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Einloft J, Meyer HL, Bedenbender S, Morgenschweis ML, Ganser A, Russ P, Hirsch MC, Grgic I. Immersive medical training: a comprehensive longitudinal study of extended reality in emergency scenarios for large student groups. BMC MEDICAL EDUCATION 2024; 24:978. [PMID: 39252064 PMCID: PMC11385130 DOI: 10.1186/s12909-024-05957-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/30/2024] [Accepted: 08/26/2024] [Indexed: 09/11/2024]
Abstract
Young healthcare professionals and medical graduates often fall short in the practical experience necessary for handling medical emergencies. This can not only lead to strained feelings of inadequacy and insecurity among future physicians and less experienced healthcare providers in general, but also to detrimental outcomes for patients as emergency medicine demands rapid decision-making with low tolerance for errors. New didactic modalities and approaches may be needed to effectively address this shortcoming. Immersive technologies are powerful novel educational tools with untapped potential in medical training, and may be particularly suitable for simulation trainings in the high-stakes field of emergency medicine.Herein, we systematically explored the educational potential of extended reality (XR) technology, particularly virtual reality (VR), in the management of patients presenting as medical emergencies, combining the use of the STEP-VR application with an untethered hardware setup.Importantly, we aimed at studying multiple, large cohorts of senior medical students involving a total of 529 participants and collecting data over a period of two years. We assessed students' acceptance of the training through a modified questionnaire measuring device handling, content complexity, degree of immersion, learning success, and seminar design.Our results show high, sustained acceptance and ease of use across different student cohorts and subgroups, with most students finding XR/VR engaging and beneficial for acquiring emergency medicine skills. Importantly, the prevalence of simulation sickness was minimal. Moreover, no major effect of the head-mounted displays (HMDs) price range was noted with regard to the learning experience. The results underscore the potential of XR/VR capabilities in effectively enhancing medical education, particularly in areas of high-stakes clinical scenarios and emergency care, by providing realistic and reproducible immersive training environments.In summary, our findings suggest that XR/VR-based training approaches could significantly contribute to preparing future physicians for the complexities of emergency medical care, encouraging the integration of such technologies into medical curricula. However, careful consideration must be given to its suitability for all students and the practical challenges of its implementation, highlighting the need for further research to harness its full potential for medical education.
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Affiliation(s)
- Jonas Einloft
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Hendrik L Meyer
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Simon Bedenbender
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Muriel L Morgenschweis
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Andre Ganser
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Philipp Russ
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Martin C Hirsch
- Institute for Artificial Intelligence in Medicine, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany
| | - Ivica Grgic
- Department of Internal Medicine and Nephrology, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany.
- Institute for Artificial Intelligence in Medicine, University Hospital Giessen and Marburg, Philipps University Marburg, Marburg, Germany.
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Neri L, Noguez J, Escobar-Castillejos D, Robledo-Rella V, García-Castelán RMG, Gonzalez-Nucamendi A, Magana AJ, Benes B. Enhancing Buoyant force learning through a visuo-haptic environment: a case study. Front Robot AI 2024; 11:1276027. [PMID: 39071114 PMCID: PMC11272448 DOI: 10.3389/frobt.2024.1276027] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2023] [Accepted: 06/06/2024] [Indexed: 07/30/2024] Open
Abstract
Introduction: This study aimed to develop, implement, and test a visuo-haptic simulator designed to explore the buoyancy phenomenon for freshman engineering students enrolled in physics courses. The primary goal was to enhance students' understanding of physical concepts through an immersive learning tool. Methods: The visuo-haptic simulator was created using the VIS-HAPT methodology, which provides high-quality visualization and reduces development time. A total of 182 undergraduate students were randomly assigned to either an experimental group that used the simulator or a control group that received an equivalent learning experience in terms of duration and content. Data were collected through pre- and post-tests and an exit-perception questionnaire. Results: Data analysis revealed that the experimental group achieved higher learning gains than the control group (p = 0.079). Additionally, students in the experimental group expressed strong enthusiasm for the simulator, noting its positive impact on their understanding of physical concepts. The VIS-HAPT methodology also reduced the average development time compared to similar visuo-haptic simulators. Discussion: The results demonstrate the efficacy of the buoyancy visuo-haptic simulator in improving students' learning experiences and validate the utility of the VIS-HAPT method for creating immersive educational tools in physics.
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Affiliation(s)
- Luis Neri
- Tecnologico de Monterrey, School of Engineering and Science, Ciudad de Mexico, Mexico
| | - Julieta Noguez
- Tecnologico de Monterrey, School of Engineering and Science, Ciudad de Mexico, Mexico
| | | | - Víctor Robledo-Rella
- Tecnologico de Monterrey, School of Engineering and Science, Ciudad de Mexico, Mexico
| | | | | | - Alejandra J. Magana
- Department of Computer and Information Technology and School of Engineering Education, Purdue University, West Lafayette, IN, United States
| | - Bedrich Benes
- Department of Computer Science, Purdue University, West Lafayette, IN, United States
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Liebermann A, Lente I, Huth KC, Erdelt K. Impact of a virtual prosthetic case planning environment on perceived immersion, cognitive load, authenticity and learning motivation in dental students. EUROPEAN JOURNAL OF DENTAL EDUCATION : OFFICIAL JOURNAL OF THE ASSOCIATION FOR DENTAL EDUCATION IN EUROPE 2024; 28:9-19. [PMID: 37118941 DOI: 10.1111/eje.12910] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/26/2022] [Revised: 11/08/2022] [Accepted: 04/16/2023] [Indexed: 06/19/2023]
Abstract
INTRODUCTION The application of virtual reality (VR) presents a big trend in medical education. The aim of this investigation was the presentation and assessment of a multi-user virtual prosthetic case planning environment using criteria such as perceived immersion, cognitive load, authenticity and students´ learning motivation during a virtual seminar. MATERIALS AND METHODS The virtual case planning environment consisted of two different virtual environments - the entrance area and the case planning environment. Students and lecturers visited it with the used VR glasses Oculus Quest 2 (Meta Quest). All participants appeared as tooth avatars (molars) during the prosthetic case planning seminar and were able to communicate. These voluntary virtual case planning seminars took place in the clinical prosthetic courses (4th and 5th year). Students were asked to fill in the questionnaire comprising 15 questions separated into four categories, each assessed by a 11-point Likert scale: perceived presence/immersion, cognitive load, motivation and authenticity. A negative and a positive focus group were built, each consisting of three students answering three guiding questions. An exploratory data analysis was performed with the significance level set at p = .05. RESULTS A total of 64 students out of 98 participated in the virtual seminars. The results demonstrated that the students felt very comfortable in the virtual seminar environment and were able to focus well on the content, demonstrated in predominantly positive results for presence/immersion. Cognitive load and authenticity presented positive results. In particular, the motivation of the students showed a high score (median: 2.1-2.6; IQR: 3.9). The cognitive load should be reduced if necessary to increase focus. The cyber sickness is a challenge for some students as well as the technical requirements of the internet connection, which needs to be addressed. Nevertheless, virtual case planning seminars are an essential tool for motivating the new generation of students. CONCLUSIONS The results of the investigation demonstrate that the students felt very comfortable in the virtual seminar environment and were able to focus well on the content. The prosthetic case plannings were well understood and the students quickly become familiar with the environment. The cognitive load could be reduced to increase focus. In particular, the motivation of the students showed a high score. The cyber sickness is a challenge for some students as well as the technical requirements of the internet connection, which needs to be addressed.
