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Higher Education in the Pacific Alliance: Descriptive and Exploratory Analysis of the Didactic Potential of Virtual Reality. MULTIMODAL TECHNOLOGIES AND INTERACTION 2023. [DOI: 10.3390/mti7030030] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/17/2023] Open
Abstract
In this paper, we conducted descriptive quantitative research on the assessment of virtual reality (VR) technologies in higher education in the countries of the Pacific Alliance (PA). Specifically, differences between PA countries in terms of the above perceptions were identified and the behavior of the gender and knowledge area gaps in each of them was analyzed. A validated quantitative questionnaire was used for this purpose. As a result, we found that PA professors express high ratings of VR but point out strong disadvantages regarding its use in lectures; in addition, they have low self-concept of their digital competence. In this regard, it was identified that there are notable differences among the PA countries. Mexico is the country with the most marked gender gaps, while Chile has strong gaps by areas of knowledge. We give some recommendations towards favoring a homogeneous process of integration of VR in higher education in the PA countries.
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Rieger MB, Risch B. How to Maximise Spatial Presence: Design Guidelines for a Virtual Learning Environment for School Use. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2023; PP:2517-2526. [PMID: 37027705 DOI: 10.1109/tvcg.2023.3247111] [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
Research on learning with and in immersive virtual reality (VR) continues to grow, yielding more insights into how immersive learning works. However, the actual use of VR learning environments in schools is still in its infancy. A major hurdle that hinders the use of immersive digital media in schools is the lack of guidelines for designing VR learning environments for practical use in schools. Such guidelines need to consider how students interact and learn in VR learning environments and how teachers can use such environments on a day-to-day basis. Using a design-based research approach, we explored the guidelines for creating VR learning content for tenth-grade students in a German secondary school and recreated a real-world, out-of-school VR learning space which can be used for hands-on instruction. This paper investigated how to maximise the experience of spatial presence by creating a VR learning environment in several microcycles. Furthermore, it took a closer look at the influence of the spatial situation model and cognitive involvement on this process. The results were evaluated with ANOVAs and path analyses, showing, for example, that involvement does not influence spatial presence in highly immersive and realistic VR learning environments.
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Mohamed ES, Naqishbandi TA, Veronese G. Metaverse! INTERNATIONAL JOURNAL OF E-ADOPTION 2023. [DOI: 10.4018/ijea.316537] [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]
Abstract
This study aimed to synthesize the literature on Metaverse to highlight its current research, opportunities, and applications in e-healthcare and education to reduce inequalities and for delivering fair and equal opportunities and solutions. The authors employed preferred reporting items for systematic reviews and meta-analyses (PRISMA) to rapidly map the field of a metaverse in health and education. Two major application domains emerged in the literature from the 88 research publications, which include (1) Metaverse in healthcare and (2) Metaverse in education. This study will act as a road map to help academics who desire to continue their research work in the Metaverse for various healthcare and educational services. However, its implementation is required in the future to improve mental healthcare and the effectiveness of mental health services, particularly in low and medium-income (LMIC) and conflict-affected areas.
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Affiliation(s)
- E. Syed Mohamed
- B.S. Abdur Rahman Crescent Institute of Science and Technology, India
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Yang H, Cai M, Diao Y, Liu R, Liu L, Xiang Q. How does interactive virtual reality enhance learning outcomes via emotional experiences? A structural equation modeling approach. Front Psychol 2023; 13:1081372. [PMID: 36687987 PMCID: PMC9853441 DOI: 10.3389/fpsyg.2022.1081372] [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: 10/27/2022] [Accepted: 12/08/2022] [Indexed: 01/09/2023] Open
Abstract
Introduction Interest in interactive virtual reality (IVR) is increasing due to its potential for embodied learning and group-led teaching. However, few studies have investigated the internal mechanism by which IVR technology features and learning experiences affect learning outcomes in terms of psychological and emotional value. Based on media technology models and the control value theory of achievement emotions (CVTAE), this study uses structural equation modeling (SEM) to investigate the correlations among the internal elements of IVR technology features, learning experiences, and learning outcomes. It also emphasizes the role played by emotional experience in this context. Methods The sample referenced by this study consisted of 480 college students (193 males) who were simultaneously engaged in guided inquiry and learning in an IVR-based COVID-19 pandemic science museum in groups of 10. Results The findings suggest that presence and perceived enjoyment have a key mediating effect on the relationship between virtual reality (VR) features and perceived learning outcomes in an IVR-based learning simulation. In addition, the results indicate that presence is more strongly correlated with perceived learning effects, while enjoyment is more strongly correlated with learning satisfaction. Discussion These findings provide intellectual support and theoretical backing for VR-based instructional design and environmental development. Moreover, this study has practical value with regard to the future large-scale application of IVR to experiential teaching, group-led teaching, and the promotion of the digital transformation and intelligence upgrading in education.
