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Xing Y, Xiao Y, Luo Y. Integrating restoration and interactive exploration to enhance cultural heritage through VR storytelling. Sci Rep 2024; 14:21194. [PMID: 39261540 PMCID: PMC11390721 DOI: 10.1038/s41598-024-72182-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/27/2023] [Accepted: 09/04/2024] [Indexed: 09/13/2024] Open
Abstract
Redtory was transformed from an old industrial site into a creative park in Guangzhou. Unfortunately, it was demolished in May 2019. It holds a dual significance, representing both Guangzhou's old industrial era and its first creative park (Art and Design). The objective of this study was to utilize Virtual Reality (VR) technologies to design an immersive environment with a narrative experience and restore the historical memory of Redtory. The project designs the interactive storytelling tour based on Bartle's taxonomy theory. The VR project includes four primary scenes to tell the Redtory's story: Starting Scene, Factory Buildings, Historical Square, and Creative Corridor. The study designs various interactive elements to engage tourists during exploration. The study conducted user tests to evaluate the system. A comparative experiment (N = 40) is conducted to evaluate the overall performance of the VR platform. The results indicate that the platform provides a smooth storytelling experience during the virtual tour with minimal bugs or disruptions. The project provides valuable user data and a design flow as a case study reference to contribute to the field of VR historical education.
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Affiliation(s)
- Yongkang Xing
- School of Art and Design, Guangzhou Maritime University, Guangzhou, 510725, China
- Institute of Artificial Intelligence, De Montfort University, Leicester, LE1 9BH, UK
| | - Yi Xiao
- School of Design, Hunan University, Changsha, 410082, China.
| | - Yongjie Luo
- Department of Art Design and Creative Industry, Nanfang College Guangzhou, Guangzhou, 510970, China
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Petruse RE, Grecu V, Chiliban MB, Tâlvan ET. Comparative Analysis of Mixed Reality and PowerPoint in Education: Tailoring Learning Approaches to Cognitive Profiles. SENSORS (BASEL, SWITZERLAND) 2024; 24:5138. [PMID: 39204835 PMCID: PMC11360204 DOI: 10.3390/s24165138] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/06/2024] [Revised: 07/10/2024] [Accepted: 08/06/2024] [Indexed: 09/04/2024]
Abstract
The term immersive technology refers to various types of technologies and perspectives that are constantly changing and developing. It can be used for different purposes and domains such as education, healthcare, entertainment, arts, and engineering. This paper aims to compare the effectiveness of immersive technologies used in education, namely mixed reality, generated with Microsoft HoloLens 2, with traditional teaching methods. The experiment involves comparing two groups of students who received different training methods: the first group saw a PowerPoint slide with an image of the human muscular system, while the second group saw a 3D hologram of the human body that showed the same muscle groups as in the PowerPoint (PPT). By integrating the Intelligence Quotient (IQ) levels of the participants as a predictive variable, the study sought to ascertain whether the incorporation of mixed reality technology could significantly influence the learning outcomes and retention capabilities of the learners. This investigation was designed to contribute to the evolving pedagogical landscape by providing empirical evidence on the potential benefits of advanced educational technologies in diverse learning environments. The main finding of this study indicates that while MR has potential, its effectiveness is closely tied to its interactivity. In cases where the content remains static and non-interactive, MR does not significantly enhance in-formation retention compared to traditional PPT methods. Additionally, the study highlights that instructional strategies should be adapted to individual cognitive profiles, as the technology type (MR or PPT) alone does not significantly impact learning outcomes when the information presented is identical.
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Affiliation(s)
- Radu Emanuil Petruse
- Faculty of Engineering, Lucian Blaga University of Sibiu, 550024 Sibiu, Romania; (R.E.P.); (M.-B.C.)
| | - Valentin Grecu
- Faculty of Engineering, Lucian Blaga University of Sibiu, 550024 Sibiu, Romania; (R.E.P.); (M.-B.C.)
| | - Marius-Bogdan Chiliban
- Faculty of Engineering, Lucian Blaga University of Sibiu, 550024 Sibiu, Romania; (R.E.P.); (M.-B.C.)