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Affiliation(s)
- Anja Liebermann
- Department of Prosthetic Dentistry, School of Dental and Oral Medicine, University of Cologne, Faculty of Medicine and University Hospital Cologne, Cologne, Germany
| | - Isabel Lente
- Department of Prosthetic Dentistry, University Hospital, LMU Munich, Munich, Germany
| | - Karin Christine Huth
- Department of Conservative Dentistry and Periodontology, University Hospital, LMU Munich, Munich, Germany
| | - Kurt Erdelt
- Department of Prosthetic Dentistry, University Hospital, LMU Munich, Munich, Germany
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Kim HJ, Lee HK, Jang JY, Lee KN, Suh DH, Kong HJ, Lee SH, Park JY. Immersive virtual reality simulation training for cesarean section: a randomized controlled trial. Int J Surg 2024; 110:194-201. [PMID: 37939117 PMCID: PMC10793750 DOI: 10.1097/js9.0000000000000843] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/15/2023] [Accepted: 09/29/2023] [Indexed: 11/10/2023]
Abstract
BACKGROUND Caesarean section (CS) is a complex surgical procedure that involves many steps and requires careful precision. Virtual reality (VR) simulation has emerged as a promising tool for medical education and training, providing a realistic and immersive environment for learners to practice clinical skills and decision-making. This study aimed to evaluate the educational effectiveness of a VR simulation program in training the management of patients with premature rupture of membranes (PROM) and CS. MATERIALS AND METHODS A two-arm parallel randomized controlled trial was conducted with 105 eligible participants randomly assigned to the VR group ( n =53) or the control group ( n =52) in a 1:1 ratio. The VR group received VR simulation training focused on PROM management and CS practice, while the control group watched a video presentation with narrative of clinical scenario and recording of CS. Both groups completed questionnaires assessing their prior experiences with VR, experience in managing patients with PROM and performing CS, as well as their confidence levels. These questionnaires were administered before and after the intervention, along with a mini-test quiz. RESULTS Baseline characteristics and previous experiences were comparable between the two groups. After the intervention, the VR group had higher confidence scores in all four aspects, including managing patients with PROM, performing CS as an operator, and understanding the indications and complications of CS, compared to the control group. The VR group also achieved significantly higher scores on the mini-test quiz [median (interquartile range), 42 (37-48) in the VR group; 36 (32-40) in the control group, P <0.001]. CONCLUSION VR simulation program can be an effective educational tool for improving participants' knowledge and confidence in managing patients with PROM and performing CS.
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Affiliation(s)
- Hyeon Ji Kim
- Department of Obstetrics and Gynecology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, Republic of Korea
| | - Hee Kyeong Lee
- Department of Obstetrics and Gynecology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, Republic of Korea
| | - Ji Yeon Jang
- Department of Obstetrics and Gynecology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, Republic of Korea
| | - Kyong-No Lee
- Department of Obstetrics and Gynecology, Chungnam National University College of Medicine, Daejeon, Republic of Korea
| | - Dong Hoon Suh
- Department of Obstetrics and Gynecology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, Republic of Korea
| | - Hyoun-Joong Kong
- Department of Transdisciplinary Medicine, Seoul National University Hospital, Seoul, Republic of Korea
- Department of Medicine, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Seung-Hee Lee
- Department of Medical Education, Seoul National University College of Medicine, Seoul, Republic of Korea
| | - Jee Yoon Park
- Department of Obstetrics and Gynecology, Seoul National University College of Medicine, Seoul National University Bundang Hospital, Seongnam, Republic of Korea
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García-Pazo P, Pol-Castañeda S, Moreno-Mulet C, Pomar-Forteza A, Carrero-Planells A. Virtual reality and critical care education in nursing: A cross-sectional study. NURSE EDUCATION TODAY 2023; 131:105971. [PMID: 37717425 DOI: 10.1016/j.nedt.2023.105971] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/30/2023] [Revised: 07/13/2023] [Accepted: 09/11/2023] [Indexed: 09/19/2023]
Abstract
BACKGROUND The nursing care of a critically ill patient in the intensive care unit requires specific training. Virtual reality can facilitate the nursing assessment of critically ill patients. OBJECTIVE To evaluate the utility of virtual reality as a tool for teaching nursing assessment of critically ill patients. DESIGN This is a cross-sectional study. SETTING University of the Balearic Islands (Spain) during the 2022 academic year. PARTICIPANTS Third-year nursing students. METHODS A specific environment was designed for virtual reality immersion using a BNEXT head-mounted display. Data were collected using three questionnaires: perception of self-efficacy regarding skill-acquisition in the nursing care process; immersivity; utility and tool satisfaction. RESULTS A total of 111 undergraduated nursing students responded, 86.8 % of whom had no previous intensive care units experience. They rated the virtual reality experience positively for learning the nursing care process, emphasising the need for skin and mucosal hygiene, patient mobilisation and family care, as well as an understanding of the therapeutic technology required. A total of 67.6 % felt as though they were physically present. They reported a high degree of acceptance and satisfaction. CONCLUSIONS Virtual reality has facilitated the exposure of students to an unfamiliar environment such as the intensive care units, proving to be useful, satisfying, and motivating in teaching the nursing care process.
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Affiliation(s)
- Patricia García-Pazo
- Department of Nursing and Physiotherapy, University of the Balearic Islands, 07122 Palma, Spain; Development and Psychopathology Research Group (DEVPSY), Health Research Institute of the Balearic Islands (IdISBa), 07010 Palma, Spain.
| | - Sandra Pol-Castañeda
- Department of Nursing and Physiotherapy, University of the Balearic Islands, 07122 Palma, Spain; Hospital Universitari Son Llàtzer, Balearic Islands Health Service, 07198 Palma, Spain; Care, Chronicity, and Health Evidences Research Group, Health Research Institute of the Balearic Islands (IdISBa), 07010 Palma, Spain.
| | - Cristina Moreno-Mulet
- Department of Nursing and Physiotherapy, University of the Balearic Islands, 07122 Palma, Spain; Care, Chronicity, and Health Evidences Research Group, Health Research Institute of the Balearic Islands (IdISBa), 07010 Palma, Spain.
| | - Antonio Pomar-Forteza
- Department of Nursing and Physiotherapy, University of the Balearic Islands, 07122 Palma, Spain; Camp Redó Primary Health Care Center, Balearic Islands Health Service, 07010 Palma, Spain.
| | - Alba Carrero-Planells
- Department of Nursing and Physiotherapy, University of the Balearic Islands, 07122 Palma, Spain; Care, Chronicity, and Health Evidences Research Group, Health Research Institute of the Balearic Islands (IdISBa), 07010 Palma, Spain.
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Nichat A, Gajbe U, Bankar NJ, Singh BR, Badge AK. Flipped Classrooms in Medical Education: Improving Learning Outcomes and Engaging Students in Critical Thinking Skills. Cureus 2023; 15:e48199. [PMID: 38054140 PMCID: PMC10694389 DOI: 10.7759/cureus.48199] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/04/2023] [Accepted: 11/03/2023] [Indexed: 12/07/2023] Open
Abstract
The flipped classroom (FC) model involves students independently acquiring knowledge before in-person class sessions, during which they engage in active discussions and problem-solving. Various methods to implement FC are quizzes, e-content, case-based learning, problem-based learning, and reading assignments. The advantages of the FC approach included improved student preparation, active participation, and the promotion of critical thinking skills. Some disadvantages identified are technical problems like internet connection, improper planning and preparation, which increases teacher workload, and lack of self-motivation. This review underscores the potential of the FC approach to improve medical education by promoting independent learning, active participation, and deeper understanding. Consideration of factors such as curriculum design, faculty development, technological infrastructure, and student readiness is vital for successfully implementing the FC model. Balancing self-directed study with meaningful face-to-face interactions remains crucial to harnessing the full benefits of this innovative approach. By leveraging technology and student-centered methods, medical educators can create an enriched learning experience that positively influences future healthcare professionals.