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Zary N, Healy D, Barry M, Brennan A, Redfern S, Houghton C, Casey D. Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis. JMIR Serious Games 2022; 10:e37228. [PMID: 36563042 PMCID: PMC9823606 DOI: 10.2196/37228] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Revised: 06/01/2022] [Accepted: 07/21/2022] [Indexed: 01/11/2023] Open
Abstract
BACKGROUND Technology is increasingly being used and evolving in the dementia care landscape. One such technology that has gained traction over the last decade is virtual reality (VR). VR is being applied in many areas of dementia care, including cognitive assessment and training, reminiscence therapy, music therapy, and other recreational VR applications. Despite the plethora of applications, they are often not shaped by the experiences and perceptions of older adults living with dementia. Currently, there is no qualitative evidence synthesis (QES) to explore this area. This review aimed to provide qualitative evidence supporting existing systematic reviews in this area. OBJECTIVE The aim of this QES was to explore key stakeholders' experiences and perceptions of VR for older adults living with dementia. It aimed to explore the barriers and facilitators to VR use and provide recommendations for future design and implementation. METHODS QES was used, which involved a systematic search of 6 databases to identify studies that qualitatively explored key stakeholders' experiences and perceptions of VR for older adults living with dementia. Thematic synthesis was used to integrate the findings of 14 studies (from 15 reports). The Critical Appraisal Skills Programme tool was used to assess the methodological quality of the included studies. The confidence placed in the review findings was assessed using the GRADE-CERQUAL (Confidence in the Evidence from Reviews of Qualitative research). RESULTS A total of 15 reports from 14 studies were included in the review, consisting of a range of levels of VR immersion, stages of dementia, and care contexts. Three analytical themes were generated: stepping into virtuality, a virtual world, and returning to reality. The results indicate the importance of sensitively designing and introducing VR to this population, as older adults living with dementia often have no prior experience of using this technology. VR can be a positive experience for older adults living with dementia and can provide meaningful interactions, positive expressions, and long-term impacts on everyday functioning. However, it should be acknowledged that some negative associations must be accounted for before, during, and after use. CONCLUSIONS This review highlights the positive implications as well as negative associations of VR use. It emphasizes the need for VR design and implementation driven by the needs and views of older adults living with dementia as well as with other key stakeholders. Future research needs to explore the vital role that older adults living with dementia can play in the design process and how they can be empowered to meaningfully design and use this technology.
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Affiliation(s)
| | - David Healy
- School of Psychology, University of Galway, Galway, Ireland
| | - Marguerite Barry
- School of Information and Communication Studies, ADAPT Centre, University College Dublin, Dublin, Ireland
| | - Attracta Brennan
- Engineering and Informatics, University of Galway, Galway, Ireland
| | - Sam Redfern
- Engineering and Informatics, University of Galway, Galway, Ireland
| | | | - Dympna Casey
- School of Nursing and Midwifery, Aras Moyola, Galway, Ireland
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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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Xin C. Exploring the effectiveness of VR-based product demonstrations featuring items of furniture. LIBRARY HI TECH 2022. [DOI: 10.1108/lht-01-2022-0001] [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
PurposeThis paper aims to present a case study of virtual-reality-based product demonstrations featuring items of furniture. The results will be of use in further design and development of virtual-reality-based product demonstration systems and could also support effective student learning.Design/methodology/approachA new method was introduced to guide the experiment by confirming orthogonal arrays. User interactions were then planned, and a furniture demonstration system was implemented. The experiment comprised two stages. In the evaluation stage, participants were invited to experience the virtual-reality (VR)-based furniture demonstration system and complete a user experience (UX) survey. Taguchi-style robust design methods were used to design orthogonal table experiments and planning and design operation methods were used to implement an experimental display system in order to obtain optimized combinations of control factors and levels. The second stage involved a confirmatory test for the optimized combinations. A pilot questionnaire was first applied to survey demonstration scenarios that are important to customers.FindingsThe author found in terms of furniture products, product interactive display through VR can achieve good user satisfaction through quality design planning. VR can better grasp the characteristics of products than paper catalogs and website catalogs. And VR can better grasp the characteristics of products than online videos. For “interactive inspection”, “function simulation”, “style customization” and “set-out customization” were the most valuable demonstration scenarios for customers. The results of the experiment confirmed that the “overall rating”, “hedonic appeal” and “practical quality” were the three most important optimized operating methods, constituting a benchmark of user satisfaction.Originality/valueThe author found that it is possible to design and build a VR-based furniture demonstration system with a good level of usability when a suitable quality design method is applied. The optimized user interaction indicators and implementation experience for the VR-based product demonstration presented in this study will be of use in further design and development of similar systems.
