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Search Results (159)

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Keywords = virtual reality combined testing

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26 pages, 1399 KB  
Article
Immersive Virtual Reality Gameplay Alters Embodiment, Time Perception, and States of Consciousness
by Nicola De Pisapia, Andrea Polo and Andrea Signorelli
Virtual Worlds 2026, 5(2), 16; https://doi.org/10.3390/virtualworlds5020016 - 3 Apr 2026
Viewed by 195
Abstract
Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered states of consciousness (ASC), time perception, and cognition remains unclear. The present study examined how different levels of immersion during videogame [...] Read more.
Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered states of consciousness (ASC), time perception, and cognition remains unclear. The present study examined how different levels of immersion during videogame play influence subjective experience and post-experience cognitive performance. Seventy-two participants played an identical 35 min segment of the videogame Half-Life: Alyx under one of three conditions: desktop PC (low immersion), head-mounted virtual reality (VR; medium immersion), or VR combined with full-body locomotion via an omnidirectional treadmill (high immersion). Following gameplay, participants completed validated measures of presence (IPQ), immersion (IEQ), ASC (5D-ASC), retrospective time estimation, and cognitive flexibility (Stroop task and Alternative Uses Test). Presence was selectively enhanced in VR relative to desktop play, whereas immersion was highest in the VR plus treadmill condition. Specific ASC dimensions related to embodiment and self-experience were selectively elevated in immersive conditions, with the most robust effects observed for disembodiment and positive depersonalization. Retrospective time-estimation accuracy was reduced in the highest immersion condition, indicating increased temporal distortion. Immersive gameplay did not produce widespread changes in executive function. Overall, the findings indicate that immersive virtual reality gameplay selectively alters embodiment-related aspects of conscious experience and retrospective time perception, without broadly changing executive function. Full article
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19 pages, 1025 KB  
Article
Effects of Virtual Reality Hypnosis on Pain and Anxiety in Oncology Patients During Port-a-Catheter Placement Procedure: A Pilot Study
by Yanis Mouheb, Mélanie Louras, Jean-François Maillart, Olivia Gosseries, Claudia Charry, Aminata Bicego and Audrey Vanhaudenhuyse
Brain Sci. 2026, 16(4), 384; https://doi.org/10.3390/brainsci16040384 - 31 Mar 2026
Viewed by 315
Abstract
Background: Port-a-catheter (PAC) placement is a common procedure in oncology that, despite local anaesthesia, can induce patient discomfort, procedural pain, and anxiety. Virtual reality hypnosis (VRH), combining immersive virtual reality with clinical hypnosis, has been proposed as a non-pharmacological adjunct to reduce [...] Read more.
Background: Port-a-catheter (PAC) placement is a common procedure in oncology that, despite local anaesthesia, can induce patient discomfort, procedural pain, and anxiety. Virtual reality hypnosis (VRH), combining immersive virtual reality with clinical hypnosis, has been proposed as a non-pharmacological adjunct to reduce peri-procedural distress. Objectives: This pilot study aimed to explore the suitability of VRH during PAC placement and its potential effects on pain, anxiety, and VRH-related experiences, while investigating psychological variables associated with VRH engagement. Methods: In this single-arm interventional monocentric prospective pilot study, twenty oncology patients undergoing first-time elective PAC placement received a VRH intervention delivered via a medical-grade head-mounted display throughout the procedure. Pain, anxiety, and VRH-related dimensions—including absorption, dissociation, automaticity, arousal, and sense of presence—were assessed pre- and post-procedure using self-reported numerical rating scales and questionnaires. Non-parametric Wilcoxon tests evaluated pre–post changes, and correlational analyses (Pearson’s and Spearman’s when necessary) explored associations between variables. Results: VRH was well tolerated by most participants, although three patients required additional pharmacological support, and four could not complete the session due to intolerance or technical issues. Anxiety scores decreased significantly following VRH, whereas pain showed a non-significant trend