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Affiliation(s)
- Adwait Nichat
- Medical Education, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research (Deemed to be University), Nagpur, IND
| | - Ujwal Gajbe
- Anatomy, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research (Deemed to be University), Nagpur, IND
| | - Nandkishor J Bankar
- Microbiology, Jawaharlal Nehru Medical College, Datta Meghe Institute of Higher Education and Research (Deemed to be University), Wardha, IND
| | - Brij Raj Singh
- Anatomy, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research (Deemed to be University), Nagpur, IND
| | - Ankit K Badge
- Microbiology, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research (Deemed to be University), Nagpur, IND
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Hummel E, Cogne M, Lange M, Lecuyer A, Joly F, Gouranton V. VR for Vocational and Ecological Rehabilitation of Patients With Cognitive Impairment: A Survey. IEEE Trans Neural Syst Rehabil Eng 2023; 31:4167-4178. [PMID: 37862281 DOI: 10.1109/tnsre.2023.3324131] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2023]
Abstract
Cognitive impairment arises from various brain injuries or diseases, such as traumatic brain injury, stroke, schizophrenia, or cancer-related cognitive impairment. Cognitive impairment can be an obstacle for patients to the return-to-work. Research suggests various interventions using technology for cognitive and vocational rehabilitation. The present work offers an overview of sixteen vocational or ecological VR-based clinical studies among patients with cognitive impairment. The objective is to analyze these studies from a VR perspective focusing on the VR apparatus and tasks, adaptivity, transferability, and immersion of the interventions. Our results highlight how a higher level of immersion could bring the participants to a deeper level of engagement and transferability, rarely assessed in current literature, and a lack of adaptivity in studies involving patients with cognitive impairments. From these considerations, we discuss the challenges of creating a standardized yet adaptive protocol and the perspectives of using immersive technologies to allow precise monitoring, personalized rehabilitation and increased commitment.
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Obukhov A, Krasnyanskiy M, Volkov A, Nazarova A, Teselkin D, Patutin K, Zajceva D. Method for Assessing the Influence of Phobic Stimuli in Virtual Simulators. J Imaging 2023; 9:195. [PMID: 37888302 PMCID: PMC10607658 DOI: 10.3390/jimaging9100195] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/31/2023] [Revised: 09/17/2023] [Accepted: 09/22/2023] [Indexed: 10/28/2023] Open
Abstract
In the organizing of professional training, the assessment of the trainee's reaction and state in stressful situations is of great importance. Phobic reactions are a specific type of stress reaction that, however, is rarely taken into account when developing virtual simulators, and are a risk factor in the workplace. A method for evaluating the impact of various phobic stimuli on the quality of training is considered, which takes into account the time, accuracy, and speed of performing professional tasks, as well as the characteristics of electroencephalograms (the amplitude, power, coherence, Hurst exponent, and degree of interhemispheric asymmetry). To evaluate the impact of phobias during experimental research, participants in the experimental group performed exercises in different environments: under normal conditions and under the influence of acrophobic and arachnophobic stimuli. The participants were divided into subgroups using clustering algorithms and an expert neurologist. After that, a comparison of the subgroup metrics was carried out. The research conducted makes it possible to partially confirm our hypotheses about the negative impact of phobic effects on some participants in the experimental group. The relationship between the reaction to a phobia and the characteristics of brain activity was revealed, and the characteristics of the electroencephalogram signal were considered as the metrics for detecting a phobic reaction.
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Affiliation(s)
- Artem Obukhov
- The Laboratory of Medical VR Simulator Systems for Training, Diagnostics and Rehabilitation, Tambov State Technical University, Tambov 392000, Russia; (M.K.); (A.V.); (A.N.); (D.T.); (K.P.); (D.Z.)
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Bankar MN, Bankar NJ, Singh BR, Bandre GR, Shelke YP. The Role of E-Content Development in Medical Teaching: How Far Have We Come? Cureus 2023; 15:e43208. [PMID: 37692742 PMCID: PMC10488137 DOI: 10.7759/cureus.43208] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/28/2023] [Accepted: 08/09/2023] [Indexed: 09/12/2023] Open
Abstract
With the advancements in technology, medical educators are now able to create and deliver content to students through digital platforms. Electronic content (e-content) development has allowed educators to incorporate multimedia, animations, simulations, and interactive elements which support verbal instruction, such as improved expression and comprehension, into their teaching materials. E-content development is a relatively new field, but it is growing very rapidly. Recent findings have indicated that the e-learning sector will likely experience a huge surge in the upcoming years. The Indian government has launched various initiatives for e-content development in medical education. E-content development has great potential and can be used in various learning scenarios. While it initially gained popularity in higher education, it has since been applied to many other sectors, including healthcare. It allows educators to create highly engaging learning experiences that are accessible by all students. Challenges in e-content development include availability of the internet, creating content that is engaging and relevant to a wide range of learners, and access. Still, it is expected that the use of e-content in medical teaching will continue to increase in the future. The future of e-content development in medical teaching is likely to see continued growth and innovation as technology advances and more educators and learners recognize the benefits of online and digital resources.
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Affiliation(s)
- Maithili N Bankar
- Anatomy, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
| | - Nandkishor J Bankar
- Microbiology, Jawarhal Nehru Medical College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
| | - Brij Raj Singh
- Anatomy, Datta Meghe Medical College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
| | - Gulshan R Bandre
- Microbiology, Jawarhal Nehru Medical College, Datta Meghe Institute of Higher Education and Research, Wardha, IND
| | - Yogendra P Shelke
- Microbiology, Bhaktshreshtha Kamalakarpant Laxman Walawalkar Rural Medical College, Ratnagiri, IND
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Schott D, Kunz M, Wunderling T, Heinrich F, Braun-Dullaeus R, Hansen C. CardioGenesis4D: Interactive Morphological Transitions of Embryonic Heart Development in a Virtual Learning Environment. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2615-2625. [PMID: 37027713 DOI: 10.1109/tvcg.2023.3247110] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
In the embryonic human heart, complex dynamic shape changes take place in a short period of time on a microscopic scale, making this development difficult to visualize. However, spatial understanding of these processes is essential for students and future cardiologists to properly diagnose and treat congenital heart defects. Following a user centered approach, the most crucial embryological stages were identified and translated into a virtual reality learning environment (VRLE) to enable the understanding of the morphological transitions of these stages through advanced interactions. To address individual learning types, we implemented different features and evaluated the application regarding usability, perceived task load, and sense of presence in a user study. We also assessed spatial awareness and knowledge gain, and finally obtained feedback from domain experts. Overall, students and professionals rated the application positively. To minimize distraction from interactive learning content, such VRLEs should consider features for different learning types, allow for gradual habituation, and at the same time provide enough playful stimuli. Our work previews how VR can be integrated into a cardiac embryology education curriculum.
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How Can One Share a User’s Activity during VR Synchronous Augmentative Cooperation? MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7020020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/16/2023] Open
Abstract
Collaborative virtual environments allow people to work together while being distant. At the same time, empathic computing aims to create a deeper shared understanding between people. In this paper, we investigate how to improve the perception of distant collaborative activities in a virtual environment by sharing users’ activity. We first propose several visualization techniques for sharing the activity of multiple users. We selected one of these techniques for a pilot study and evaluated its benefits in a controlled experiment using a virtual reality adaptation of the NASA MATB-II (Multi-Attribute Task Battery). Results show (1) that instantaneous indicators of users’ activity are preferred to indicators that continuously display the progress of a task, and (2) that participants are more confident in their ability to detect users needing help when using activity indicators.
