scholarly journals Virtual reality and annotated radiological data as effective and motivating tools to help Social Sciences students learn neuroanatomy

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Margot van Deursen ◽  
Laura Reuvers ◽  
Jacobus Dylan Duits ◽  
Guido de Jong ◽  
Marianne van den Hurk ◽  
...  

AbstractNeuroanatomy as a subject is important to learn, because a good understanding of neuroanatomy supports the establishment of a correct diagnosis in neurological patients. However, rapid changes in curricula reduced time assigned to study (neuro)anatomy. Therefore, it is important to find alternative teaching methods to study the complex three-dimensional structure of the brain. The aim of this manuscript was to explore the effectiveness of Virtual Reality (VR) in comparison with Radiological Data (RaD) as suitable learning methods to build knowledge and increase motivation for learning neuroanatomy. Forty-seven students (mean age of 19.47 ± 0.54 years; 43 females; 4 males) were included; 23 students comprised the VR group. Both methods showed to improve knowledge significantly, the improvement between groups was not different. The RaD group showed to have a significantly higher score on expectancy than students in the VR group. Task value scores regarding finding a task interesting, useful and fun were found to be significantly different in favor of the VR group. Consequently, significant higher Motivation scores were found in the VR group. Motivation and expectancy, however, did not moderate learning results, whereas task value impacted the results in favour of the VR group. This study concludes that VR and RaD are effective and diverting methods to learn neuroanatomy, with VR being more motivating than RaD. Future research should investigate motivation and task value when using VR over a longer period of time.

2009 ◽  
Vol 20 (4) ◽  
pp. 461-465 ◽  
Author(s):  
Rogelio Rodríguez-Sotres ◽  
Mireya Rodríguez-Penagos ◽  
Javier González-Cruz ◽  
Luis Rosales-León ◽  
León Patricio Martínez-Castilla

2016 ◽  
Vol 3 (2) ◽  
pp. e28 ◽  
Author(s):  
Sasan Mosadeghi ◽  
Mark William Reid ◽  
Bibiana Martinez ◽  
Bradley Todd Rosen ◽  
Brennan Mason Ross Spiegel

Background Virtual reality (VR) offers immersive, realistic, three-dimensional experiences that “transport” users to novel environments. Because VR is effective for acute pain and anxiety, it may have benefits for hospitalized patients; however, there are few reports using VR in this setting. Objective The aim was to evaluate the acceptability and feasibility of VR in a diverse cohort of hospitalized patients. Methods We assessed the acceptability and feasibility of VR in a cohort of patients admitted to an inpatient hospitalist service over a 4-month period. We excluded patients with motion sickness, stroke, seizure, dementia, nausea, and in isolation. Eligible patients viewed VR experiences (eg, ocean exploration; Cirque du Soleil; tour of Iceland) with Samsung Gear VR goggles. We then conducted semistructured patient interview and performed statistical testing to compare patients willing versus unwilling to use VR. Results We evaluated 510 patients; 423 were excluded and 57 refused to participate, leaving 30 participants. Patients willing versus unwilling to use VR were younger (mean 49.1, SD 17.4 years vs mean 60.2, SD 17.7 years; P=.01); there were no differences by sex, race, or ethnicity. Among users, most reported a positive experience and indicated that VR could improve pain and anxiety, although many felt the goggles were uncomfortable. Conclusions Most inpatient users of VR described the experience as pleasant and capable of reducing pain and anxiety. However, few hospitalized patients in this “real-world” series were both eligible and willing to use VR. Consistent with the “digital divide” for emerging technologies, younger patients were more willing to participate. Future research should evaluate the impact of VR on clinical and resource outcomes. ClinicalTrial Clinicaltrials.gov NCT02456987; https://clinicaltrials.gov/ct2/show/NCT02456987 (Archived by WebCite at http://www.webcitation.org/6iFIMRNh3)


2015 ◽  
Vol 3 (2) ◽  
pp. 157
Author(s):  
Kyriakos Charalampous ◽  
Constantinos M Kokkinos

