Burglars’ Choice of Intrusion Routes: A Virtual Reality Experimental Study

Author(s):  
So Yeon Park ◽  
Kyung Hoon Lee
2018 ◽  
Vol 21 (5) ◽  
pp. 304-310 ◽  
Author(s):  
Silvia Serino ◽  
Federica Scarpina ◽  
Antonios Dakanalis ◽  
Anouk Keizer ◽  
Elisa Pedroli ◽  
...  

2021 ◽  
Vol 15 (04) ◽  
pp. 539-559
Author(s):  
Carolin Strassmann ◽  
Alexander Arntz ◽  
Sabrina C. Eimler

As environmental pollution continues to expand, new ways for raising awareness for the consequences need to be explored. Virtual reality has emerged as an effective tool for behavioral change. This paper investigates if virtual reality applications controlled through physical activity can support an even stronger effect, because they enhance attention and recall performance by stimulating working memory through motor functions. This was tested in an experimental study ([Formula: see text]) using a virtual reality head-mounted display in combination with the ICAROS fitness device enabling participants to explore either a plastic-polluted or a non-polluted sea. Results indicated that using a regular controller elicits more presence and a more intense Flow experience than the ICAROS condition, which people controlled via their physical activity. Moreover, the plastic-polluted stimulus was more effective in inducing people’s stated tendency to change their attitude than a non-polluted sea.


2019 ◽  
Vol 79 (9-10) ◽  
pp. 6227-6245 ◽  
Author(s):  
David Narciso ◽  
Miguel Melo ◽  
José Vasconcelos Raposo ◽  
João Cunha ◽  
Maximino Bessa

2020 ◽  
Vol Volume 13 ◽  
pp. 2213-2222 ◽  
Author(s):  
Stéphanie Dumoulin ◽  
Stéphane Bouchard ◽  
Claudie Loranger ◽  
Pamela Quintana ◽  
Véronique Gougeon ◽  
...  

2019 ◽  
Vol Volume 10 ◽  
pp. 907-916 ◽  
Author(s):  
Lama Sultan ◽  
Wesam Abuznadah ◽  
Hatim Al-Jifree ◽  
Muhammad Anwar Khan ◽  
Basim Alsaywid ◽  
...  

Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 195 ◽  
Author(s):  
Tord Hettervik Frøland ◽  
Ilona Heldal ◽  
Gry Sjøholt ◽  
Elisabeth Ersvær

Simulations, serious games, and virtual reality (SSG) applications represent promising support for achieving practical proficiency, but it is difficult to know how to introduce them into a new environment. This paper aims to contribute to a better understanding of introducing new SSGs to a non-computer related educational environment—biomedical laboratory science (BLS) education. By following the choice, construction, and evaluation of a gamified app for practicing phlebotomy (StikkApp), not only the usefulness of the application, but also the general needs and possibilities for supporting SSG applications, are discussed. This paper presents the evaluation of StikkApp through an experimental study examining its use on mobile devices, as a web app and by discussing challenges for a corresponding virtual reality app by BLS students and their teachers. This evaluation focused on questions concerning usage scenarios, technologies, and how the design of the app can be aligned to learning goals necessary for education. By discussing these requirements and possibilities for apps and technology support for using SSG apps for BLS students, this paper contributes to a better understanding of using digital support for sustainable education.


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