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Ichimura K. Effects of virtual reality's viewing medium and the environment's spatial openness on divergent thinking. PLoS One 2023; 18:e0283632. [PMID: 36972267 PMCID: PMC10042331 DOI: 10.1371/journal.pone.0283632] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/26/2022] [Accepted: 03/13/2023] [Indexed: 03/29/2023] Open
Abstract
Virtual Reality (VR) technology is used in various fields, and research on VR creative activities has been widely conducted. This study examined the effects of VR environment on divergent thinking, a component of creative thinking. Specifically, two experiments were conducted to test the prediction that viewing visually open VR environments with immersive head-mounted displays (HMD) affects divergent thinking. Divergent thinking was evaluated using Alternative Uses Test (AUT) scores; AUT was performed while the participants viewed the experiment stimuli. In Experiment 1, I manipulated the VR viewing medium by having one group view a 360° video with an HMD and a second group view the same video on a computer screen. Additionally, I established a control group that viewed a real-world laboratory instead of the videos. The HMD group showed higher AUT scores than the computer screen group. In Experiment 2, I manipulated the spatial openness of a VR environment by having one group view a 360° video of a visually open coast and a second group view a 360° video of a visually closed laboratory. The coast group showed higher AUT scores than the laboratory group. In conclusion, exposure to a visually open VR environment on an HMD promotes divergent thinking. The limitations of this study and suggestions for further research are discussed.
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Affiliation(s)
- Kenshiro Ichimura
- Research Department, National Institution for Academic Degrees and Quality Enhancement of Higher Education, Kodaira-shi, Tokyo, Japan
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Lei Y, Su Z, He X, Cheng C. Immersive virtual reality application for intelligent manufacturing: Applications and art design. MATHEMATICAL BIOSCIENCES AND ENGINEERING : MBE 2023; 20:4353-4387. [PMID: 36896503 DOI: 10.3934/mbe.2023202] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/18/2023]
Abstract
Intelligent manufacturing (IM), sometimes referred to as smart manufacturing (SM), is the use of real-time data analysis, machine learning, and artificial intelligence (AI) in the production process to achieve the aforementioned efficiencies. Human-machine interaction technology has recently been a hot issue in smart manufacturing. The unique interactivity of virtual reality (VR) innovations makes it possible to create a virtual world and allow users to communicate with that environment, providing users with an interface to be immersed in the digital world of the smart factory. And virtual reality technology aims to stimulate the imagination and creativity of creators to the maximum extent possible for reconstructing the natural world in a virtual environment, generating new emotions, and transcending time and space in the familiar and unfamiliar virtual world. Recent years have seen a great leap in the development of intelligent manufacturing and virtual reality technologies, yet little research has been done to combine the two popular trends. To fill this gap, this paper specifically employs Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines to conduct a systematic review of the applications of virtual reality in smart manufacturing. Moreover, the practical challenges and the possible future direction will also be covered.
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Affiliation(s)
- Yu Lei
- College of Humanities and Arts, Hunan International Economics University, Changsha, 410205, China
| | - Zhi Su
- Department of Information, School of Design and Art Changsha University of Science and Technology, Changsha 410076, China
| | - Xiaotong He
- Weihai Institute for Bionics, Jilin University, 264402, Weihai, China
| | - Chao Cheng
- Weihai Institute for Bionics, Jilin University, 264402, Weihai, China
- Key Laboratory of Bionic Engineering, Ministry of Education, Jilin University, 130022, Changchun, China
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Faggiano MP, Fasanella A. Lessons for a digital future from the school of the pandemic: From distance learning to virtual reality. FRONTIERS IN SOCIOLOGY 2022; 7:1101124. [PMID: 36589788 PMCID: PMC9800876 DOI: 10.3389/fsoc.2022.1101124] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/17/2022] [Accepted: 11/29/2022] [Indexed: 06/17/2023]
Abstract
The unexpected onset of the pandemic emergency placed so-called Distance Learning (DL) at the center of the academic world, affecting students and teachers across all formative steps. The DL experience has opened up the way for many queries in terms of research on the front of education, besides showcasing instances of innovation within the schooling institution, both increasingly urgent and no longer deferrable. The collective shock that started in March of 2020 was an opportunity to incentivize a leap in evolution, heavily digital in nature, within the educational system; howbeit, the generation of digital natives were already, prior to the onset of COVID-19, waiting to sense greater openness in the Italian school system toward newer technologies, in addition to less standardized, more innovative, creative and hybrid didactic formulas. In the presented study-a web survey launched in the spring of 2021-a large sample of students were invited to retrace their experience with DL, and express their relating assessments and reviews. Conducting the entirety of the study remotely turned out to be a winning data collection technique given a situation, comparable to the one experienced globally, in which face-to-face meetings had become impossible. Through in-depth analysis of the different contexts-social, cultural, technological, spatial, relational-in which the DL experience took hold, this contribution holds the purpose of illustrating the main DL adaptation profiles of the sample reached, valorizing the perceptual dimension, through the systematic comparison of online and in-person didactics. Analysis of the identified forms of adaptation created an opportunity to reconstruct the image of school that the interviewees held, how much they valued it, the trust they placed therein, the developments they predicted and desired for the institution. Focusing-responsibly, and taking stock of the possible ethical implications-on the future opportunities held by technological progress, in itself boosted by the pandemic, are located within a wider experimentation of VR-equipped classrooms, in a multidisciplinary perspective, offering a concrete solution to the needs of both students and teachers.
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15
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Virtual Reality in Health Science Education: Professors’ Perceptions. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022. [DOI: 10.3390/mti6120110] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/15/2022] Open
Abstract
Virtual reality (VR) is a simulated experience in a three-dimensional (3D) computer-simulated world. Recent advances in technology position VR as a multipurpose technology in the healthcare sector and as a critical component in achieving Health 4.0. In this article, descriptive and correlationally quantitative research is carried out on the assessments made by Latin American health sciences university professors on the didactic use of virtual reality technologies. The main objective was to analyze the differences in the perceptions expressed by the public or private tenure of the universities where the professors teach. In addition, gender and age gaps were identified in the assessments obtained from each of the types of universities. The results reveal that Latin American health science professors at private universities have a higher selfconcept of their digital skills for the use of virtual reality in the lectures. This greater selfconcept also leads to a reduction in the gender and age gaps in the participating private universities with respect to the public counterparts. It is advisable to increase both faculty training in the didactic use of virtual reality and funding for its use, mainly in public universities.
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Al Breiki M, Al Abri A, Al Moosawi AM, Alburaiki A. Investigating science teachers' intention to adopt virtual reality through the integration of diffusion of innovation theory and theory of planned behaviour: the moderating role of perceived skills readiness. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 28:6165-6187. [PMID: 36406791 PMCID: PMC9645331 DOI: 10.1007/s10639-022-11367-z] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/14/2022] [Accepted: 09/20/2022] [Indexed: 05/24/2023]
Abstract
This study contributes to the extant literature on instructional technology by investigating the relationships between the social and personal factors and behavioral intention to use virtual reality. Moreover, the current study examined the links between perceived characteristics of virtual reality and attitude and the moderating role that can be played by perceived skills readiness between those links. Inspired by the Theory of Planned Behaviour and Diffusion of Innovation Theory, a set of hypotheses was formed to test the proposed relationships using structural equation modeling partial least square to a sample of 171 science teachers in Oman. The results showed that attitude, social norms and perceived behavioral control can predict behavioral Intention to use virtual reality with attitude as the strongest predictor. Furthermore, the results indicated that relative advantage could predict attitude towards using virtual reality while compatibility and observability cannot. Finally, perceived skills readiness can strengthen the relationship between the perceived characteristics of virtual reality applications (relative advantage, compatibility and observability) and attitude towards using the virtual reality in the science classroom. Thus, this study highlights the importance of focussing on science teachers' skills readiness to use virtual reality so that they can use it confidently. Implications and future research studies are discussed.