The purpose of the present paper was to review the extant research on Classroom Psycho-Social Climate (CPSC), in order to underscore and resolve misconceptions, contradictions, and deficiencies, as well as to critically present two of its most important research accomplishments: (a) the construction of a plethora of valid and reliable research instruments to measure the construct of CPSC in various learning environments and at different educational levels, and (b) the association of CPSC with cognitive and affective learning outcomes. The definitions proposed for CPSC are generally characterized by ambiguity. Yet, most researchers agree that the CPSC represents a multidimensional construct, the defining indicators of which, tend to be statistically confirmed in most studies, while at the same time new ones are added, thus providing the construct with a dynamic status. Various theories have been proposed to conceptualize CPSC, the most acknowledged being that of Lewin’s (1936) Field Theory, Murray’s (1938) Needs-Press model, and Getzel and Thelen’s (1960) Socio-Psychological Theory. Two independent research programs and their enduring theoretical and empirical legacy signaled the new era in CPSC research. Rudolf Moos proposed a three-dimensional structure descriptive of all psycho-social climates regardless of the social context (school classrooms, correctional institutions, military facilities, etc.) (1974), and Herbert Walberg demonstrated that students’ were in position to make valid inferences regarding CPSC (1969). Contemporary CPSC research has revealed some methodological issues which need to be taken into consideration when designing CPSC studies. One of the most remarkable achievements of CPSC research is the development of many valid and widely used research instruments for measuring CPSC in various educational contexts and at different educational levels. These instruments reflect the expansion of CPSC research in terms of the integration of new conceptual dimensions, as well as the widening of the age level of students to whom they are addressed. However, despite the increased production of mixed-methods studies in contemporary CPSC research, the cross-cultural adaptation of CPSC instruments, especially those addressing elementary students, has resulted in ambiguous findings. Moreover, whereas most CPSC instruments are based on Moos’s three-dimensional proposal, empirical findings support different allocation of the subscales in these dimensions than the scale developers. Another significant outcome of CPSC research is the examination of the association of CPSC with students’ cognitive and affective learning outcomes. Indeed, empirical findings support the link between the CPSC and various learning outcomes, such as academic achievement, attitudes, self-efficacy, motivation, self-handicapping, and students’ emotional and cognitive involvement. In addition, contemporary CPSC research has examined different paths through which CPSC affects student outcomes. For example, researchers have shown that self-efficacy and achievement goals mediate the relationship between CPSC and student outcomes, such as academic achievement, emotional involvement, etc. Nonetheless, and despite the extended investigation of the relationship between CPSC and student outcomes, research has failed to present consistent evidence with regards to the effect of specific CPSC indicators on student outcomes. What’s more, in cases where CPSC indicators presented negative associations with student outcomes, the explanations provided were insufficient, whereas follow up investigations did not take place. Of course CPSC research has followed other fruitful directions which are also presented in this review. Practical implications of CPSC research findings and future research directions are also discussed.


2017 ◽  
Author(s):  
Shaun W Jerdan ◽  
Mark Grindle ◽  
Hugo C van Woerden ◽  
Maged N Kamel Boulos

BACKGROUND eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. OBJECTIVE In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. METHODS We compiled a table of 82 studies that made use of head-mounted devices in their interventions. RESULTS Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. CONCLUSIONS Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment.


2008 ◽  
pp. 1575-1581
Author(s):  
Sana Debbabi ◽  
Serge Baile

Why examine the concept of telepresence? A number of emerging technologies, including virtual reality, simulation, home theater, state-of-the-art video conferencing and virtual three-dimensional (3-D) environment, are designed to give the user a type of mediated experience that has never been possible before. This new experience seems to be “real,” “direct” and “immediate.” The term telepresence has been used to describe this compelling sense of being present in these mediated virtual environments (Held & Durlach, 1992; Steuer, 1992). On the empirical side, the use of this new revolution in media technologies has expanded to telemedicine, telepsychiatry, distance learning, legal testimony from remote locations, arcade games and more (see Lombard & Ditton, 1997). An enhanced sense of telepresence is central to the usefulness and profitability of the new technologies mentioned above, and others such as the World Wide Web and high-definition television. As underlined by Zhang, Benbasat, Carey, Davis, Galletta and Strong (2002) in the management information systems field, the concept of telepresence has become an important component of our understanding of how people experience computer-mediated environments. On the theoretical side, researchers in communication, psychology and other fields are interested in particular in how people are influenced by media presentations. An understanding of telepresence can enhance our theories here, too. Despite the centrality and importance of telepresence, it has not yet been carefully defined and explicated. In fact, researchers, especially those working on human performance in virtual reality, have noted the need to conceptualize and measure telepresence more effectively (e.g., Held & Durlach, 1992; Sheridan, 1992). In the remainder of this article, we (a) review several conceptualizations of telepresence and presence in literature, (b) review telepresence determinants, (c) outline the main methods commonly used for measuring telepresence and (d) recommend attributes of future research concerning this concept.