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Niu L, Bin J, Wang JKS, Zhan G, Jia J, Zhang L, Gan Z, Kang X. Effect of 3D paradigm synchronous motion for SSVEP-based hybrid BCI-VR system. Med Biol Eng Comput 2023; 61:2481-2495. [PMID: 37191865 DOI: 10.1007/s11517-023-02845-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/25/2022] [Accepted: 05/05/2023] [Indexed: 05/17/2023]
Abstract
A brain-computer interface (BCI) system and virtual reality (VR) are integrated as a more interactive hybrid system (BCI-VR) that allows the user to manipulate the car. A virtual scene in the VR system that is the same as the physical environment is built, and the object's movement can be observed in the VR scene. The four-class three-dimensional (3D) paradigm is designed and moves synchronously in virtual reality. The dynamic paradigm may affect their attention according to the experimenters' feedback. Fifteen subjects in our experiment steered the car according to a specified motion trajectory. According to our online experimental result, different motion trajectories of the paradigm have various effects on the system's performance, and training can mitigate this adverse effect. Moreover, the hybrid system using frequencies between 5 and 10 Hz indicates better performance than those using lower or higher stimulation frequencies. The experiment results show a maximum average accuracy of 0.956 and a maximum information transfer rate (ITR) of 41.033 bits/min. It suggests that a hybrid system provides a high-performance way of brain-computer interaction. This research could encourage more interesting applications involving BCI and VR technologies.
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Affiliation(s)
- Lan Niu
- Laboratory for Neural Interface and Brain Computer Interface, Engineering Research Center of AI & Robotics, Shanghai Engineering Research Center of AI & Robotics, MOE Frontiers Center for Brain Science, State Key Laboratory of Medical Neurobiology, Institute of AI & Robotics, Institute of Meta-Medical, Academy for Engineering & Technology, Ministry of Education, FudanUniversity, Shanghai, China
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China
| | - Jianxiong Bin
- Laboratory for Neural Interface and Brain Computer Interface, Engineering Research Center of AI & Robotics, Shanghai Engineering Research Center of AI & Robotics, MOE Frontiers Center for Brain Science, State Key Laboratory of Medical Neurobiology, Institute of AI & Robotics, Institute of Meta-Medical, Academy for Engineering & Technology, Ministry of Education, FudanUniversity, Shanghai, China
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China
| | | | - Gege Zhan
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China
| | - Jie Jia
- Department of Rehabilitation Medicine, Huashan Hospital, Fudan University, Shanghai, 200040, China
| | - Lihua Zhang
- Laboratory for Neural Interface and Brain Computer Interface, Engineering Research Center of AI & Robotics, Shanghai Engineering Research Center of AI & Robotics, MOE Frontiers Center for Brain Science, State Key Laboratory of Medical Neurobiology, Institute of AI & Robotics, Institute of Meta-Medical, Academy for Engineering & Technology, Ministry of Education, FudanUniversity, Shanghai, China
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China
| | - Zhongxue Gan
- Laboratory for Neural Interface and Brain Computer Interface, Engineering Research Center of AI & Robotics, Shanghai Engineering Research Center of AI & Robotics, MOE Frontiers Center for Brain Science, State Key Laboratory of Medical Neurobiology, Institute of AI & Robotics, Institute of Meta-Medical, Academy for Engineering & Technology, Ministry of Education, FudanUniversity, Shanghai, China
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China
| | - Xiaoyang Kang
- Laboratory for Neural Interface and Brain Computer Interface, Engineering Research Center of AI & Robotics, Shanghai Engineering Research Center of AI & Robotics, MOE Frontiers Center for Brain Science, State Key Laboratory of Medical Neurobiology, Institute of AI & Robotics, Institute of Meta-Medical, Academy for Engineering & Technology, Ministry of Education, FudanUniversity, Shanghai, China.
- Ji Hua Laboratory, Foshan, 528000, Guangdong Province, China.
- Yiwu Research Institute of Fudan University, Chengbei Road, Yiwu City, 322000, Zhejiang, China.
- Research Center for Intelligent Sensing, Zhejiang Lab, Hangzhou, 311100, China.
