable approach to addressing workplace psychosocial risks through an innovative educational intervention. A key future goal involves advancing this training methodology by integrating virtual reality (VR) environments with AI-driven avatars for role-playing, aiming to achieve a more realistic and impactful learning experience and sustained behavioral change. Full article
28 pages, 2411 KB  
Article
Submicron Particles and Micrometeorology in Highly Densified Urban Environments: Heavy-Tailed Probability Study
by Patricio Pacheco Hernández, Eduardo Mera Garrido, Gustavo Navarro Ahumada, Javier Wachter Chamblas and Steicy Polo Pizan
Atmosphere 2025, 16(9), 1044; https://doi.org/10.3390/atmos16091044 - 2 Sep 2025
Abstract
Submicron particles (SPs), with diameters less than 1.0 μm, are a serious health risk, and urban meteorology variables (MVs), impacted by human activity, can support their sustainability. This study, in a city immersed in a basin geomorphology, is carried out during the summer [...] Read more.
Submicron particles (SPs), with diameters less than 1.0 μm, are a serious health risk, and urban meteorology variables (MVs), impacted by human activity, can support their sustainability. This study, in a city immersed in a basin geomorphology, is carried out during the summer period of high temperatures and variable relative humidity. An area of high urban density was selected, with the presence of high-rise buildings, urban canyons that favor heat islands, low forestation, intense vehicular traffic, and extreme conditions for MVs. Hourly measurements, in the form of time series, record the number of SPs (for diameters of 0.3, 0.5, and 1.0 μm) along with MVs (temperature (T), relative humidity (RH), and wind speed magnitude (WS)). The objective is to verify whether MVs (RH, T) promote the sustainability of SPs. For this purpose, Spearman’s analysis and a heavy-tailed probability function were used. The central tendency probability, a Gaussian distribution, was discarded since its probability does not discriminate extreme events. Spearman’s analysis yielded significant p-values and correlations between PM10, PM5.0, PM2.5, and SPs. However, this was not the case between MVs and SPs. By applying a heavy-tailed probability analysis to extreme events, the results show that MVs such as T and RH act in ways that can favor the accumulation and persistence of SP concentrations. This tendency could have been exacerbated during the measurement period by heat waves and a geographical environment under the influence of a prolonged drought resulting from climate change and global warming. Full article
(This article belongs to the Section Air Quality and Health)
23 pages, 868 KB  
Article
LightLiveAuth: A Lightweight Continuous Authentication Model for Virtual Reality
by Pengyu Li, Feifei Chen, Lei Pan, Thuong Hoang, Ye Zhu and Leon Yang
IoT 2025, 6(3), 50; https://doi.org/10.3390/iot6030050 - 2 Sep 2025
Abstract
As network infrastructure and Internet of Things (IoT) technologies continue to evolve, immersive systems such as virtual reality (VR) are becoming increasingly integrated into interconnected environments. These advancements allow real-time processing of multi-modal data, improving user experiences with rich visual and three-dimensional interactions. [...] Read more.
As network infrastructure and Internet of Things (IoT) technologies continue to evolve, immersive systems such as virtual reality (VR) are becoming increasingly integrated into interconnected environments. These advancements allow real-time processing of multi-modal data, improving user experiences with rich visual and three-dimensional interactions. However, ensuring continuous user authentication in VR environments remains a significant challenge. To address this issue, an effective user monitoring system is required to track VR users in real time and trigger re-authentication when necessary. Based on this premise, we propose a multi-modal authentication framework that uses eye-tracking data for authentication, named MobileNetV3pro. The framework applies a transfer learning approach by adapting the MobileNetV3Large architecture (pretrained on ImageNet) as a feature extractor. Its pre-trained convolutional layers are used to obtain high-level image representations, while a custom fully connected classification is added to perform binary classification. Authentication performance is evaluated using Equal Error Rate (EER), accuracy, F1-score, model size, and inference time. Experimental results show that eye-based authentication with MobileNetV3pro achieves a lower EER (3.00%) than baseline models, demonstrating its effectiveness in VR environments. Full article
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13 pages, 692 KB  
Entry
Metaverse Tourism: Opportunities, AI-Driven Marketing, and Ethical Challenges in Virtual Travel
by Dimitra Skandali
Encyclopedia 2025, 5(3), 135; https://doi.org/10.3390/encyclopedia5030135 - 2 Sep 2025
Definition
Metaverse tourism refers to the application of immersive digital technologies—such as virtual reality, augmented reality, and blockchain—within tourism experiences. It enables users to explore destinations, participate in cultural experiences, and interact socially within persistent, 3D virtual environments. While it offers new ways of [...] Read more.
