Literature DB >> 29672256

An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective.

Aline Menin, Rafael Torchelsen, Luciana Nedel.   

Abstract

Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results.

Entities:  

Year:  2018        PMID: 29672256     DOI: 10.1109/MCG.2018.021951633

Source DB:  PubMed          Journal:  IEEE Comput Graph Appl        ISSN: 0272-1716            Impact factor:   2.088


  6 in total

1.  360 virtual reality pediatric mass casualty incident: A cross sectional observational study of triage and out-of-hospital intervention accuracy at a national conference.

Authors:  Jason Lowe; Cynthia Peng; Christopher Winstead-Derlega; Henry Curtis
Journal:  J Am Coll Emerg Physicians Open       Date:  2020-08-17

2.  Optimal Frequency and Amplitude of Vertical Viewpoint Oscillation for Improving Vection Strength and Reducing Neural Constrains on Gait.

Authors:  Wei Wang; Kaiming Yang; Yu Zhu
Journal:  Entropy (Basel)       Date:  2021-04-28       Impact factor: 2.524

Review 3.  Telerehabilitation in response to constrained physical distance: an opportunity to rethink neurorehabilitative routines.

Authors:  Arturo Nuara; Maddalena Fabbri-Destro; Emilia Scalona; Stefano Elio Lenzi; Giacomo Rizzolatti; Pietro Avanzini
Journal:  J Neurol       Date:  2021-01-15       Impact factor: 4.849

Review 4.  Discussion on the Rehabilitation of Stroke Hemiplegia Based on Interdisciplinary Combination of Medicine and Engineering.

Authors:  Xiaowei Sun; Ke Xu; Yuqing Shi; Hongtao Li; Ruobing Li; Siyu Yang; Hong Jin; Chuwen Feng; Baitao Li; Chunyue Xing; Yuanyuan Qu; Qingyong Wang; Yinghua Chen; Tiansong Yang
Journal:  Evid Based Complement Alternat Med       Date:  2021-03-17       Impact factor: 2.629

5.  Mild simulator sickness can alter heart rate variability, mental workload, and learning outcomes in a 360° virtual reality application for medical education: a post hoc analysis of a randomized controlled trial.

Authors:  Li-Jen Hsin; Yi-Ping Chao; Hai-Hua Chuang; Terry B J Kuo; Cheryl C H Yang; Chung-Guei Huang; Chung-Jan Kang; Wan-Ni Lin; Tuan-Jen Fang; Hsueh-Yu Li; Li-Ang Lee
Journal:  Virtual Real       Date:  2022-09-14       Impact factor: 4.697

Review 6.  Learning and transfer of complex motor skills in virtual reality: a perspective review.

Authors:  Danielle E Levac; Meghan E Huber; Dagmar Sternad
Journal:  J Neuroeng Rehabil       Date:  2019-10-18       Impact factor: 4.262

  6 in total

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