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Didactic Use of Virtual Reality in Colombian Universities: Professors’ Perspective. MULTIMODAL TECHNOLOGIES AND INTERACTION 2022. [DOI: 10.3390/mti6050038] [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
This paper presents quantitative research on the perception of the didactic use of virtual reality by university professors in Colombia, with special attention to the differences according to their area of knowledge, as the main variable, and gender and digital generation, as secondary variables. The study involved 204 professors from different Colombian universities. As an instrument, a survey designed for this purpose was used with four scales that were used to measure, on a Likert scale, different dimensions involving the participants’ perception of the use of virtual reality in the classroom. The answers were analyzed statistically and the differences in the perceptions have been identified by means of parametric statistical tests according to the following: (i) area of knowledge, (ii) gender, (iii) digital generation of the participants. The results showed that the participants expressed high valuations of virtual reality, despite having intermediate or low levels of digital competence. Gaps were identified in terms of area of knowledge, gender, and digital generation (digital natives or immigrants) with respect to opinions of virtual reality and digital competence. The highest valuations of virtual reality are given by professors of Humanities, and by digital natives. It is suggested that Colombian universities implement training plans on digital competence for professors and that these plans be aimed at strengthening knowledge of virtual reality.
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Reality-Virtuality Technologies in the Field of Materials Science and Engineering. APPLIED SCIENCES-BASEL 2022. [DOI: 10.3390/app12104968] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The increasing use of reality-virtuality technologies (RVTs, which encompass virtual, augmented, and mixed reality) in different fields over the last decade is a phenomenon for which materials science and engineering (MSE) is no exception. To obtain an overview of the implementation of RVTs in MSE, this team conducted a systematic search of the scientific literature published since 2010 addressing the use of RVTs in MSE. Forty-one relevant papers were selected and analyzed in depth to reach several conclusions, including: (i) most of the works (67.3%) are focused on the MSE area of materials structure, processing, and properties, which implies that there are great possibilities for research in other MSE areas; (ii) most of the works (86.8%) are aimed exclusively at education or research, which means that there are many fields outside of the university in which the use of RVT tools has not been developed and evaluated; (iii) the most used technology is virtual reality (85.1%), which means that there are many research possibilities focused on augmented and mixed reality. Researchers can find in the present work examples of the use of RVTs in MSE as well as other relevant information useful to open new lines of research and ideas that can contribute to their current and future work.
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Vergara D, Fernández-Arias P, Extremera J, Dávila LP, Rubio MP. Educational trends post COVID-19 in engineering: Virtual laboratories. MATERIALS TODAY. PROCEEDINGS 2022; 49:155-160. [PMID: 35018286 PMCID: PMC8739779 DOI: 10.1016/j.matpr.2021.07.494] [Citation(s) in RCA: 15] [Impact Index Per Article: 7.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
The rapid advance of Information and Communication Technology (ICT) in recent times and the current pandemic caused by COVID-19 have profoundly transformed society and the economy in most of the world. The education sector has benefited from this ICT-driven revolution, which has provided and expanded multiple new tools and teaching methods that did not exist just a few decades ago. In light of this technological change, virtual laboratories (VLs) based on the use of virtual reality (VR) have emerged, which are increasingly used to facilitate the teaching–learning process in a wide range of training activities, both academic and professional types. The set of advantages offered by this type of VL, the main of which are listed in this article, has made its use increasingly common as support for engineering classes at universities. This paper presents a study involving 420 engineering students from Spanish and Portuguese universities and associated analyses on the assessment of different parameters in various VLs designed by the authors. The results obtained indicate that, in general, VR-based VLs are widely accepted and demanded by students, who likewise consider real laboratories (RLs) necessary in face-to-face teaching. In the current post-COVID-19 educational scenario, VLs and RLs will coexist within the new hybrid models that combine face-to-face and online teaching and learning.