Metaverse tourism refers to the application of immersive digital technologies—such as virtual reality, augmented reality, and blockchain—within tourism experiences. It enables users to explore destinations, participate in cultural experiences, and interact socially within persistent, 3D virtual environments. While it offers new ways of experiencing tourism beyond physical boundaries, it also introduces novel ethical, technological, and social dilemmas. This entry is written as an encyclopedia entry rather than a systematic review or empirical study. It is intended as a conceptual and integrative overview of current knowledge and debates, informed by peer-reviewed research, industry reports, and illustrative case examples. Full article
(This article belongs to the Collection Encyclopedia of Social Sciences)
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23 pages, 2012 KB  
Article
Preliminary Design Guidelines for Evaluating Immersive Industrial Safety Training
by André Cordeiro, Regina Leite, Lucas Almeida, Cintia Neves, Tiago Silva, Alexandre Siqueira, Marcio Catapan and Ingrid Winkler
Informatics 2025, 12(3), 88; https://doi.org/10.3390/informatics12030088 - 1 Sep 2025
Abstract
This study presents preliminary design guidelines to support the evaluation of industrial safety training using immersive technologies, with a focus on high-risk work environments such as working at height. Although virtual reality has been widely adopted for training, few studies have explored its [...] Read more.
This study presents preliminary design guidelines to support the evaluation of industrial safety training using immersive technologies, with a focus on high-risk work environments such as working at height. Although virtual reality has been widely adopted for training, few studies have explored its use for behavior-level evaluation, corresponding to Level 3 of the Kirkpatrick Model. Addressing this gap, the study adopts the Design Science Research methodology, combining a systematic literature review with expert focus group analysis to develop a conceptual framework for training evaluation. The results identify key elements necessary for immersive training evaluations, including scenario configuration, ethical procedures, recruitment, equipment selection, experimental design, and implementation strategies. The resulting guidelines are organized into six categories: scenario configuration, ethical procedures, recruitment, equipment selection, experimental design, and implementation strategies. These guidelines represent a DSR-based conceptual artifact to inform future empirical studies and support the structured assessment of immersive safety training interventions. The study also highlights the potential of integrating behavioral and physiological indicators to support immersive evaluations of behavioral change, offering an expert-informed and structured foundation for future empirical studies in high-risk industrial contexts. Full article
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28 pages, 10376 KB  
Article
Assessment of the Corrosion Rate of Maraging Steel M350 Produced by Additive Manufacturing Using the Laser Powder-Bed Fusion Method and Surface Finishing Techniques
by Krzysztof Żaba, Martyna Szczepańska, Maciej Balcerzak, Sławomir Kac and Piotr Żabinski
Materials 2025, 18(17), 4098; https://doi.org/10.3390/ma18174098 - 1 Sep 2025
Abstract
The objective of this study was to investigate the influence of additive manufacturing parameters, specifically using laser powder bed fusion (LPBF), and surface finishing methods on the corrosion rate and behavior of maraging steel M350 components. Samples were fabricated via LPBF employing varying [...] Read more.
The objective of this study was to investigate the influence of additive manufacturing parameters, specifically using laser powder bed fusion (LPBF), and surface finishing methods on the corrosion rate and behavior of maraging steel M350 components. Samples were fabricated via LPBF employing varying laser powers (80 W, 100 W, and 120 W) and subsequently subjected to mechanical polishing. Corrosion performance was evaluated through 450 h immersion tests in a 3.5% aqueous NaCl solution and potentiodynamic polarization measurements. Microstructural characterization and surface topography assessments were performed using optical microscopy, scanning electron microscopy coupled with energy-dispersive spectroscopy (SEM-EDS), and profilometry. The results demonstrate a strong influence of temperature, manufacturing parameters, and polishing on corrosion processes. At room temperature, higher laser power reduced corrosion rates due to better powder consolidation and lower porosity, whereas at 45 °C, the trend reversed, with the highest corrosion rates observed for samples produced at 120 W. Mechanical polishing significantly reduced surface roughness (Ra from ~7–10 μm to ~0.6–1 μm) but did not improve corrosion resistance; in some cases, it increased corrosion rates, likely due to stress redistribution and exposure of subsurface defects. Potentiodynamic tests confirmed that higher laser power reduced corrosion current density for unpolished surfaces, but polishing increased current density at 80 W more than twofold. The findings indicate that optimizing LPBF process parameters is crucial for improving the corrosion resistance of M350 steel. High laser power (≥120 W) is beneficial at ambient conditions, while lower powers (80–100 W) perform better at elevated temperatures. Mechanical polishing alone is insufficient for enhancing resistance and should be combined with stress-relief and porosity-reduction treatments. These results provide guidelines for tailoring additive manufacturing strategies to ensure reliable performance of M350 steel in chloride-rich environments. Full article
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13 pages, 2910 KB  
Article
Assessment of the Validity and Reliability of Reaction Speed Measurements Using the Rezzil Player Application in Virtual Reality
by Jacek Polechoński and Agata Horbacz
Multimodal Technol. Interact. 2025, 9(9), 91; https://doi.org/10.3390/mti9090091 - 1 Sep 2025
Abstract
Virtual reality (VR) is widely used across various areas of human life. One field where its application is rapidly growing is sport and physical activity (PA). Training applications are being developed that support various sports disciplines, motor skill acquisition, and the development of [...] Read more.