toward reduction. Post-procedural absorption and dissociation were positively associated with presence, and higher absorption traits were linked to greater immersive engagement and prior VR/hypnosis experience. Cybersickness was negatively associated with absorption. Older age was correlated with lower post-procedural pain, and females reported higher state anxiety. Conclusions: In this pilot, VRH was feasible, well tolerated, and associated with a significant exploratory reduction in procedural state anxiety. Given the single-arm design, these findings constitute directional evidence warranting controlled trial evaluation rather than proof of efficacy. These preliminary results support the rationale for randomised controlled trials to evaluate VRH efficacy, underlying mechanisms, and potential role as a non-pharmacological adjunct in oncology perioperative care. Full article
(This article belongs to the Special Issue Hypnotherapy: From Basic Research to Clinical Practice)
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15 pages, 1811 KB  
Article
Ecological and Embodied Assessment of Inhibitory Control Using a VR Stroop Task in Cognitively Healthy Older Adults: A Cross-Sectional Study
by Si-An Lee and Jin-Hyuck Park
Healthcare 2026, 14(7), 866; https://doi.org/10.3390/healthcare14070866 - 27 Mar 2026
Viewed by 273
Abstract
Background/Objectives: This study examined the concurrent validity and test–retest reliability of the novel virtual reality-based Stroop test (VRST), developed based on the principles of embodied cognition. The VRST simulates a clothing-sorting task to assess inhibitory control using cognitive and behavioral (kinematic) measures. [...] Read more.
Background/Objectives: This study examined the concurrent validity and test–retest reliability of the novel virtual reality-based Stroop test (VRST), developed based on the principles of embodied cognition. The VRST simulates a clothing-sorting task to assess inhibitory control using cognitive and behavioral (kinematic) measures. Methods: A total of 224 cognitively healthy older adults (mean age = 71.51 years) completed the VRST and a traditional Stroop test in randomized order. The VRST implemented a fixed-difficulty design consisting of 30 incongruent trials, where participants were required to sort virtual objects by their semantic category while ignoring conflicting color cues. The task duration ranged from approximately 1 to 3 min. The VRST assessed task completion time, error count, 3D movement distance, and hesitation latency. Test–retest reliability was examined after two weeks. Concurrent validity was analyzed via Pearson correlation coefficients with traditional Stroop metrics. Test–retest reliability was assessed using intraclass correlation coefficients (ICCs). Results: VRST performance metrics showed significant correlations with traditional Stroop completion time: task completion time (r = 0.821; p < 0.001), movement distance (r = 0.801; p < 0.001), and hesitation latency (r = 0.784; p < 0.001), indicating good concurrent validity. No significant correlations were observed for error counts. Test–retest analysis showed high reliability for completion time (ICC > 0.9; p < 0.001), movement distance (ICC > 0.9; p < 0.001), and hesitation latency (ICC > 0.9; p < 0.001), but not for error count. These findings suggest that the VRST provides reliable and ecologically grounded behavioral indicators of inhibitory control. Conclusions: This preliminary study supports the VRST as a valid and reliable measure of inhibitory control in healthy older adults. By combining kinematic data with realistic task contexts, the VRST extends executive function assessment beyond traditional methods. Although limited to non-clinical populations, the findings suggest its utility for detecting subtle variations in executive functioning during healthy aging, warranting further investigation across broader cognitive profiles. Full article
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19 pages, 2660 KB  
Article
A Shallow-Torque Haptic Device for Wrist Postural Guidance: Design and System Evaluation in a Virtual Rehabilitation Task
by Federica Serra, Cristian Camardella, Antonio Frisoli and Daniele Leonardis
Robotics 2026, 15(3), 59; https://doi.org/10.3390/robotics15030059 - 13 Mar 2026
Viewed by 353
Abstract
This research presents a new glove-shaped wearable device, designed to deliver torsional cues on the wrist as a tactile guidance tool. The device integrates four tactile modules that apply modulated shallow torque to the anatomical wrist articulation, providing torsional hints for both ulnar–radial [...] Read more.