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Affiliation(s)
- Musabah Al Breiki
- Centre for instructional Technology and Multimedia, Universiti Sains Malaysia, Penang, Malaysia
| | - Abdullah Al Abri
- English Language Centre, University of Technology and Applied Sciences (UTAS), Nizwa, Oman
| | - Abdul Mutalib Al Moosawi
- Ministry of Education, Sultanate of Oman – Muscat, Muscat Al-Madinah International University, Kuala Lumpur, Malaysia
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17
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The Trends and Challenges of Virtual Technology Usage in Western Balkan Educational Institutions. INFORMATION 2022. [DOI: 10.3390/info13110525] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022] Open
Abstract
Higher educational institutions in Western Balkan countries strive for continuous development of their teaching and learning processes. One of the priorities is employing state-of-the-art technology to facilitate experience-based learning, and virtual and augmented reality are two of the most effective solutions to providing the opportunity to practice the acquired theoretical knowledge. This report presents (apart from the theoretical introduction to the issue) an overall picture of the knowledge of AR and VR technology in education in Western Balkan universities. It is based on a semi-structured online questionnaire whose recipients were academic staff and students from universities in Albania, Kosovo, and North Macedonia. The questionnaire differed for each target group; the version for academics comprised 11 questions for 710 respondents, and the version for students comprised 10 questions for 2217 respondents. This paper presents and discusses the results for each question with the aim to illustrate Western Balkan countries’ current state of VR and AR application in education.
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18
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Lo SC, Tsai HH. Design of 3D Virtual Reality in the Metaverse for Environmental Conservation Education Based on Cognitive Theory. SENSORS (BASEL, SWITZERLAND) 2022; 22:8329. [PMID: 36366028 PMCID: PMC9654491 DOI: 10.3390/s22218329] [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: 10/15/2022] [Revised: 10/26/2022] [Accepted: 10/27/2022] [Indexed: 06/16/2023]
Abstract
BACKGROUND Climate change causes devastating impacts with extreme weather conditions, such as flooding, polar ice caps melting, sea level rise, and droughts. Environmental conservation education is an important and ongoing project nowadays for all governments in the world. In this paper, a novel 3D virtual reality architecture in the metaverse (VRAM) is proposed to foster water resources education using modern information technology. METHODS A quasi-experimental study was performed to observe a comparison between learning involving VRAM and learning without VRAM. The 3D VRAM multimedia content comes from a picture book for learning environmental conservation concepts, based on the cognitive theory of multimedia learning to enhance human cognition. Learners wear VRAM helmets to run VRAM Android apps by entering the immersive environment for playing and/or interacting with 3D VRAM multimedia content in the metaverse. They shake their head to move the interaction sign to initiate interactive actions, such as replaying, going to consecutive video clips, displaying text annotations, and replying to questions when learning soil-and-water conservation course materials. Interactive portfolios of triggering actions are transferred to the cloud computing database immediately by the app. RESULTS Experimental results showed that participants who received instruction involving VRAM had significant improvement in their flow experience, learning motivation, learning interaction, self-efficacy, and presence in learning environmental conservation concepts. CONCLUSIONS The novel VRAM is highly suitable for multimedia educational systems. Moreover, learners' interactive VRAM portfolios can be analyzed by big-data analytics to understand behaviors for using VRAM in the future to improve the quality of environmental conservation education.
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Affiliation(s)
- Shih-Che Lo
- Department of Industrial Management, National Taiwan University of Science and Technology, Taipei 106335, Taiwan
| | - Hung-Hsu Tsai
- Institute of Data Science and Information Computing, National Chung Hsing University, Taichung 402204, Taiwan
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Yang TY, Huang CH, An C, Weng LC. Construction and evaluation of a 360 degrees panoramic video on the physical examination of nursing students. Nurse Educ Pract 2022; 63:103372. [DOI: 10.1016/j.nepr.2022.103372] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/10/2022] [Revised: 04/22/2022] [Accepted: 05/20/2022] [Indexed: 12/01/2022]
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Cutting Simulation in Unity 3D Using Position Based Dynamics with Various Refinement Levels. ELECTRONICS 2022. [DOI: 10.3390/electronics11142139] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/01/2023]
Abstract
Augmented and Virtual Reality-based surgical simulations have become some of the fastest-developing areas, due to the recent technological advances and changes, in surgical education. Cutting simulation is a crucial part of the virtual surgery simulation in which an incision operation is performed. It is a complex process that includes three main tasks: soft body simulation, collision detection and handling, and topological deformation of the soft body. In this paper, considering the content developer’s convenience, the deformable object simulation, using position-based dynamics (PBD), was applied in the Unity 3D environment. The proposed algorithm for fast collision detection and handling between the cutting tool and the deformable object uses a sweep surface. In case of incision, the algorithm updates the mesh topology by deleting intersected triangles, re-triangulation, and refinement. In the refinement part, the boundary edges threshold was used to match the resolution of new triangles to the existing mesh triangles. Additionally, current research is focused on triangle surface meshes, which help to reduce the computational costs of the topology modifications. It was found that the algorithm can successfully handle arbitrary cuts, keeping the framerate within interactive and, in some cases, in the real-time.
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21
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Rojas-Sánchez MA, Palos-Sánchez PR, Folgado-Fernández JA. Systematic literature review and bibliometric analysis on virtual reality and education. EDUCATION AND INFORMATION TECHNOLOGIES 2022; 28:155-192. [PMID: 35789766 PMCID: PMC9244075 DOI: 10.1007/s10639-022-11167-5] [Citation(s) in RCA: 18] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Accepted: 06/13/2022] [Indexed: 05/30/2023]
Abstract
The objective of this study is to identify and analyze the scientific literature with a bibliometric analysis to find the main topics, authors, sources, most cited articles, and countries in the literature on virtual reality in education. Another aim is to understand the conceptual, intellectual, and social structure of the literature on the subject and identify the knowledge base of the use of VR in education and whether it is commonly used and integrated into teaching-learning processes. To do this, articles indexed in the Main Collections of the Web of Science, Scopus and Lens were analyzed for the period 2010 to 2021. The research results are presented in two parts: the first is a quantitative analysis that provides an overview of virtual reality (VR) technology used in the educational field, with tables, graphs, and maps, highlighting the main performance indicators for the production of articles and their citation. The results obtained found a total of 718 articles of which the following were analyzed 273 published articles. The second stage consisted of an inductive type of analysis that found six major groups in the cited articles, which are instruction and learning using VR, VR learning environments, use of VR in different fields of knowledge, learning processes using VR applications or games, learning processes employing simulation, and topics published during the Covid-19 pandemic. Another important aspect to mention is that VR is used in many different areas of education, but until the beginning of the pandemic the use of this so-called "disruptive process" came mainly from students, Institutions were reluctant and slow to accept and include VR in the teaching-learning processes.