Virtual reality (VR) is widely used across various areas of human life. One field where its application is rapidly growing is sport and physical activity (PA). Training applications are being developed that support various sports disciplines, motor skill acquisition, and the development of motor abilities. Immersive technologies are increasingly being used to assess motor and cognitive capabilities. As such, validation studies of these diagnostic tools are essential. The aim of this study was to estimate the validity and reliability of reaction speed (RS) measurements using the Rezzil Player application (“Reaction” module) in immersive VR compared to results obtained with the SMARTFit device in a real environment (RE). The study involved 43 university students (17 women and 26 men). Both tests required participants to strike light targets on a panel with their hands. Two indicators of response were analyzed in both tests: the number of hits on illuminated targets within a specified time frame and the average RS in response to visual stimuli. Statistically significant and relatively strong correlations were observed between the two measurement methods: number of hits (rS = 0.610; p < 0.001) and average RS (rS = 0.535; p < 0.001). High intraclass correlation coefficients (ICCs) were also found for both test environments: number of hits in VR (ICC = 0.851), average RS in VR (0.844), number of hits in RE (ICC = 0.881), and average RS in RE (0.878). The findings indicate that the Rezzil Player application can be considered a valid and reliable tool for measuring reaction speed in VR. The correlation with conventional methods and the high ICC values attest to the psychometric quality of the tool. Full article
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22 pages, 3866 KB  
Article
Development of a BIM-Based Metaverse Virtual World for Collaborative Architectural Design
by David Stephen Panya, Taehoon Kim, Soon Min Hong and Seungyeon Choo
Architecture 2025, 5(3), 71; https://doi.org/10.3390/architecture5030071 - 1 Sep 2025
Abstract
The rapid evolution of the metaverse is driving the development of new digital design tools that integrate Computer-Aided Design (CAD) and Building Information Modeling (BIM) technologies. Core technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are increasingly combined [...] Read more.
The rapid evolution of the metaverse is driving the development of new digital design tools that integrate Computer-Aided Design (CAD) and Building Information Modeling (BIM) technologies. Core technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) are increasingly combined with BIM to enhance collaboration and innovation in design and construction workflows. However, current BIM–VR integration often remains limited to isolated tasks, lacking persistent, multi-user environments that support continuous project collaboration. This study proposes a BIM-based Virtual World (VW) framework that addresses these limitations by creating an immersive, real-time collaborative platform for the Architecture, Engineering, and Construction (AEC) industry. The system enables multi-user access to BIM data through avatars, supports direct interaction with 3D models and associated metadata, and maintains a persistent virtual environment that evolves alongside project development. Key functionalities include interactive design controls, real-time decision-making support, and integrated training capabilities. A prototype was developed using Unreal Engine and supporting technologies to validate the approach. The results demonstrate improved interdisciplinary collaboration, reduced information loss during design iteration, and enhanced stakeholder engagement. This research highlights the potential of BIM-based Virtual Worlds to transform AEC collaboration by fostering an open, scalable ecosystem that bridges immersive environments with data-driven design and construction processes. Full article
(This article belongs to the Special Issue Architecture in the Digital Age)
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9 pages, 970 KB  
Proceeding Paper
Virtual Reality in Phobia Treatment and Emotional Resilience
by Wai Yie Leong
Eng. Proc. 2025, 108(1), 16; https://doi.org/10.3390/engproc2025108016 - 1 Sep 2025
Abstract
Virtual reality (VR) has emerged as a transformative tool in the treatment of phobias and the cultivation of emotional resilience. This study aims to explore the potential of VR to create controlled, immersive environments that facilitate exposure therapy, enabling individuals to confront and [...] Read more.