This research presents a new glove-shaped wearable device, designed to deliver torsional cues on the wrist as a tactile guidance tool. The device integrates four tactile modules that apply modulated shallow torque to the anatomical wrist articulation, providing torsional hints for both ulnar–radial deviation and flexion–extension degrees of freedom (DOF). The aim of this research is to evaluate whether this new type of stimulation can convey accurate directional cues on 2-DOF wrist movements, with the main target application as a guidance and support tool in virtual motor rehabilitation. Effectiveness was tested in virtual reality (VR) serious games designed to exercise wrist movements through a virtual navigation task. The glove-shaped haptic device was introduced to guide the user by directional cues provided through the shallow-torques approach. Results showed that the tactile sensations were effective in conveying accurate directional cues, reliably guiding subjects’ wrist movements on 2-DOF. This research highlights the potential of a compact, non-bulky glove-shaped device for providing clear directional cues at the wrist across 2-DOF. The shallow-torque approach, combining the natural interaction of force feedback with hardware simplicity and lightness closer to vibrotactile devices, has the potential of scalability on other body segments, and shows promise for applications in rehabilitation, postural guidance, and virtual interaction. Full article
(This article belongs to the Section Neurorobotics)
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22 pages, 3040 KB  
Article
Prefabricated Co-Working Spaces’ Window Design: Emotional Salience Scale-Based Optimisation
by Antonio Ciervo, Massimiliano Masullo, Luigi Maffei, Roxana Adina Toma, Maria Dolores Morelli and Michelangelo Scorpio
Buildings 2026, 16(4), 875; https://doi.org/10.3390/buildings16040875 - 22 Feb 2026
Viewed by 457
Abstract
Windows are key elements of the building’s system; they connect workers with the outdoor environment, influence daylight penetration, sound insulation, and thermal exchanges of façades, but they also moderate the workers’ well-being and productivity. This research investigates how the window-to-wall ratio, as well [...] Read more.
Windows are key elements of the building’s system; they connect workers with the outdoor environment, influence daylight penetration, sound insulation, and thermal exchanges of façades, but they also moderate the workers’ well-being and productivity. This research investigates how the window-to-wall ratio, as well as the position and orientation of mullions, in movable offices affect the combination of workers’ perceptual and emotional responses. A smart co-working prefabricated movable office was modelled in virtual reality to include dynamic visual elements and acoustic stimuli. Experiments were performed in a laboratory under controlled thermal conditions involving 32 volunteers. The Igroup Presence and Emotional Salience Questionnaires were used to collect subjective responses. ANOVA analysis and post hoc test with the Bonferroni correction were used for data elaboration. Results revealed that window design affects emotional salience. High window-to-wall ratio and no mullions achieved the highest scores. Increasing the number of mullions, particularly when they obstruct key visual elements, reduced the positive emotional salience rating. Horizontal mullions diminish the outdoors’ spatial perception, interrupting visual continuity and restricting users’ capacity to recognise variations in the views. Finally, the results suggest some valuable insights and suggestions that can help designers improve window design and people’s well-being and satisfaction. Full article
(This article belongs to the Section Building Energy, Physics, Environment, and Systems)
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20 pages, 3362 KB  
Article
Design and Evaluation of a Mixed Reality System for Facility Inspection and Maintenance
by Abuzar Haroon, Busra Yucel and Salman Azhar
Buildings 2026, 16(2), 425; https://doi.org/10.3390/buildings16020425 - 20 Jan 2026
Viewed by 452
Abstract
Emerging technologies are transforming Facilities Management (FM), enabling more efficient and accurate building inspections and maintenance. Mixed Reality (MR), which integrates virtual content into real-world environments, has shown potential for improving operational performance and technician training. This study presents the development and evaluation [...] Read more.