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Affiliation(s)
| | - Pedro R. Palos-Sánchez
- Department of Financial Economics and Operations, University of Sevilla, Seville, Spain
- NECE-UBI Research Unit in Business Sciences, University of Beira Interior (UBI), Covilhã, Portugal
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22
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Gao Y, Gao L. Realization of Music-Assisted Interactive Teaching System Based on Virtual Reality Technology. Occup Ther Int 2022; 2022:1007954. [PMID: 35814356 PMCID: PMC9206570 DOI: 10.1155/2022/1007954] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/06/2022] [Revised: 05/05/2022] [Accepted: 05/24/2022] [Indexed: 11/17/2022] Open
Abstract
Virtual reality technology has attracted researchers' attention because it can provide users with a virtual interactive learning environment. Based on the theory of virtual reality technology, this paper proposes the system model design and architecture of virtual interactive music-assisted interactive teaching and realizes key technologies such as modeling, music-assisted interactive teaching scene interaction, and database access. In the simulation process, based on the VRML/X3D bottom interactive system template, after comprehensive application research, comparative analysis of various modeling methods, the system verified the use of digital cameras combined with the modeling technology based on music elements to collaboratively establish VRML virtual model connections. For inline node function, we combined it with Outline3D to realize VRML integration and then use VizX3D, X3D-Edit to build X3D model and realize the conversion from VRML to X3D, which solves the system completeness problem of music-assisted interactive teaching. The experimental results show that, according to the statistical analysis of the data after the experiment, when the position changes in the virtual 3D music-assisted interactive teaching scene, it will be displayed in the plane layer, and the real-time coordinates of the virtual music-assisted interactive teaching scene displayed in HTML have case. By analyzing the scenes and dynamic effects in the works, the effects of the virtual world can be better displayed through the performance of details. The better accuracy and delay error reached 89.7% and 3.11%, respectively, which effectively improved the effect and feasibility of applying virtual reality technology to music-assisted interactive teaching.
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Affiliation(s)
- Yan Gao
- Shanxi University, Taiyuan Shanxi, 030006, China
| | - Lin Gao
- University of South Seoul, Cheonan 3102091, Republic of Korea
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Biener V, Gesslein T, Schneider D, Kawala F, Otte A, Kristensson PO, Pahud M, Ofek E, Campos C, Kljun M, Pucihar KC, Grubert J. PoVRPoint: Authoring Presentations in Mobile Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2022; 28:2069-2079. [PMID: 35167458 DOI: 10.1109/tvcg.2022.3150474] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Virtual Reality (VR) has the potential to support mobile knowledge workers by complementing traditional input devices with a large three-dimensional output space and spatial input. Previous research on supporting VR knowledge work explored domains such as text entry using physical keyboards and spreadsheet interaction using combined pen and touch input. Inspired by such work, this paper probes the VR design space for authoring presentations in mobile settings. We propose PoVRPoint-a set of tools coupling pen- and touch-based editing of presentations on mobile devices, such as tablets, with the interaction capabilities afforded by VR. We study the utility of extended display space to, for example, assist users in identifying target slides, supporting spatial manipulation of objects on a slide, creating animations, and facilitating arrangements of multiple, possibly occluded shapes or objects. Among other things, our results indicate that 1) the wide field of view afforded by VR results in significantly faster target slide identification times compared to a tablet-only interface for visually salient targets; and 2) the three-dimensional view in VR enables significantly faster object reordering in the presence of occlusion compared to two baseline interfaces. A user study further confirmed that the interaction techniques were found to be usable and enjoyable.
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Kamińska D, Zwoliński G, Laska-Leśniewicz A. Usability Testing of Virtual Reality Applications-The Pilot Study. SENSORS (BASEL, SWITZERLAND) 2022; 22:1342. [PMID: 35214246 PMCID: PMC8963057 DOI: 10.3390/s22041342] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/16/2021] [Revised: 02/01/2022] [Accepted: 02/03/2022] [Indexed: 11/16/2022]
Abstract
The need for objective data-driven usability testing of VR applications is becoming more tangible with the rapid development of numerous VR applications and their increased accessibility. Traditional methods of testing are too time and resource consuming and might provide results that are highly subjective. Thus, the aim of this article is to explore the possibility of automation of usability testing of VR applications by using objective features such as HMD built-in head and hands tracking, EEG sensor, video recording, and other measurable parameters in addition to automated analysis of subjective data provided in questionnaires. For this purpose, a simple VR application was created which comprised relatively easy tasks that did not generate stress for the users. Fourteen volunteers took part in the study and their signals were monitored to acquire objective automated data. At the same time the observer was taking notes of subjects' behaviour, and their subjective opinions about the experience were recorded in a post-experiment questionnaire. The results acquired from signal monitoring and questionnaires were juxtaposed with observation and post-interview results to confirm the validity and efficacy of automated usability testing. The results were very promising, proving that automated usability testing of VR applications is potentially achievable.
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Affiliation(s)
- Dorota Kamińska
- Institute of Mechatronics and Information Systems, Lodz University of Technology, 90-924 Lodz, Poland; (G.Z.); (A.L.-L.)
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25
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Jung Y. Virtual Reality Simulation for Disaster Preparedness Training in Hospitals: Integrated Review. J Med Internet Res 2022; 24:e30600. [PMID: 35089144 PMCID: PMC8838598 DOI: 10.2196/30600] [Citation(s) in RCA: 14] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/25/2021] [Revised: 11/21/2021] [Accepted: 12/17/2021] [Indexed: 01/16/2023] Open
Abstract
BACKGROUND A critical component of disaster preparedness in hospitals is experiential education and training of health care professionals. A live drill is a well-established, effective training approach, but cost restraints and logistic constraints make clinical implementation challenging, and training opportunities with live drills may be severely limited. Virtual reality simulation (VRS) technology may offer a viable training alternative with its inherent features of reproducibility, just-in-time training, and repeatability. OBJECTIVE This integrated review examines the scientific evidence pertaining to the effectiveness of VRS and its practical usefulness in training health care professionals for in-hospital disaster preparedness. METHODS A well-known 4-stage methodology was used for the integrated review process. It consisted of problem identification, a literature search and inclusion criteria determination, 2-stage validation and analysis of searched studies, and presentation of findings. A search of diverse publication repositories was performed. They included Web of Science (WOS), PubMed (PMD), and Embase (EMB). RESULTS The integrated review process resulted in 12 studies being included. Principle findings identified 3 major capabilities of VRS: (1) to realistically simulate the clinical environment and medical practices related to different disaster scenarios, (2) to develop learning effects on increased confidence and enhanced knowledge acquisition, and (3) to enable cost-effective implementation of training programs. CONCLUSIONS The findings from the integrated review suggested that VRS could be a competitive, cost-effective adjunct to existing training approaches. Although the findings demonstrated the applicability of VRS to different training scenarios, these do not entirely cover all disaster scenarios that could happen in hospitals. This integrated review expects that the recent advances of VR technologies can be 1 of the catalysts to enable the wider adoption of VRS training on challenging clinical scenarios that require sophisticated modeling and environment depiction.
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Affiliation(s)
- Younhyun Jung
- School of Computing, Gachon University, Seongnam-si, Republic of Korea
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Abstract
This paper presents and concludes the ATOMIC project, which was to create an XR-based educational environment that enables students to meet the challenges of a natural business environment such as planning and organizing, staffing and control, problem solving, critical thinking, creativity, and teamwork. Four different approaches were taken utilizing different XR technologies (projector-based AR, mobile-based AR, HMD AR, and HMD VR), and their efficacy and educational value were juxtaposed. A universal 34-question usability questionnaire was proposed that can be applied in future XR usability studies. Four versions of the application were tested among 20 students to identify the advantages and disadvantages of each approach in an educational context.