Virtual reality (VR) has emerged as a transformative tool in the treatment of phobias and the cultivation of emotional resilience. This study aims to explore the potential of VR to create controlled, immersive environments that facilitate exposure therapy, enabling individuals to confront and desensitize themselves to their fears in a safe and personalized manner. The flexibility of VR systems allows therapists to tailor scenarios to the unique needs of patients, addressing specific phobias such as acrophobia, arachnophobia, and social anxiety disorders. Beyond phobia treatment, VR’s capacity to simulate challenging or stress-inducing scenarios presents opportunities for fostering emotional resilience by building adaptive coping mechanisms and reducing stress responses over time. The integration of biofeedback and machine learning further enhances VR applications, enabling real-time adjustments based on physiological and psychological responses. In this article, the current advancements, underlying mechanisms, and challenges in leveraging VR technology for therapeutic purposes are discussed with a focus on its implications for mental health care. By combining immersive technology with evidence-based practices, VR offers a promising pathway for improving mental health outcomes and expanding the accessibility of therapeutic interventions. Full article
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11 pages, 275 KB  
Opinion
Making Historical Consciousness Come Alive: Abstract Concepts, Artificial Intelligence, and Implicit Game-Based Learning
by Julie Madelen Madshaven, Christian Walter Peter Omlin and Apostolos Spanos
Educ. Sci. 2025, 15(9), 1128; https://doi.org/10.3390/educsci15091128 - 30 Aug 2025
Viewed by 164
Abstract
As new technologies shape education, helping students develop historical consciousness remains a challenge. Building on Nordic curricula that emphasize students as both “history-made” and “history-making” citizens, this paper proposes an approach that integrates artificial intelligence (AI) with implicit digital game-based learning (DGBL) to [...] Read more.
As new technologies shape education, helping students develop historical consciousness remains a challenge. Building on Nordic curricula that emphasize students as both “history-made” and “history-making” citizens, this paper proposes an approach that integrates artificial intelligence (AI) with implicit digital game-based learning (DGBL) to learn and develop historical consciousness in education. We outline how traditional, lecture-driven history teaching often fails to convey the abstract principles of historicity (the idea that individual identity, social institutions, values, and ways of thinking are historically conditioned) and the interpretation of the past, understanding of the present, and perspective on the future. Building on Jeismann’s definition of historical consciousness, we identify a gap between the theory-rich notions of historical consciousness and classroom practice, where many educators either do not recognize it or interpret it intuitively from the curriculum’s limited wording, leaving the concept generally absent from the classroom. We then examine three theory-based methods of enriching teaching and learning. Game-based learning provides an interactive environment in which students assume roles, make decisions, and observe consequences, experiencing historical consciousness instead of only reading about it. AI contributes personalized, adaptive content: branching narratives evolve based on individual choices, non-player characters respond dynamically, and analytics guide scaffolding. Implicit learning theory suggests that embedding core principles directly into gameplay allows students to internalize complex ideas without interrupting immersion; they learn by doing, not by explicit instruction. Finally, we propose a model in which these elements combine: (1) game mechanics and narrative embed principles of historical consciousness; (2) AI dynamically adjusts challenges, generates novel scenarios, and delivers feedback; (3) key concepts are embedded into the game narrative so that students absorb them implicitly; and (4) follow-up reflection activities transform tacit understanding into explicit knowledge. We conclude by outlining a research agenda that includes prototyping interactive environments, conducting longitudinal studies to assess students’ learning outcomes, and exploring transferability to other abstract concepts. By situating students within scenarios that explore historicity and temporal interplay, this approach seeks to transform history education into an immersive, reflective practice where students see themselves as history-made and history-making and view the world through a historical lens. Full article
(This article belongs to the Special Issue Unleashing the Potential of E-learning in Higher Education)
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26 pages, 1673 KB  
Article
Integrating Memetics and Gamified Virtual Reality for the Digital Preservation of Cultural Heritage: The Case of Mo Jia Quan
by Gang Yang, Chenghong Cen, Xueke Ma, Yanshun Wang, Zixuan Guo and Tan Jiang
Heritage 2025, 8(9), 351; https://doi.org/10.3390/heritage8090351 - 29 Aug 2025
Viewed by 136
Abstract
This pilot study combines memetic analysis with a gamified virtual reality (VR) platform to explore the digital transmission of Mo Jia Quan, a traditional Chinese martial art. By identifying core cultural elements (memes) with strong transmissibility, the research developed a VR-based learning environment [...] Read more.