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Affiliation(s)
- Diego Vergara
- Department of Mechanical Engineering, Catholic University of Ávila, Ávila 05005, Spain
| | - Pablo Fernández-Arias
- Department of Mechanical Engineering, Catholic University of Ávila, Ávila 05005, Spain
| | - Jamil Extremera
- Department of Computer Science and Automatics, University of Salamanca, Salamanca 37008, Spain
| | - Lilian P Dávila
- Department of Materials Science and Engineering, School of Engineering, University of California at Merced, Merced, CA 95343, United States
| | - Manuel P Rubio
- Department of Construction, University of Salamanca, Zamora 49029, Spain
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Virtual and Space Tourism as New Trends in Travelling at the Time of the COVID-19 Pandemic. SUSTAINABILITY 2022. [DOI: 10.3390/su14020628] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Abstract
The first European COVID-19 infection was recorded in February 2020, and Poland followed in mid-March. Restrictions were imposed on traveling between states and using public space. These movement restrictions forced a search for new, often innovative, forms of tourism. Google Earth virtual reality (VR), Google Street View, and the Chernobyl VR Project are just some of the selected opportunities to create virtual tours. Different activities using VR mean that people can experience the illusion of travelling in time and space, outside of their everyday surroundings, in a digitally constructed three-dimensional (3D) environment, for cognition or entertainment. Therefore, this study aimed to present virtual and space tourism as new traveling trends during various crises, such as health, economic, etc. A diagnostic survey with a developed questionnaire was conducted in June and July 2021 in Poland. A total of 564 fully answered responses were collected from randomly selected respondents. We found that around 82% of Polish people were aware of VR technology, and 70% believed that new technologies determine VR tourism development. VR presents the possibility of travelling to places that no longer exist in their original form, but have been reconstructed only in VR. Around 75% of the respondents agreed that VR tourism plays an essential role in tourism promotion in Poland and throughout the world. Moreover, VR and augmented tourism lets us visit fictitious and dangerous, politically restricted, and geographically as well as economically difficult destinations. For example, our results revealed that many people want to experience North Korea, the USA, Antarctica, Syria, etc. At the same time, people recommended the NASA space station as a visiting destination using VR and augmented reality. VR offers an alternative form of tourism during crises and pandemics such as COVID-19. We found over 26% of the respondents were satisfied with contemporary tourists’ cognitional needs during VR sightseeing. More than 87% of the respondents believed that VR tourism cannot substitute real-world tourism in the long run. However, VR tourism will be more beneficial for developing countries facing difficulties in economic aspects, and easier than attaining visas to enter developed countries. Furthermore, virtual sightseeing may also constitute an alternative for people who are disabled or sick, and who cannot undertake the effort of active tourism and explore tourist resources of the world on their own.
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Assessment of Virtual Reality as a Didactic Resource in Higher Education. SUSTAINABILITY 2021. [DOI: 10.3390/su132212730] [Citation(s) in RCA: 11] [Impact Index Per Article: 3.7] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/17/2022]
Abstract
Given that the university teachers with more experience in the use of virtual reality are those corresponding to the areas of Health Sciences and of Engineering and Architecture, this article analyzes the assessment these teachers make about virtual reality as a teaching resource in their respective disciplines. The study uses a questionnaire that assesses the technical aspects and future projection of virtual reality, its drawbacks and the perception of the different dimensions of the participants’ knowledge about virtual reality and its didactic employability. The questionnaire was answered by a sample of 423 university teachers of different genders, ages, academic level and teaching experience, whose teaching activity is developed in various Latin American universities in the area of Health Sciences or in the area of Engineering/Architecture. Their answers have been analyzed descriptively and Spearman’s r statistics and the Multifactor ANOVA test have been used to verify the existence of significant differences in their evaluations for the different variables considered, cross-referencing them with the field of knowledge. Within the main results, gaps by area, years of teaching experience and academic level in the participants’ evaluations have been identified and discussed.
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Visualizing a New Sustainable World: Toward the Next Generation of Virtual Reality in the Built Environment. BUILDINGS 2021. [DOI: 10.3390/buildings11110546] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
What is the future of virtual reality (VR) in the built environment? As work becomes increasingly distributed across remote and hybrid forms of organizing as a result of the COVID-19 pandemic, there is a need to rethink how we use the set of collaborative technologies to move toward a sustainable world. We propose a new vision of VR as a discipline-agnostic platform for an interdisciplinary integration of the allied design, social, and environmental disciplines to address emerging challenges across the building sectors. We build this contribution through the following steps. First, we contextualize VR technologies within the changing digital landscape and underlying tensions in the built environment practices. Second, we characterize the difficulties that have arisen in using them to address challenges, illustrating our argument with leading examples. Third, we conceptualize VR configurations and explore underlying assumptions for their use across disciplinary scenarios. Fourth, we propose a vision of VR as a discipline-agnostic platform that can support built environment users in visualizing preferred futures. We conclude by providing directions for research and practice.