Emerging technologies are transforming Facilities Management (FM), enabling more efficient and accurate building inspections and maintenance. Mixed Reality (MR), which integrates virtual content into real-world environments, has shown potential for improving operational performance and technician training. This study presents the development and evaluation of an MR-assisted system designed to support facility operations in academic buildings. The system was tested across three case scenarios, namely plumbing, lighting, and fire sprinkler systems, using Microsoft HoloLens®. A mixed-methods approach combined a post-use questionnaire and semi-structured interviews with twelve FM professionals, including technicians, inspectors, and managers. Results indicated that 66.67% of participants found the MR interface highly effective in visualizing systems and guiding maintenance steps. 83.33% agreed that checklist integration enhanced accuracy and learning. Technical challenges, including model drift, latency, and occasional software crashes, were also observed. Overall, the study confirms the feasibility of MR for FM training and inspection, offering a foundation for broader implementation and future research. The findings provide valuable insights into how MR-based visualization and interaction tools can enhance efficiency, learning, and communication in facility operations. Full article
(This article belongs to the Topic Application of Smart Technologies in Buildings)
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14 pages, 5725 KB  
Article
FLIP-IBM: Fluid–Structure Coupling Interaction Based on Immersed Boundary Method Under FLIP Framework
by Changjun Zou and Jia Yu
Modelling 2026, 7(1), 22; https://doi.org/10.3390/modelling7010022 - 16 Jan 2026
Viewed by 553
Abstract
Fluid–structure coupling is a prominent and hot topic in computer graphics and virtual reality. The hybrid technique known as FLIP combines the benefits of grid-based and particle-based techniques. Nevertheless, a significant problem is figuring out how to accomplish fluid–structure coupling interaction based on [...] Read more.
Fluid–structure coupling is a prominent and hot topic in computer graphics and virtual reality. The hybrid technique known as FLIP combines the benefits of grid-based and particle-based techniques. Nevertheless, a significant problem is figuring out how to accomplish fluid–structure coupling interaction based on the FLIP technique framework. We propose an immersed boundary approach to handle the problem of realistic fluid–structure coupling interaction under the FLIP framework. The benchmark test results demonstrate that, in addition to producing rich fluid–structure coupling interaction results, our novel technique also effectively reflects the effects of moving obstacle boundaries on the flow and pressure fields, thereby expanding the application area of the FLIP method. Full article
(This article belongs to the Section Modelling in Engineering Structures)
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26 pages, 3033 KB  
Systematic Review
Effectiveness of Virtual Reality Therapy on Static Postural Control and Dynamic Balance in Stroke Patients: Systematic Review, Meta-Analysis, and Meta-Regression of Randomized Controlled Trials
by Ming-Yu Tian, Myoung-Ho Lee, Ju-Hak Kim and Myong-Kwon Kim
Medicina 2026, 62(1), 90; https://doi.org/10.3390/medicina62010090 - 31 Dec 2025
Cited by 1 | Viewed by 936
Abstract
Background and Objectives: We aimed to evaluate the effectiveness of virtual reality (VR) therapy compared with conventional rehabilitation on static postural control and dynamic balance in patients with stroke. Design: A systematic review and meta-analysis of randomized controlled trials (RCTs) were conducted [...] Read more.