This pilot study combines memetic analysis with a gamified virtual reality (VR) platform to explore the digital transmission of Mo Jia Quan, a traditional Chinese martial art. By identifying core cultural elements (memes) with strong transmissibility, the research developed a VR-based learning environment incorporating levels, challenges, and motion-captured martial routines to promote user engagement. Ten participants underwent a pre- and post-test evaluation, with preliminary statistical results suggesting improved cultural understanding after the VR experience. While these initial findings are promising, the study is positioned as an exploratory effort due to its limited sample size and scope. The contribution lies in proposing a theoretically grounded workflow—from memetic identification to immersive digital implementation—that can inform future research on intangible heritage preservation. The study also acknowledges the need for further validation and scalability assessment and aligns with open science principles to ensure the transparency and accessibility of its digital cultural outputs. Full article
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22 pages, 4062 KB  
Article
Now You’re Thinking with Portals: Investigating Episodic Memory and Locomotion with Redirected Walking in Impossible Spaces
by Samuel E. R. Thompson, Dominik Lange-Nawka, Aidan Habedank, Jonathan Lau, Craig Russel Anderson and Burkhard C. Wünsche
Virtual Worlds 2025, 4(3), 39; https://doi.org/10.3390/virtualworlds4030039 - 29 Aug 2025
Viewed by 282
Abstract
Natural walking locomotion in virtual reality (VR) allows intuitive movement through a virtual environment (VE), lower rates of simulator sickness, and increased immersion. However, it is limited by available play-space. Impossible spaces are VEs that use self-overlapping geometry to imitate larger play-spaces within [...] Read more.
Natural walking locomotion in virtual reality (VR) allows intuitive movement through a virtual environment (VE), lower rates of simulator sickness, and increased immersion. However, it is limited by available play-space. Impossible spaces are VEs that use self-overlapping geometry to imitate larger play-spaces within a smaller area. Understanding how users interact with impossible spaces requires understanding how they perceive and remember VEs. However, it is unknown how impossible spaces impact users’ memory. An experiment was conducted comparing 32 participants’ memory from two conditions: natural walking in an impossible space and joystick movement in a similar non-impossible space. Participants were given up to 20 min to explore a virtual museum and were not instructed on what to remember. The experience was designed to allow participants to freely explore the VE at their own pace, allowing engagement duration to vary naturally. No significant differences were found between conditions for object or spatial memory; however, participants in the natural walking condition spent more time in the environment, revisited more areas, and were more confident identifying objects not encountered in the VE. This suggests natural walking in impossible spaces may be a viable alternative to traditional locomotion techniques. Full article
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30 pages, 1099 KB  
Systematic Review
Immersive Technologies Targeting Spatial Memory Decline: A Systematic Review
by Lucía Solares, Sara García-Navarra, Tania Llana, Sara Garces-Arilla and Marta Mendez
Biomedicines 2025, 13(9), 2105; https://doi.org/10.3390/biomedicines13092105 - 29 Aug 2025
Viewed by 225
Abstract
Background/Objectives: The ability to preserve cognitive health in aging populations increasingly relies on early detection and intervention in neurodegenerative processes. Spatial memory, a fundamental cognitive ability supporting navigation, environmental awareness, and daily independence, often deteriorates in the preclinical stages of neurodegenerative diseases. [...] Read more.