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Development of Virtual Reality Automotive Lab for Training in Engineering Students. SUSTAINABILITY 2021. [DOI: 10.3390/su13179776] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
A Virtual Reality application was developed to be used as an immersive virtual learning strategy for Oculus Rift S Virtual Reality glasses and through Leap Motion Controller™ infrared sensors, focused on students of the Automotive Systems Engineering academic program, as a practical teaching-learning tool in the context of Education 4.0 and the pandemic caused by COVID-19 that has kept schools closed since March 2020. The technological pillars of Industry 4.0 were used to profile students so that they can meet the demands of their professional performance at the industrial level. Virtual Reality (VR) plays a very important role for the production-engineering sector in areas such as design and autonomous cars, as well as in training and driving courses. The VR application provides the student with a more immersive and interactive experience, supported by 3D models of both the main parts that make up the four-stroke combustion engine and the mechanical workshop scenario; it allows the student to manipulate the main parts of the four-stroke combustion engine through the Oculus Rift S controls and the Leap Motion Controller™ infrared sensors, and relate them to the operation of the engine, through the animation of its operation and the additional information shown for each part that makes it up in the application.
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Khan N, Muhammad K, Hussain T, Nasir M, Munsif M, Imran AS, Sajjad M. An Adaptive Game-Based Learning Strategy for Children Road Safety Education and Practice in Virtual Space. SENSORS 2021; 21:s21113661. [PMID: 34070237 PMCID: PMC8197389 DOI: 10.3390/s21113661] [Citation(s) in RCA: 14] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/18/2021] [Revised: 05/14/2021] [Accepted: 05/18/2021] [Indexed: 11/16/2022]
Abstract
Virtual reality (VR) has been widely used as a tool to assist people by letting them learn and simulate situations that are too dangerous and risky to practice in real life, and one of these is road safety training for children. Traditional video- and presentation-based road safety training has average output results as it lacks physical practice and the involvement of children during training, without any practical testing examination to check the learned abilities of a child before their exposure to real-world environments. Therefore, in this paper, we propose a 3D realistic open-ended VR and Kinect sensor-based training setup using the Unity game engine, wherein children are educated and involved in road safety exercises. The proposed system applies the concepts of VR in a game-like setting to let the children learn about traffic rules and practice them in their homes without any risk of being exposed to the outside environment. Thus, with our interactive and immersive training environment, we aim to minimize road accidents involving children and contribute to the generic domain of healthcare. Furthermore, the proposed framework evaluates the overall performance of the students in a virtual environment (VE) to develop their road-awareness skills. To ensure safety, the proposed system has an extra examination layer for children’s abilities evaluation, whereby a child is considered fit for real-world practice in cases where they fulfil certain criteria by achieving set scores. To show the robustness and stability of the proposed system, we conduct four types of subjective activities by involving a group of ten students with average grades in their classes. The experimental results show the positive effect of the proposed system in improving the road crossing behavior of the children.
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Affiliation(s)
- Noman Khan
- Visual Analytics for Knowledge Laboratory, Department of Software, Sejong University, Seoul 143-747, Korea; (N.K.); (K.M.)
- Digital Image Processing Laboratory, Department of Computer Science, Islamia College University Peshawar, Peshawar 25000, Pakistan; (M.N.); (M.M.)
| | - Khan Muhammad
- Visual Analytics for Knowledge Laboratory, Department of Software, Sejong University, Seoul 143-747, Korea; (N.K.); (K.M.)
| | - Tanveer Hussain
- Department of Software, Sejong University, Seoul 143-747, Korea;
| | - Mansoor Nasir
- Digital Image Processing Laboratory, Department of Computer Science, Islamia College University Peshawar, Peshawar 25000, Pakistan; (M.N.); (M.M.)
| | - Muhammad Munsif
- Digital Image Processing Laboratory, Department of Computer Science, Islamia College University Peshawar, Peshawar 25000, Pakistan; (M.N.); (M.M.)
| | - Ali Shariq Imran
- Norwegian Colour and Visual Computing Laboratory, Department of Computer Science (IDI), Norwegian University of Science and Technology (NTNU), 2815 Gjøvik, Norway;
| | - Muhammad Sajjad
- Visual Analytics for Knowledge Laboratory, Department of Software, Sejong University, Seoul 143-747, Korea; (N.K.); (K.M.)