Background and Objectives: We aimed to evaluate the effectiveness of virtual reality (VR) therapy compared with conventional rehabilitation on static postural control and dynamic balance in patients with stroke. Design: A systematic review and meta-analysis of randomized controlled trials (RCTs) were conducted in accordance with the PRISMA 2020 guidelines. Materials and Methods: RCTs involving adults with stroke who received VR-based interventions, alone or combined with conventional therapy, were included. Outcomes were static postural control measured by center of pressure (COP) and dynamic balance assessed by the Berg Balance Scale (BBS) and Timed Up-and-Go Test (TUG). Results: Thirty-six RCTs (1118 participants) were analyzed. Pooled estimates favored VR-based interventions for several measures of static postural control, with standardized mean differences ranging from −0.59 to −0.38 (p < 0.05), whereas no clear difference was observed for COP sway speed under eyes-closed conditions (standardized mean difference (SMD) = –0.13, p = 0.43). For dynamic balance outcomes, pooled mean differences favored the VR group compared with conventional rehabilitation (BBS: mean difference (MD) = 3.29, 95% CI 2.76–3.83; TUG: MD = −3.43, 95% CI −4.03 to −2.82; both p < 0.0001). However, substantial heterogeneity and a high risk of bias were observed across several outcomes, which may affect the certainty of these findings. Conclusions: VR-based interventions may offer potential benefits for improving static postural control and dynamic balance in individuals with stroke, particularly when used as an adjunct to conventional rehabilitation. Nevertheless, given the substantial heterogeneity and risk of bias among included studies, the findings should be interpreted cautiously, and further well-designed, large-scale trials are required to confirm the magnitude and clinical relevance of these effects. Full article
(This article belongs to the Section Neurology)
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22 pages, 6375 KB  
Article
Supporting Educational Administration via Emergent Technologies: A Case Study for a Faculty of Engineering in Foreign Languages
by Beatrice-Iuliana Uta, Maria-Iuliana Dascalu, Ana-Maria Neagu, Raluca Ioana Guica and Iulia-Elena Teodorescu
Educ. Sci. 2026, 16(1), 29; https://doi.org/10.3390/educsci16010029 - 25 Dec 2025
Cited by 2 | Viewed by 624 | Correction
Abstract
Although emerging technologies are increasingly adopted in teaching and learning, their potential to enhance educational administration remains underexplored. In particular, few studies examine how conversational agents, virtual reality (VR), and robotic process automation (RPA) can jointly streamline administrative workflows in multilingual and multicultural [...] Read more.
Although emerging technologies are increasingly adopted in teaching and learning, their potential to enhance educational administration remains underexplored. In particular, few studies examine how conversational agents, virtual reality (VR), and robotic process automation (RPA) can jointly streamline administrative workflows in multilingual and multicultural university environments. This study addresses this gap by presenting an integrated solution deployed on the website of an engineering faculty where programs are delivered in foreign languages. The proposed system combines a multilingual chatbot, a VR-based administrative guide and virtual tour, and RPA modules supporting certificate generation, password resets, and exam scheduling. Through an A/B usability test, usage analytics, and qualitative feedback, we evaluate the effectiveness of these technologies in improving access to information, reducing response time, and lowering administrative workload. Results show that this triad significantly enhances efficiency and student experience, particularly for international students requiring continuous support. The paper contributes a replicable model for leveraging emerging technologies in educational administration and offers insights for institutions seeking scalable and student-centered digital transformation. Full article
(This article belongs to the Section Technology Enhanced Education)
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23 pages, 1477 KB  
Article
Virtual Reality Trier Social Stress and Virtual Supermarket Exposure: Electrocardiogram Correlates of Food Craving and Eating Traits in Adolescents
by Cristiana Amalia Onita, Daniela-Viorelia Matei, Elena Chelarasu, Robert Gabriel Lupu, Diana Petrescu-Miron, Anatolie Visnevschi, Stela Vudu, Calin Corciova, Robert Fuior, Nicoleta Tupita, Stéphane Bouchard and Veronica Mocanu
Nutrients 2025, 17(24), 3924; https://doi.org/10.3390/nu17243924 - 15 Dec 2025
Viewed by 752
Abstract
Background/Objectives: Acute stress is known to influence food-related motivation and decision-making, often promoting a preference for energy-dense, palatable foods. However, traditional laboratory paradigms have limited ecological validity. This study examined the relationship between stress-induced physiological changes, eating behavior traits, and food cravings using [...] Read more.