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27
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ROSSIO Infrastructure: A Digital Humanities Platform to Explore the Portuguese Cultural Heritage. INFORMATION 2022. [DOI: 10.3390/info13020050] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/04/2023] Open
Abstract
The ROSSIO Infrastructure is developing a free and open-access platform for aggregating, organising, and connecting the digital resources in the Social Sciences, Arts and Humanities provided by Portuguese higher education and cultural institutions. This paper presents an overview of the ROSSIO Infrastructure, its main objectives, the institutions involved, and the services offered by the infrastructure’s aims through its platform—namely, a discovery portal, digital exhibitions, collections, and a virtual research environment. These services rely on a metadata-aggregation solution for bringing the digital objects’ metadata from the providing institutions into ROSSIO. The aggregated datasets are converted into linked data and undergo an enrichment process based on controlled vocabularies, which are developed and published by ROSSIO. The paper will describe this process, the applications involved, and how they interoperate. We will further reflect on how these services may enhance the dissemination of science, considering the FAIR principles.
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Abstract
Areas of experience allow for the acquisition and consolidation of both existing knowledge and skills. These are significant factors in the training of staff members for companies in the Industry 4.0 area. One of the currently available modern tools used in the teaching process is virtual reality (VR) technology. This technology, due to its high level of immersion and involvement of the different senses, and the need to focus on the performed activities, allows one to develop skills in solving various tasks and problems. The extended VR environment enables the creation of diverse teaching scenarios adapted to the needs of industry. This paper presents the possibility of building training scenarios in the field of digital techniques. The software solution, developed and presented by the authors, uses elements of computer game mechanics and is designed to familiarize students with the idea of digital circuits, their construction, logical implementation and application. This paper also presents a comparison of the features of different forms of education used in teaching digital techniques, as well as a comparison of these forms, from the point of view of the student and his/her perceptions.
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The Development of Extended Reality in Education: Inspiration from the Research Literature. SUSTAINABILITY 2021. [DOI: 10.3390/su132413776] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/22/2023]
Abstract
Education is an important driving force for sustainable social development. Emerging technologies such as extended reality (XR), including augmented reality (AR), virtual reality (VR) and mixed reality (MR), have been widely used. Recently, a large number of theoretical and empirical studies on the use of XR in the field of education for sustainable development have emerged. This paper uses bibliometric analysis to analyze the publication and citation trends of articles, prolific authors, institutions and countries, influential works, current topics, emerging trends, and knowledge structure to explore the overall productivity and XR research trends in the field of education for the period 1991–2021. Future development directions are also considered. On the basis of bibliometric analysis, this paper puts forward suggestions for the application of XR in the field of education for sustainable development.
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VIS-HAPT: A Methodology Proposal to Develop Visuo-Haptic Environments in Education 4.0. FUTURE INTERNET 2021. [DOI: 10.3390/fi13100255] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
Education 4.0 demands a flexible combination of digital literacy, critical thinking, and problem-solving in educational settings linked to real-world scenarios. Haptic technology incorporates the sense of touch into a visual simulator to enrich the user’s sensory experience, thus supporting a meaningful learning process. After developing several visuo-haptic simulators, our team identified serious difficulties and important challenges to achieve successful learning environments within the framework of Education 4.0. This paper presents the VIS-HAPT methodology for developing realistic visuo-haptic scenarios to promote the learning of science and physics concepts for engineering students. This methodology consists of four stages that integrate different aspects and processes leading to meaningful learning experiences for students. The different processes that must be carried out through the different stages, the difficulties to overcome and recommendations on how to face them are all described herein. The results are encouraging since a significant decrease (of approximately 40%) in the development and implementation times was obtained as compared with previous efforts. The quality of the visuo-haptic environments was also enhanced. Student perceptions of the benefits of using visuo-haptic simulators to enhance their understanding of physics concepts also improved after using the proposed methodology. The incorporation of haptic technologies in higher education settings will certainly foster better student performance in subsequent real environments related to Industry 4.0.
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Motivation to learn, mobile learning and online learning climate: moderating role of learner interaction. EUROPEAN JOURNAL OF TRAINING AND DEVELOPMENT 2021. [DOI: 10.1108/ejtd-06-2021-0077] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Purpose
The purpose of this paper is to empirically exhibit the moderating effect of learner interaction (LI) on motivation to learn (MTL), mobile learning (ML) and online learning climate (OLC), so as to bring in enhanced rigour to the virtual knowledge dissemination during the times of crisis.
Design/methodology/approach
A total of 784 valid responses were considered for the confirmatory factor analysis to test the proposed hypotheses.
Findings
The study found that MTL and ML contributed to improved OLC and high LI moderated the positive relationship between MTL, ML and OLC. LI also directly contributed to an improved OLC.
Practical implications
Measures need to be designed to crowbar motivation to ensure heightened interaction of learners, to gear up the ML reach soaring heights achieving a dynamic OLC. Acclimatization of the OLC will be the visionary solution to tackle learning disruption during today’s pandemic times and also many other challenges to come in near-far future.
Originality/value
The current study established the moderating role of LI in influencing OLC, and also motivating facilitator’s for designing upgraded content, and thereby fuelling the intention to learn.
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Abstract
Education is crucial for the growth of society, and the usage of effective learning methods is key to transmit knowledge to young students. Some initiatives present Virtual Reality technologies as a promising medium to provide active, effective, and innovative teaching. In turn, the use of this technology seems to be very attractive to students, making it possible to acquire knowledge through it. On the other hand, agile methodologies have taken an essential role within information technologies and they are key in Software Engineering education. This paper combines both areas and presents prior research about Virtual Reality experiences with educational purposes and introduces a serious VR video game that aims to promote the learning of agile methodologies in Software Engineering education, specifically the Scrum methodology. This application tries to bring students closer to their first days of work within a software development team that uses the Scrum methodology. Two evaluation processes performed with university teachers and students indicate that the developed video game meets the proposed objectives and looks promising.
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Digital Twin for FANUC Robots: Industrial Robot Programming and Simulation Using Virtual Reality. SUSTAINABILITY 2021. [DOI: 10.3390/su131810336] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
A Digital Twin is the concept of creating a digital replica of physical models (such as a robot). This is similar to establishing a simulation using a robot operating system (ROS) or other industrial-owned platforms to simulate robot operations and sending the details to the robot controller. In this paper, we propose a Digital Twin model that assists in the online/remote programming of a robotic cell by creating a 3D digital environment of a real-world configuration. Our Digital Twin model consists of two components, (1) a physical model: FANUC robot (M-10iA/12), and (2) a digital model: Unity (a gaming platform) that comes with specialized plugins for virtual and augmented reality devices. One of the main challenges in the existing approach of robot programming is writing and modifying code for a robot trajectory that is eased in our framework using a Digital Twin. Using a Digital Twin setup along with Virtual Reality, we observe the trajectory replication between digital and physical robots. The simulation analysis provided a latency of approximately 40 ms with an error range of −0.28 to 0.28∘ across the robot joint movements in a simulation environment and −0.3 to 0.3∘ across the actual robot joint movements. Therefore, we can conclude that our developed model is suitable for industrial applications.
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A Comparative Study of Interaction Time and Usability of Using Controllers and Hand Tracking in Virtual Reality Training. INFORMATICS 2021. [DOI: 10.3390/informatics8030060] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/03/2023] Open
Abstract
Virtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, hand tracking can be used in VR applications to control virtual objects. This research developed VR intubation training as a case study and applied controllers and hand tracking for four interactions—namely collision, grabbing, pressing, and release. The quasi-experimental design assigned 30 medical students in clinical training to investigate the differences between using VR controller and hand tracking in medical interactions. The subjects were divided into two groups, one with VR controllers and the other with VR hand tracking, to study the interaction time and user satisfaction in seven procedures. System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) were used to measure user usability and satisfaction, respectively. The results showed that the interaction time of each procedure was not different. Similarly, according to SUS and USEQ scores, satisfaction and usability were also not different. Therefore, in VR intubation training, using hand tracking has no difference in results to using controllers. As medical training with free-hand gestures is more natural for real-world situations, hand tracking will play an important role as user input for VR medical training. This allows trainees to recognize and correct their postures intuitively, which is more beneficial for self-learning and practicing.