- Digital Image Processing Laboratory, Department of Computer Science, Islamia College University Peshawar, Peshawar 25000, Pakistan; (M.N.); (M.M.)
- Norwegian Colour and Visual Computing Laboratory, Department of Computer Science (IDI), Norwegian University of Science and Technology (NTNU), 2815 Gjøvik, Norway;
- Correspondence: or
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Abstract
Multi-agent systems integrate a great variety of artificial intelligence techniques from different fields, these systems have made it possible to create intelligent systems more efficiently. On the other hand, virtual reality applications are accepted as viable techniques in different areas such as visualization, simulation, design, and research. The combined use of these two technologies has led to the development of realistic and interactive applications. This work aims to do a Systematic Mapping Study (SMS) relying on the guidelines of Kitchenham and Petersen to analyze the state of the art of VR applications using multi-agent systems. Inclusion and exclusion criteria have been applied to identify relevant papers, 82 articles were selected and categorized according to the publication type, the research type, the asset type, and the purpose of the work. A complete review of the 82 selected articles was performed, based on the research questions that were established. This review made it possible to clarify the open lines of research that exist and to know where research in this field can be directed.
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Exploring the Use of Virtual Reality to Support Environmentally Sustainable Behavior: A Framework to Design Experiences. SUSTAINABILITY 2021. [DOI: 10.3390/su13020943] [Citation(s) in RCA: 18] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/10/2023]
Abstract
The current and future challenges of sustainable development require a massive transformation of habits and behaviors in the whole society at many levels. This demands a change of perspectives, priorities, and practices that can only result from the development of more aware, informed, and instructed communities and individuals. The field of design for sustainable behavior is answering this need through the development of products, systems, and services to support the change of people’s habits and decision-making processes. In this regard, Virtual Reality (VR) is a promising tool: it has already been explored to drive sustainable behavior change in several situations, through a wide range of devices, technologies, and modalities. This variety provides uncountable opportunities to designers, but it comes with a series of ethical, psychological, and technical questions. Hence, VR developers should be able to distinguish and identify possible strategies, delivering suitable solutions for each case study. In this work, we present a framework for the development of VR experiences to support sustainable behavior change, based on a systematic review. We consider the various features to manage and possible alternatives when creating a VR experience, linking them to the behavioral aspects that can be addressed according to the project’s aim. The framework will provide designers with a tool to explore and orient themselves towards possible sets of optimal choices generating tailored solutions.
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Socio-Educational Impact of Augmented Reality (AR) in Sustainable Learning Ecologies: A Semantic Modeling Approach. SUSTAINABILITY 2020. [DOI: 10.3390/su12219116] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The current educational processes must be supported by sustainable learning ecologies, where the digitalization of training is enhanced. In this area, augmented reality (AR) plays an important role. It is a technology that for certain educational goals can facilitate the understanding of the course contents and increase the motivation and interest of the student. This research aims to measure the socio-educational impact that AR presents in the teaching processes of university students of social education. These are professionals in training dedicated, precisely, to social and educational actions. In order to reach the pursued objective, an exploratory study of qualitative and descriptive nature was approached from a methodological conception based on the action-research. The study was carried out during three academic courses and consisted of an experience of integration of AR in the classroom in order to determine which applications, and advantages or limitations of a socio-educational nature, were perceived by the participants in that process. The documents generated were analyzed mainly using semantic methods. The main results were that AR is positive overall for its use in learning processes and, specifically in its field, optimal for the development of professional skills within the framework of social education. As to benefits, it highlighted the strengthening of learning dynamism, motivation, and interaction among students; as to limitations, these included the fact that it is not an accessible technology, the need for previous training and that it can reduce sociability. It was also stressed that it can be a useful resource in many areas of social education (childhood and adolescence, gerontology, drug addiction, etc.). In general, therefore, it can be concluded that the use of AR in university training, in this area of knowledge, allows content to be more dynamic and real in a sustainable way, thus achieving a highly transferable and motivating path to develop content and competencies.