Background/Objectives: Acute stress is known to influence food-related motivation and decision-making, often promoting a preference for energy-dense, palatable foods. However, traditional laboratory paradigms have limited ecological validity. This study examined the relationship between stress-induced physiological changes, eating behavior traits, and food cravings using a virtual reality (VR) adaptation of the Trier Social Stress Test (VR-TSST) followed by a VR supermarket task in adolescents. Methods: Thirty-eight adolescents (mean age 15.8 ± 0.6 years) participated in the study. Physiological parameters (HR, QT, PQ intervals) were recorded pre- and post-stress using a portable ECG device (WIWE). Perceived stress and eating behavior traits were evaluated with the Perceived Stress Scale (PSS) and the Three-Factor Eating Questionnaire (TFEQ-R21C), respectively. Immediately after the VR-TSST, participants performed a VR supermarket task in which they rated cravings for sweet, fatty, and healthy foods using visual analog scales (VAS). Paired-samples t-tests examined pre–post changes in physiological parameters, partial correlations explored associations between ECG responses and eating traits, and a 2 × 3 mixed-model Repeated Measures ANOVA assessed the effects of food type (sweet, fatty, healthy) and uncontrolled eating (UE) group (low vs. high) on post-stress cravings. Results: Acute stress induced significant increases in HR and QTc intervals (p < 0.01), confirming a robust physiological stress response. The ANOVA revealed a strong main effect of food type (F(1.93, 435.41) = 168.98, p < 0.001, η2p = 0.43), indicating that stress-induced cravings differed across food categories, with sweet foods rated highest. A significant food type × UE group interaction (F(1.93, 435.41) = 16.49, p < 0.001, η2p = 0.07) showed that adolescents with high UE exhibited greater cravings for sweet and fatty foods than those with low UE. Overall, craving levels did not differ significantly between groups. Conclusions: The findings demonstrate that acute stress selectively enhances cravings for high-reward foods, and that this effect is modulated by baseline uncontrolled eating tendencies. The combined use of VR-based stress induction and VR supermarket simulation offers an innovative, ecologically valid framework for studying stress-related eating behavior in adolescents, with potential implications for personalized nutrition and the prevention of stress-induced overeating. Full article
(This article belongs to the Section Nutrition and Neuro Sciences)
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13 pages, 620 KB  
Article
Exploring the Effects of Virtual Reality on Pain Relief and Physical Mobility in Spa-Based Treatment
by Alina Huseynli, Vojtěch Špet, Alena Lochmannová, Konstantin Novikov, Ladislav Špišák and Aleš Příhoda
J. Clin. Med. 2025, 14(23), 8510; https://doi.org/10.3390/jcm14238510 - 30 Nov 2025
Viewed by 700
Abstract
Objectives: The objective of this prospective, controlled observational study embedded in routine spa care was to evaluate the effectiveness of integrating immersive virtual reality (VR) into a three-week spa-based rehabilitation program to reduce pain and improve physical mobility in adults with chronic [...] Read more.
Objectives: The objective of this prospective, controlled observational study embedded in routine spa care was to evaluate the effectiveness of integrating immersive virtual reality (VR) into a three-week spa-based rehabilitation program to reduce pain and improve physical mobility in adults with chronic musculoskeletal or neurogenic disorders. Methods: In this study, fifty-five adults with chronic musculoskeletal or neurogenic disorders completed a three-week spa regimen combining natural therapies, physiotherapy and rehabilitation. Participants were allocated in a preference- and availability-based manner either to the VR-enhanced group (n = 37), which completed interactive 25 min VR sessions three times per week, or to the control group (n = 18) receiving standard care. Pain was assessed using a 100 mm Visual Analog Scale (VAS) and shoulder-related joint mobility by goniometry before and after the intervention. Wilcoxon signed-rank and Mann–Whitney U tests evaluated within- and between-group differences, with subgroup analyses according to disease duration (≤5 vs. >5 years). Results: Both groups achieved significant post-treatment reductions in VAS pain scores (p < 0.001). The VR group exhibited a greater median decrease in pain compared to controls (p = 0.048), with the largest effect among patients with disease duration ≤ 5 years (p = 0.024). Goniometric measurements demonstrated significant mobility improvements across all tested angles in the VR group (p < 0.001), while improvements in the control group were smaller. Conclusions: VR integrated into spa-based rehabilitation was associated with greater pain reduction and mobility gains than standard care. These preliminary, hypothesis-generating findings require confirmation in larger randomized trials with standardized protocols and long-term follow-up. Full article
(This article belongs to the Section Clinical Rehabilitation)
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35 pages, 5554 KB  
Article
Development of Traffic Rules Training Platform Using LLMs and Cloud Video Streaming
by Artem Kazarian, Vasyl Teslyuk, Oleh Berezsky and Oleh Pitsun
Big Data Cogn. Comput. 2025, 9(12), 304; https://doi.org/10.3390/bdcc9120304 - 30 Nov 2025
Viewed by 918
Abstract
Driving safety education remains a critical societal priority, and understanding traffic rules is essential for reducing road accidents and improving driver awareness. This study presents the development and evaluation of a virtual simulator for learning traffic rules, incorporating spherical video technology and interactive [...] Read more.