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Marks B, Thomas J. Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory. EDUCATION AND INFORMATION TECHNOLOGIES 2021; 27:1287-1305. [PMID: 34257511 PMCID: PMC8265284 DOI: 10.1007/s10639-021-10653-6] [Citation(s) in RCA: 21] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/15/2021] [Accepted: 06/23/2021] [Indexed: 06/02/2023]
Abstract
UNLABELLED Virtual and augmented (VAR) technology is in the early stages of being adopted as a teaching platform in higher education. The technology can facilitate immersive learning in environments that are not usually physically accessible to students via 3D models and interactive 360° videos. To date, adoption rates of VAR technology for teaching have not been well described across a higher education institution. Further, there is an absence of information on the optimal VAR laboratory designs and cost per student. In this study, a purpose designed virtual reality laboratory was formed in 2017 at The University of Sydney, housing 26 Oculus Rift headset units. An evaluation was conducted on the design, costs, rates of teaching adoption and student experiences over five teaching periods (2.5 years). Over this period, 4833 students were taught in the laboratory across 7952 student visits. The laboratory was used most by the Faculty of Engineering (53%), followed by the Faculty of Arts & Social Science (23.8%) and Faculty of Science (23.2%). For engineering, the units of study using the laboratory represented only 1.4% of annual faculty subjects offered. This confirms that adoption was in the initial stage of innovation diffusion. The laboratory saw a 250% increase in student numbers over the period of evaluation and 71.5% of students surveyed (n = 295) reported enhanced learning outcomes. The cost per visit was only AU$ 19.50. These findings give confidence to higher education institutions that the right VAR technology infrastructure is a sound educational investment for the future. SUPPLEMENTARY INFORMATION The online version contains supplementary material available at 10.1007/s10639-021-10653-6.
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Affiliation(s)
- Benjy Marks
- School of Civil Engineering, The University of Sydney, Darlington, NSW 2006 Australia
| | - Jacqueline Thomas
- School of Civil Engineering, The University of Sydney, Darlington, NSW 2006 Australia
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Abstract
This paper provided a systematic review of previous Augmented Reality (AR) and Virtual Reality (VR) studies on language learning. A total of 88 articles were selected and analyzed from five perspectives: their ways of integrating AR or VR tools in language learning; main users of AR and VR technologies; major research findings; why AR and VR tools are effective in promoting language learning; and the implications. It was found that (1) immersing learners into virtual worlds is the main approach to language learning in AR and VR studies; (2) university students were the main users of AR/VR technologies; (3) the major research findings concerning the benefits of AR and VR included improvement of students’ learning outcomes, enhancement of motivation, and positive perceptions towards using AR and VR; (4) AR and VR tools promoted language learning through providing immersive learning experience, enhancing motivation, creating interaction, and reducing learning anxiety; and (5) implications identified from previous research include the need of providing training for teachers, enlarging sample sizes, and exploring learner factors such as learner engagement and satisfaction.
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Virtual and Augmented Reality Environments to Learn the Fundamentals of Crystallography. CRYSTALS 2020. [DOI: 10.3390/cryst10060456] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Nowadays, there are many situations in which information and communications technology (ICT) is used as a vehicle to transmit knowledge. The fast evolution of technology in recent decades has favored the development of virtual reality (VR) and augmented reality (AR) and with them the emergence of virtual laboratories (VLs) using VR or AR. Since such technologies can help students understand the atomic spatial distribution, crystallography is a discipline that has taken advantage of the use of VL in the teaching of crystal lattices, thus solving the usual educational problem of visualization in two- and three-dimensions. This paper presents a literature review that helps to identify the main features of VLs (based on VR or AR) that have been developed in the academic field to support the learning of crystallography concepts. Furthermore, this paper describes a VL developed by the authors where students can learn the main contents related to the 14 Bravais lattices (unit cells, directions, crystallographic planes, interstitial sites, etc.) by exploring the stands of a virtual museum. Such a VL uses non-immersive VR and has been designed based on the authors’ long-term research to achieve a high learning effectiveness educative platform.
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Nepeina K, Istomina N, Bykova O. The Role of Field Training in STEM Education: Theoretical and Practical Limitations of Scalability. Eur J Investig Health Psychol Educ 2020; 10:511-529. [PMID: 34542500 PMCID: PMC8314252 DOI: 10.3390/ejihpe10010037] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/18/2020] [Revised: 02/29/2020] [Accepted: 03/01/2020] [Indexed: 11/16/2022] Open
Abstract
In this article, we consider the features of the perception of student information in science, technology, engineering, and mathematics (STEM) education, in order to draw the attention of researchers to the topic of learning in practice through field training. The article shows the results of these studies in Russia and the Commonwealth of Independent States (CIS countries: Armenia, Azerbaijan, Belarus, Kazakhstan, Kyrgyzstan, Moldova, Russia, Tajikistan, and Uzbekistan, as an example) to reflect the global trends. For this purpose, we examined the expectations of students in Russia and the CIS countries from training related to lectures and field training. We created a questionnaire and distributed it in three Moscow-based universities (Moscow State University of Geodesy and Cartography-MIIGAiK, Moscow Aviation Institute-MAI, and Moscow City University-MCU). Our key assumption is that field practices in Russian universities are qualitatively different from the phenomenon described in European literature, where digital or remote field practices have already emerged. The results obtained through the survey show the tendency of students' perceptions to fulfill practical duties (in a laboratory with instruments of field training) in STEM education.
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Affiliation(s)
- Kseniia Nepeina
- Research Station of the Russian Academy of Sciences in Bishkek (RS RAS), Bishkek-49, RS RAS, Bishkek 720049, Kyrgyzstan
- Correspondence: ; Tel.: +996-(312)613140 or +996-755-77-07-50; Fax: +996-312611459
| | - Natalia Istomina
- Moscow State University of Geodesy and Cartography (MIIGAiK), Gorokhovsky pereulok, 4, 105064 Moscow, Russia; (N.I.); (O.B.)
| | - Olga Bykova
- Moscow State University of Geodesy and Cartography (MIIGAiK), Gorokhovsky pereulok, 4, 105064 Moscow, Russia; (N.I.); (O.B.)
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Approach to Analysis the Surface Geometry Change in Cultural Heritage Objects. LECTURE NOTES IN COMPUTER SCIENCE 2020. [PMCID: PMC7340911 DOI: 10.1007/978-3-030-51935-3_1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/03/2022]
Abstract
The three-dimensional digitization of the cultural heritage objects during different stages of the conservation process is an important tool for objective documentation. Further data analysis is also important to monitor, estimate and understand any possible change as accurately as possible. In this work, the cultural heritage (CH) objects were selected for 3D scanning, analysis and visualisation of the change or degradation on their surface over time. The main goal of this work is to develop analysis, and visualization methods for CH object to assess local change in their surface geometry to support conservation processes documentation. The analysis was based on geometrical analysis of change in global distance between before and after chemical cleaning for a chosen object. The new local neighborhood distance histogram has been proposed as a local measure of surface change based on optimized k-neighborhood search algorithm to assess the local geometry change of a focus point.
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