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Simulation of a Real Call for Research Projects as Activity to Acquire Research Skills: Perception Analysis of Teacher Candidates. SUSTAINABILITY 2020. [DOI: 10.3390/su12187431] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
In this research, a novel methodology based on the simulation of a call for research projects was applied for the training of STEM secondary school teachers, with results raised and analyzed to determine the response of the students to this new methodology. The activity was applied in the same course during two academic years with student groups from very different teaching specialties such as mathematics, physics and chemistry, biology and geology, technology and health processes who were studying the Master’s Degree in Secondary Education, specifically, the 3 European Credit Transfer and Accumulation System (ECTS) course of Initiation to Educational Research (IER), this Master’s course being mandatory for working as a secondary professor. The Master’s students are asked to write their own research project proposals for a fictitious call on a topic freely chosen by them, which might have been related to the research line of the final Master’s thesis. In it, they had to propose all the contents studied in the course (such as writing a brief state of the art, establishing a research team, setting objectives, a description of the methodology for educational research, instruments, a plan for the dissemination of the results, the needed resources, etc.). The students’ perceptions of the usefulness and reality of what they had learned for their professional development and for writing their final theses were assessed. The results based on the perceptions of the students demonstrate that the activity had been useful for assimilating concepts related to educational research in the context of secondary education (research skills), which will be useful for improving the critical sense of the students (teacher candidates) and for their professional future in the context of applied research in day-to-day secondary teacher activities. Furthermore, the results show the activity was useful for the development of the final Master’s thesis. The difficult aspects that the activity presented for them were analyzed. The results were statistically compared for the students of the different specialties, deducing, in all cases, a homogeneous good acceptance with slight differences between them.
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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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Javaid M, Haleem A. Virtual reality applications toward medical field. CLINICAL EPIDEMIOLOGY AND GLOBAL HEALTH 2020. [DOI: 10.1016/j.cegh.2019.12.010] [Citation(s) in RCA: 47] [Impact Index Per Article: 11.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/19/2022] Open
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Vergara D, Extremera J, Rubio MP, Dávila LP. The proliferation of virtual laboratories in educational fields. ADCAIJ: ADVANCES IN DISTRIBUTED COMPUTING AND ARTIFICIAL INTELLIGENCE JOURNAL 2020. [DOI: 10.14201/adcaij2020918597] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
Since its emergence in the 1960s, the use of virtual reality (VR) has grown progressively. This wide dissemination of VR has allowed its application in an increasing number of disciplines, including education. It is well known that virtual laboratories (VLs), which base their use in VR technology, are very useful tools in both university and professional training. In this article, the main advantages and disadvantages of the use of modern VLs in teaching are analyzed. In addition, the design and development process that must be followed to appropriately create these VLs is described in detail, as well as a small-scale study of the perception that university teachers have about the use of VR in education. Lastly, the reasons why the implementation of VR is not currently as broad as it would be expected, given its proven potential in different fields, are discussed.
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The Technological Obsolescence of Virtual Reality Learning Environments. APPLIED SCIENCES-BASEL 2020. [DOI: 10.3390/app10030915] [Citation(s) in RCA: 14] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The concept of technological obsolescence that affects computer programs is a readily observable phenomenon that has been widely studied over the past half century. The so-called virtual reality learning environments (VRLEs) which are used to support university classes are significantly affected by this technological obsolescence, decreasing their formative effectiveness as the obsolescence process advances. In this study, the technological obsolescence of two VRLEs is analyzed by means of an empirical research based on survey results (N = 135) after using the VRLEs in engineering classes. Several key performance indicators (KPIs) were analyzed during seven academic courses, including motivation, interactivity, ease of use and usefulness. Since both VRLEs were updated during this research work, the influence of these improvements is discussed in detail from a technological obsolescence point of view. Results suggest that the technological obsolescence negatively affects the students’ opinion regarding motivation and interactivity, but the other KPIs (ease of use and usefulness) are hardly affected. In contrast, results indicate that the technological obsolescence can be reversed if periodic updates of educational tools are carried out using modern development software.
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Meaningful Learning Through Virtual Reality Learning Environments: A Case Study in Materials Engineering. APPLIED SCIENCES-BASEL 2019. [DOI: 10.3390/app9214625] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
The increasing dissemination of virtual reality learning environments (VRLEs) compels the elucidation of how these didactic tools can improve their effectiveness at the formative level. The motivation generated in students by a VRLE is revealed as a key factor in achieving meaningful learning, but such a motivation by itself alone does not guarantee the long-term retention of knowledge. To identify the necessary characteristics of a VRLE to achieve an appropriate level of meaningful learning, this paper compares a set of VRLEs created in previous years with a group of recently developed VRLEs, after being used by engineering students. A description of the design process of the both VRLEs groups is included in this paper. Most significantly, analysis of the response of a total of 103 students in a specific survey reveals how a step-by-step protocol system helped improve students' knowledge and retention after one year of using a VRLE. Thus, this study not only demonstrates the importance of using modern development engines when creating or updating a VRLE to achieve student motivation, but also justifies in many cases the use of a step-by-step protocol as a method to improve the long-term retention of knowledge.