Driving safety education remains a critical societal priority, and understanding traffic rules is essential for reducing road accidents and improving driver awareness. This study presents the development and evaluation of a virtual simulator for learning traffic rules, incorporating spherical video technology and interactive training scenarios. The primary objective was to enhance the accessibility and effectiveness of traffic rule education by utilizing modern virtual reality approaches without the need for specialized equipment. A key research component is using Petri net-based models to study the simulator’s dynamic states, enabling the analysis and optimization of system behavior. The developed simulator employs large language models for the automated generation of educational content and test questions, supporting personalized learning experiences. Additionally, a model for determining the camera rotation angle was proposed, ensuring a realistic and immersive presentation of training scenarios within the simulator. The system’s cloud-based, modular software architecture and cross-platform algorithms ensure flexibility, scalability, and compatibility across devices. The simulator allows users to practice traffic rules in realistic road environments with the aid of spherical videos and receive immediate feedback through contextual prompts. The developed system stands out from existing traffic rule learning platforms by combining spherical video technology, large language model-based content generation, and cloud architecture to create a more interactive, adaptive, and realistic learning experience. The experimental results confirm the simulator’s high efficiency in improving users’ knowledge of traffic rules and practical decision-making skills. Full article
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43 pages, 8950 KB  
Article
Development of a Virtual Drone System for Exploring Natural Landscapes and Enhancing Junior High School Students’ Learning of Indigenous Settlement Site Selection
by Pei-Qing Wu, Tsu-Jen Ding, Yu-Jung Wu and Wernhuar Tarng
Drones 2025, 9(11), 742; https://doi.org/10.3390/drones9110742 - 24 Oct 2025
Cited by 1 | Viewed by 1373
Abstract
This study combined virtual reality technology with drone aerial imagery of Smangus, a remote Atayal tribe situated 1500 m above sea level in Hsinchu County, Taiwan, to develop a virtual drone system. This study aims to investigate the learning effectiveness and operational experience [...] Read more.
This study combined virtual reality technology with drone aerial imagery of Smangus, a remote Atayal tribe situated 1500 m above sea level in Hsinchu County, Taiwan, to develop a virtual drone system. This study aims to investigate the learning effectiveness and operational experience associated with the application of the virtual drone system for exploring tribal natural landscapes and enhancing junior high school students’ learning of Indigenous settlement site selection. A quasi-experimental design was conducted with two seventh-grade classes from a junior high school in Hsinchu County, Taiwan. The experimental group (n = 43) engaged with the virtual drone system to perform settlement site selection tasks, while the control group (n = 42) learned using traditional materials such as PowerPoint slides and maps. The intervention consisted of two instructional sessions, with data collected via achievement tests, questionnaires, and open-ended feedback. The results indicated that students in the experimental group significantly outperformed the control group in learning outcomes. Positive responses were also observed in learning motivation, cognitive load, and system satisfaction. Students reported that the virtual drone system improved students’ understanding of terrain and enhanced their skills in selecting appropriate sites while increasing their interest and motivation in learning. Moreover, the course incorporated the Atayal people’s migration history and field interview data, enriching its cultural authenticity and contextual relevance. Full article
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20 pages, 1661 KB  
Article
Beyond Photorealism: An AIGC-Powered Framework for Stylized and Gamified Cultural Heritage Revitalization
by Chunlei Li, Ziwen Ye, Wen Wen, Lanyuxin Li and Jianghuai Shao
Buildings 2025, 15(20), 3782; https://doi.org/10.3390/buildings15203782 - 20 Oct 2025
Cited by 1 | Viewed by 2739
Abstract
The protection and dissemination of cultural heritage in the digital age are confronted with dual problems of fragmented cultural narratives and insufficient public participation, which have now become a major bottleneck in realizing the value of cultural heritage. The rise of artificial intelligence [...] Read more.