2016 ◽  
Vol 19 ◽  
Author(s):  
Estibaliz Ramos-Díaz ◽  
Arantzazu Rodríguez-Fernández ◽  
Lorena Revuelta

AbstractThe scientific study of school engagement has recently been the subject of considerable interest in the field of educational psychology, and significant advances have been made in our knowledge of this construct. For instance, there is currently consensus in the scientific community that it is multifaceted, and has three dimensions: behavioral engagement, emotional engagement, and cognitive engagement. However, more advanced statistical analyses are needed to validate Spanish-language measures of school engagement, which this study proposes to do. The sample was comprised of 1,250 adolescents from Basque Country (49% boys, 51% girls) aged 12 to 15 years old (M = 13.72, SD = 1.09). The results of confirmatory factor analysis on the School Engagement Measure (Fredricks, Blumenfeld, Friedel, & Paris, 2005) supported a three-dimensional structure of school engagement (χ2(100) = 676.93, p < .001; GFI = .931; CFI = .906; IFI = .907; SRMR = .058; RMSEA = .068). Reliability indexes were satisfactory, ranging from .83 to .94. Adequate evidence of concurrent validity was found for the variable perceived school performance (p < .01). The results are discussed from an educational perspective, and with an eye to future research.


2011 ◽  
Vol 317-319 ◽  
pp. 2278-2283
Author(s):  
Jian Hua Wu ◽  
Xun Fang ◽  
Hao Li

Gyrocompass is an important instrument which provides course to vessels, but its complex three-dimensional structure and principle of pointing towards the North is a bottleneck of studying gyrocompass. The master compass of Anschütz 4 gyrocompass are simulated by virtual reality modeling language VRML, so that using three-dimensional interactive to show the structure of the gyrocompass and the work principle is implemented and learners will have a direct cognition to each part of the gyrocompass and its work principle. The realization process of simulation in the virtual reality environment is described in detail and the relevant source codes is given.


2019 ◽  
pp. 030573561986828
Author(s):  
Kai R Fricke ◽  
David M Greenberg ◽  
Peter J Rentfrow ◽  
Philipp Y Herzberg

Musical preferences are a fundamental individual difference predicting a multitude of listening behaviors. For decades, researchers have investigated how musical preferences are organized but have been hindered by genre-based and self-report methodologies. Recently, researchers have begun to investigate musical preferences at the feature-level using stimuli, rather than at the genre-level using self-reports. However, these new methods have been experimental and limited in their ecological validity. To address these recent limitations, we use an ecologically valid behavioral approach based on one million people who listened to more than 200,000 songs from streaming services, which is to our knowledge the largest study to date on the structure of musical preferences. Individual musical preference was measured from song playback counts and analyzed using principal components analysis on the psychological and sonic music features. Our results showed that music-feature preferences had a three-dimensional structure confirming previous theory and research. These dimensions are Arousal (level of energy in music), Valence (spectrum of negative to positive emotions), and Depth (intellectual and emotional depth in music). These findings lay firm ground for future research on music-feature preferences and pave the way for social-psychological and neurobiological experiments with music.


2021 ◽  
Vol 22 (6) ◽  
pp. 2806
Author(s):  
Paweł Łukasik ◽  
Irena Baranowska-Bosiacka ◽  
Katarzyna Kulczycka ◽  
Izabela Gutowska

Recent studies on cyclin-dependent kinase (CDK) inhibitors have revealed that small molecule drugs have become very attractive for the treatment of cancer and neurodegenerative disorders. Most CDK inhibitors have been developed to target the ATP binding pocket. However, CDK kinases possess a very similar catalytic domain and three-dimensional structure. These features make it difficult to achieve required selectivity. Therefore, inhibitors which bind outside the ATP binding site present a great interest in the biomedical field, both from the fundamental point of view and for the wide range of their potential applications. This review tries to explain whether the ATP competitive inhibitors are still an option for future research, and highlights alternative approaches to discover more selective and potent small molecule inhibitors.


2022 ◽  
pp. 217-241
Author(s):  
Giulia Binaghi

Alzheimer's disease (AD) is a primary cause of dementia in the ageing population affecting more than 35 million people around the globe. Acquisition of information in everyday life requires memorization in complex three-dimensional environments. Emerging ICT (information and computer technology) applications based on virtual reality (VR) environments can lead to a behavior modification as they provide a photorealistic virtual environment (VE). This chapter provides a selective overview of the empirical evidence available along last five years on the use of virtual reality (VR) to promote everyday life skills and cognitive impairment mitigation of AD patients. Virtual reality allows us to identify and treat deficits in memory that are relevant to everyday life yet not detectable with list learning. Articles related to virtual reality have been divided in two categories according to their use: whether for assessment and diagnostic or rehabilitative purposes. Clinical implications were critically discussed. Suggestions for future research and practice will also be provided.


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