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Incorporating Virtual Reality into the Teaching and Training of Grid-Tie Photovoltaic Power Plants Design. APPLIED SCIENCES-BASEL 2019. [DOI: 10.3390/app9214480] [Citation(s) in RCA: 11] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/24/2022]
Abstract
The current difficulty in obtaining financial resources to acquire equipment for training personnel and the requirement of well-trained engineers in the industry looking toward sustainability, creates an opportunity to innovate in teaching tools, such as the proposed in this article, where a virtual world is projected, integrating the planning and design of a photovoltaic power plant (PV). The user can interact while immersed in the virtual scene as if the PV system were already installed, illustrating technical characteristics of selected equipment and its installation details, while the user is interacting with didactic activities focused on visual, auditory, and kinesthetic learning. This paper summarizes an initiative within the teaching–learning context, which aims to show the advantages of using modern tools, such as virtual reality, to achieve teaching goals in a renewable energy course.
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Halaweh M. Model of Emerging Technology Adoption (META): Virtual Reality as a Case Study. JOURNAL OF INFORMATION & KNOWLEDGE MANAGEMENT 2019. [DOI: 10.1142/s0219649219500205] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
Although technology acceptance and adoption have been intensively investigated using well-established theories called the Technology Acceptance Model (TAM) and Innovation Diffusion Theory (IDT), this paper claims that Emerging Technology (ET) has particular characteristics that differentiate it from the adoption of traditional technology that has been used for a long time. Therefore, it argues that TAM and IDT are not sufficient to investigate the adoption of ET. Investigating the adoption of ET requires additional, unique, non-traditional factors (constructs). Therefore, this paper aims first to conceptually develop a model of ETs adoption (META). To achieve this objective, TAM and IDT will be reviewed. Then, this paper will use the characteristics of ET as the basis for developing the factors that influence the adoption of ET. Secondly, to validate the model, a case study of an ET (i.e. Virtual Reality) will be analysed in-depth to reveal the factors that influence on its adoption by applying META. A discussion of META applications and implications for future research are also provided.
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On the Use of PDF-3D to Overcome Spatial Visualization Difficulties Linked with Ternary Phase Diagrams. EDUCATION SCIENCES 2019. [DOI: 10.3390/educsci9020067] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Despite the interesting applications that the PDF-3D offers in teaching, especially for subjects related to spatial comprehension difficulties, such a didactic tool is not well known in the education sector. Thus, a proposal of using PDF-3D in engineering studies is presented in this paper, specifically, in the field of teaching ternary phase diagrams (TPDs). The didactic resource—easy to design and easy to use—allows students to overcome spatial visualization difficulties linked with TPDs. According to students’ opinions, the PDF-3D is an effective tool to use in any topic related to spatial difficulties and, in addition, is a friendly and easy-to-use tool. This fact and the simplicity of designing a PDF-3D make it a useful tool for educational aims.
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A Virtual Resource for Enhancing the Spatial Comprehension of Crystal Lattices. EDUCATION SCIENCES 2018. [DOI: 10.3390/educsci8040153] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Students commonly exhibit serious spatial comprehension difficulties when they come to learning crystal systems. To solve this problem, an active methodology based on the use of a Didactic Virtual Tool (DVT)—developed by the authors—is presented in this paper. The students’ opinion was obtained from a survey carried out on 40 mechanical engineering students. The analysis of the obtained results reveals that, by using this DVT, students achieve a better understanding of the contents where spatial difficulties often arise during conventional teaching. Several DVT features were highly valued by the students, e.g., didactic use was rated 9.5 out of 10 and the methodology using the DVT in the classroom was rated 8.5 out of 10. In addition, the results revealed two factors that the students considered essential for using a DVT, both related to the tool design: (i) the modern aspect, i.e., it is necessary to keep a DVT updated to avoid obsolescence; and (ii) the DVT must be appealing in order to attract the students’ attention.
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Developing and Evaluating a Virtual Reality-Based Navigation System for Pre-Sale Housing Sales. APPLIED SCIENCES-BASEL 2018. [DOI: 10.3390/app8060952] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.2] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
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A Low-Cost Immersive Virtual Reality System for Teaching Robotic Manipulators Programming. SUSTAINABILITY 2018. [DOI: 10.3390/su10041102] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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