Background/Objectives: The ability to preserve cognitive health in aging populations increasingly relies on early detection and intervention in neurodegenerative processes. Spatial memory, a fundamental cognitive ability supporting navigation, environmental awareness, and daily independence, often deteriorates in the preclinical stages of neurodegenerative diseases. However, conventional assessment tools frequently lack ecological validity and fail to capture the multifaceted nature of spatial cognition in real-world contexts. This systematic review aims to examine the application of immersive technologies, specifically Immersive Virtual Reality (VR) and Mixed Reality (MR), in the evaluation and rehabilitation of spatial memory. Methods: Following PRISMA guidelines, a total of 42 peer-reviewed studies were selected from SCOPUS, Web of Science, and PubMed databases. We included original, peer-reviewed studies that assessed spatial memory or cognition using VR/MR in adults aged ≥50 or clinical populations at neurodegenerative risk and reported quantitative data or diagnostic validity. A narrative synthesis was performed to examine the most employed immersive tools, assessing their benefits, limitations, and practical challenges. Results: Findings indicate substantial variability in diagnostic sensitivity, ecological validity, and user engagement across platforms. Nevertheless, the evidence supports the potential of immersive environments as effective tools for the early detection of spatial disorientation and cognitive decline, particularly in at-risk populations such as individuals with Mild Cognitive Impairment and Alzheimer’s Disease. Conclusions: Immersive and semi-immersive VR technologies represent a promising advancement in spatial memory assessment and rehabilitation, offering scalable solutions for both clinical and home-based interventions in aging populations. Full article
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17 pages, 5446 KB  
Article
Deep Learning-Based Optimization of Central Angle and Viewpoint Configuration for 360-Degree Holographic Content
by Hakdong Kim, Yurim Lee, MinSung Yoon and Cheongwon Kim
Appl. Sci. 2025, 15(17), 9465; https://doi.org/10.3390/app15179465 - 28 Aug 2025
Viewed by 137
Abstract
We present a deep learning-based approach to optimize the central angle between adjacent camera viewpoints for the efficient generation of natural 360-degree holographic 3D content. High-quality 360-degree digital holograms require the acquisition of densely sampled RGB–depth map pairs, a process that traditionally requires [...] Read more.
We present a deep learning-based approach to optimize the central angle between adjacent camera viewpoints for the efficient generation of natural 360-degree holographic 3D content. High-quality 360-degree digital holograms require the acquisition of densely sampled RGB–depth map pairs, a process that traditionally requires significant computational costs. Our method introduces a novel pipeline that systematically evaluates the impact of varying central angles—defined as the angular separation between equidistant viewpoints in an object-centered coordinate system—on both depth map estimation and holographic 3D image reconstruction. By systematically applying this pipeline, we determine the optimal central angle that achieves an effective balance between image quality and computational efficiency. Experimental investigations demonstrate that our approach significantly reduces computational demands while maintaining superior fidelity of the reconstructed 3D holographic images. The relationship between central angle selection and the resulting quality of 360-degree digital holographic 3D content is thoroughly analyzed, providing practical guidelines for the creation of immersive holographic video experiences. This work establishes a quantitative standard for the geometric configuration of viewpoint sampling in object-centered environments and advances the practical realization of real-time, high-quality holographic 3D content. Full article
(This article belongs to the Special Issue Emerging Technologies of 3D Imaging and 3D Display)
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17 pages, 26255 KB  
Review
Real-Time Applications of Biophysiological Markers in Virtual-Reality Exposure Therapy: A Systematic Review
by Marie-Jeanne Fradette, Julie Azrak, Florence Cousineau, Marie Désilets and Alexandre Dumais
BioMedInformatics 2025, 5(3), 48; https://doi.org/10.3390/biomedinformatics5030048 - 28 Aug 2025
Viewed by 316
Abstract
Virtual-reality exposure therapy (VRET) is an emerging treatment for psychiatric disorders that enables immersive and controlled exposure to anxiety-provoking stimuli. Recent developments integrate real-time physiological monitoring, including heart rate (HR), electrodermal activity (EDA), and electroencephalography (EEG), to dynamically tailor therapeutic interventions. This systematic [...] Read more.
Virtual-reality exposure therapy (VRET) is an emerging treatment for psychiatric disorders that enables immersive and controlled exposure to anxiety-provoking stimuli. Recent developments integrate real-time physiological monitoring, including heart rate (HR), electrodermal activity (EDA), and electroencephalography (EEG), to dynamically tailor therapeutic interventions. This systematic review examines studies that combine VRET with physiological data to adapt virtual environments in real time. A comprehensive search of major databases identified fifteen studies meeting the inclusion criteria: all employed physiological monitoring and adaptive features, with ten using biofeedback to modulate exposure based on single or multimodal physiological measures. The remaining studies leveraged physiological signals to inform scenario selection or threat modulation using dynamic categorization algorithms and machine learning. Although findings currently show an overrepresentation of anxiety disorders, recent studies are increasingly involving more diverse clinical populations. Results suggest that adaptive VRET is technically feasible and offers promising personalization benefits; however, the limited number of studies, methodological variability, and small sample sizes constrain broader conclusions. Future research should prioritize rigorous experimental designs, standardized outcome measures, and greater diversity in clinical populations. Adaptive VRET represents a frontier in precision psychiatry, where real-time biosensing and immersive technologies converge to enhance individualized mental health care. Full article
(This article belongs to the Section Applied Biomedical Data Science)
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