The protection and dissemination of cultural heritage in the digital age are confronted with dual problems of fragmented cultural narratives and insufficient public participation, which have now become a major bottleneck in realizing the value of cultural heritage. The rise of artificial intelligence technology nowadays offers an unprecedented opportunity to address this challenge. This study proposes a framework that combines artificial intelligence to tackle this issue, using the UNESCO World Heritage site, Kaiping Diaolou, as a case study. The methodology integrates AIGC tools such as Stable Diffusion and GPT-4 with traditional 3D modeling and digital twin technologies, aiming to go beyond traditional “photorealistic” replication by creating ink-wash stylized models with cultural resonance and artistic expressiveness, while providing immersive gamified experiences in virtual and augmented reality environments. A mixed-methods evaluation combining ratings from 6 experts and surveys from 122 participants confirms that the framework significantly improves work efficiency—modeling time is reduced from several hours to an average of 48 min, with a 60% increase in efficiency. More importantly, the gamified narrative generated by AI received a high engagement score of 4.2 (out of 5.0) among the 18 to 25 age group. The study also reveals a significant digital divide: users over 36 years old rated usability 35% lower than younger participants. The framework effectively lowers the technological threshold, allowing non-expert users to meet 70% of usability standards after brief training. This study ultimately validates an innovative framework that combines scalability and efficiency, offering an empirically tested practical solution for the deep, sustainable revitalization and public engagement of cultural heritage. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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18 pages, 1711 KB  
Article
Head and Eye Movements During Pedestrian Crossing in Patients with Visual Impairment: A Virtual Reality Eye Tracking Study
by Mark Mervic, Ema Grašič, Polona Jaki Mekjavić, Nataša Vidovič Valentinčič and Ana Fakin
J. Eye Mov. Res. 2025, 18(5), 55; https://doi.org/10.3390/jemr18050055 - 15 Oct 2025
Viewed by 1147
Abstract
Real-world navigation depends on coordinated head–eye behaviour that standard tests of visual function miss. We investigated how visual impairment affects traffic navigation, whether behaviour differs by visual impairment type, and whether this functional grouping better explains performance than WHO categorisation. Using a virtual [...] Read more.
Real-world navigation depends on coordinated head–eye behaviour that standard tests of visual function miss. We investigated how visual impairment affects traffic navigation, whether behaviour differs by visual impairment type, and whether this functional grouping better explains performance than WHO categorisation. Using a virtual reality (VR) headset with integrated head and eye tracking, we evaluated detection of moving cars and safe road-crossing opportunities in 40 patients with central, peripheral, or combined visual impairment and 19 controls. Only two patients with a combination of very low visual acuity and severely constricted visual fields failed both visual tasks. Overall, patients identified safe-crossing intervals 1.3–1.5 s later than controls (p ≤ 0.01). Head-eye movement profiles diverged by visual impairment: patients with central impairment showed shorter, more frequent saccades (p < 0.05); patients with peripheral impairment showed exploratory behaviour similar to controls; while patients with combined impairment executed fewer microsaccades (p < 0.05), reduced total macrosaccade amplitude (p < 0.05), and fewer head turns (p < 0.05). Classification by impairment type explained behaviour better than WHO categorisation. These findings challenge acuity/field-based classifications and support integrating functional metrics into risk stratification and targeted rehabilitation, with VR providing a safe, scalable assessment tool. Full article
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