Reconstruction of Near Misses and Accidents for Analyses from Virtual Reality Usability Study

Author(s):  
Peter Nickel ◽  
Andy Lungfiel ◽  
Rolf-Jürgen Trabold
Author(s):  
Elif Surer ◽  
Mustafa Erkayaoğlu ◽  
Zeynep Nur Öztürk ◽  
Furkan Yücel ◽  
Emin Alp Bıyık ◽  
...  

Author(s):  
Homa Amini ◽  
Megan E. Gregory ◽  
Mary Ann Abrams ◽  
John Luna ◽  
Maxwell Roland ◽  
...  

2019 ◽  
Vol 35 (3) ◽  
pp. 929-944 ◽  
Author(s):  
Louisa Detez ◽  
Lisa-Marie Greenwood ◽  
Rebecca Segrave ◽  
Elliott Wilson ◽  
Thomas Chandler ◽  
...  

2015 ◽  
Vol 96 (10) ◽  
pp. e89-e90
Author(s):  
Animesh Singh Kumawat ◽  
Sunny Verma ◽  
Anjali Ravindra Bhise ◽  
M.M. Prabhakar ◽  
Uttama Lahiri

2021 ◽  
Vol 33 (1) ◽  
Author(s):  
Isak de Villiers Bosman ◽  
Koos De Beer ◽  
Theo J.D. Bothma

Virtual reality has the potential to enhance a variety of real-world training and entertainment applications by creating the illusion that a user of virtual reality is physically present inside the digitally created environment. However, the use of tactile feedback to convey information about this environment is often lacking in VR applications. New methods for inducing a degree of tactile feedback in users are described, which induced the illusion of a tactile experience, referred to as pseudo-tactile feedback. These methods utilised shared properties between audio and tactile feedback that can be crossmodally mapped between the two modalities in the design of a virtual reality prototype for a qualitative usability study in order to test the effectiveness and underlying causes of such feedback in the total absence of any real-world tactile feedback. Results show that participants required believable audio stimuli that they could conceive as real-world textures as well a sense of hand-ownership to suspend disbelief and construct an internally consistent mental model of the virtual environment. This allowed them to conceive believable tactile sensations that result from interaction with virtual objects inside this environment.


10.2196/29686 ◽  
2021 ◽  
Vol 9 (2) ◽  
pp. e29686
Author(s):  
Billy Sundström Langlet ◽  
Dorothy Odegi ◽  
Modjtaba Zandian ◽  
Jenny Nolstam ◽  
Per Södersten ◽  
...  


2020 ◽  
pp. 104687812095489
Author(s):  
Karen R. Breitkreuz ◽  
Suzan Kardong-Edgren ◽  
Gregory E. Gilbert ◽  
Connie DeBlieck ◽  
Mariam Maske ◽  
...  

A usability study of a Virtual Reality Sterile Urinary Catheter Insertion Game (VR SUCIG) was conducted to understand user needs in regards to this game. Background: Learning and retention of psychomotor skills in health care is essential to safe clinical practice. Bauman suggests games are most useful when they are part of a layered-learning approach; in other words, they support various forms of learning and serve as cognitive aids ( Bauman et al., 2014 ). Intervention: The VR Sterile Urinary Catheter Insertion Game (VRSUCIG) was created by nurses and a computer gaming developer to provide nursing students with a cost-effective way to practice sterile catheter insertion skills in a systematic, evidence-based manner. A usability study and user reaction survey were conducted to gain a deep understanding of user’s needs. Methods: Three hundred nursing students, from 9 US nursing schools participated. Participants played the VR SUCIG and completed the System Usability Scale (SUS) and a User Reaction Survey (URS). Results: The SUS for the 2nd generation of the VR SUCIG was 57, or medium usability. The URS demonstrated the game motivated them to keep practicing. The VR SUCIG promoted repetitive practice of the skill and visually accentuated the concept of sterility. Conclusions. User reactions indicate that nursing students were eager and excited to utilize this technology. Usability scores indicate further refinement of technology is needed.


Author(s):  
Osama Halabi ◽  
Samir A. Elseoud ◽  
Jihad M. Alja'am ◽  
Hena Alpona ◽  
Moza Al-Hemadi ◽  
...  

Individuals in the Autism Spectrum often encounter situations where they have to respond to questions and situations that they do not know how to respond to, such as, questions asked by strangers including ones related to daily-life activities. A variety of research has been done to improve social and communication impairments in children with autism using technology. Immersive virtual reality is a relatively recent technology with a potential to bring an effective solution and used as a therapeutic tool to develop different skills. This paper presents a virtual reality solution to reduce the gap experienced by autistic children due to their inability to establish a communication. An interactive scenario-based system that uses role-play and turn-taking technique was implemented to evaluate and verify the effectiveness of immersive environment on the social performance of an autistic child. Preliminary testing of the system demonstrated the feasibility of VR-based system as a took for improving the communication skill in Autism Spectrum Disorder (ASD) children. The results of the comparative usability study show the effectiveness of immersive VR in motivating and satisfying the autistic.


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