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Niu L, Bin J, kong shuai Wang J, Zhan G, Zhang L, Gan Z, Kang X. A dynamically optimized time-window length for SSVEP based hybrid BCI-VR system. Biomed Signal Process Control 2023. [DOI: 10.1016/j.bspc.2023.104826] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/14/2023]
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Hazarika A, Rahmati M. Towards an Evolved Immersive Experience: Exploring 5G- and Beyond-Enabled Ultra-Low-Latency Communications for Augmented and Virtual Reality. SENSORS (BASEL, SWITZERLAND) 2023; 23:3682. [PMID: 37050742 PMCID: PMC10098798 DOI: 10.3390/s23073682] [Citation(s) in RCA: 3] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 02/14/2023] [Revised: 03/24/2023] [Accepted: 03/31/2023] [Indexed: 06/19/2023]
Abstract
Augmented reality and virtual reality technologies are witnessing an evolutionary change in the 5G and Beyond (5GB) network due to their promising ability to enable an immersive and interactive environment by coupling the virtual world with the real one. However, the requirement of low-latency connectivity, which is defined as the end-to-end delay between the action and the reaction, is very crucial to leverage these technologies for a high-quality immersive experience. This paper provides a comprehensive survey and detailed insight into various advantageous approaches from the hardware and software perspectives, as well as the integration of 5G technology, towards 5GB, in enabling a low-latency environment for AR and VR applications. The contribution of 5GB systems as an outcome of several cutting-edge technologies, such as massive multiple-input, multiple-output (mMIMO) and millimeter wave (mmWave), along with the utilization of artificial intelligence (AI) and machine learning (ML) techniques towards an ultra-low-latency communication system, is also discussed in this paper. The potential of using a visible-light communications (VLC)-guided beam through a learning algorithm for a futuristic, evolved immersive experience of augmented and virtual reality with the ultra-low-latency transmission of multi-sensory tracking information with an optimal scheduling policy is discussed in this paper.
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Marek K, Zubrycki I, Miller E. Immersion Therapy with Head-Mounted Display for Rehabilitation of the Upper Limb after Stroke-Review. SENSORS (BASEL, SWITZERLAND) 2022; 22:9962. [PMID: 36560328 PMCID: PMC9785384 DOI: 10.3390/s22249962] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/07/2022] [Revised: 12/08/2022] [Accepted: 12/14/2022] [Indexed: 06/17/2023]
Abstract
Immersive virtual therapy technology is a new method that uses head-mounted displays for rehabilitation purposes. It offers a realistic experience that puts the user in a virtual reality. This new type of therapy is used in the rehabilitation of stroke patients. Many patients after this disease have complications related to the upper extremities that limit independence in their everyday life, which affects the functioning of society. Conventional neurological rehabilitation can be supplemented by the use of immersive virtual therapy. The system allows patients with upper limb dysfunction to perform a motor and task-oriented training in virtual reality that is individually tailored to their performance. The complete immersion therapy itself is researched and evaluated by medical teams to determine the suitability for rehabilitation of the upper limb after a stroke. The purpose of this article is to provide an overview of the latest research (2019-2022) on immersive virtual reality with head-mounted displays using in rehabilitation of the upper extremities of stroke patients.
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Affiliation(s)
- Klaudia Marek
- Department of Neurological Rehabilitation, Medical University of Lodz, Milionowa 14, 93-113 Lodz, Poland
| | - Igor Zubrycki
- Institute of Automatic Control, Lodz University of Technology, Stefanowskiego 18, 90-537 Lodz, Poland
| | - Elżbieta Miller
- Department of Neurological Rehabilitation, Medical University of Lodz, Milionowa 14, 93-113 Lodz, Poland
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Ultra-Reliable Low-Latency Communications: Unmanned Aerial Vehicles Assisted Systems. INFORMATION 2022. [DOI: 10.3390/info13090430] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Ultra-reliable low-latency communication (uRLLC) is a group of fifth-generation and sixth-generation (5G/6G) cellular applications with special requirements regarding latency, reliability, and availability. Most of the announced 5G/6G applications are uRLLC that require an end-to-end latency of milliseconds and ultra-high reliability of communicated data. Such systems face many challenges since traditional networks cannot meet such requirements. Thus, novel network structures and technologies have been introduced to enable such systems. Since uRLLC is a promising paradigm that covers many applications, this work considers reviewing the current state of the art of the uRLLC. This includes the main applications, specifications, and main requirements of ultra-reliable low-latency (uRLL) applications. The design challenges of uRLLC systems are discussed, and promising solutions are introduced. The virtual and augmented realities (VR/AR) are considered the main use case of uRLLC, and the current proposals for VR and AR are discussed. Moreover, unmanned aerial vehicles (UAVs) are introduced as enablers of uRLLC. The current research directions and the existing proposals are discussed.
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