Immersive Virtual Reality for the Assessment and Training of Spatial Memory: Feasibility in Individuals with Brain Injury

Author(s):  
Julia Belger ◽  
Angelika Thone-Otto ◽  
Stephan Krohn ◽  
Carsten Finke ◽  
Johanne Tromp ◽  
...  
Author(s):  
Thiago Mazzoli Moraes ◽  
Ana Luiza Zaninotto ◽  
Iuri Santana Neville ◽  
Cintya Yukie Hayashi ◽  
Wellingson Silva Paiva

Author(s):  
David Checa ◽  
Carola Gatto ◽  
Doriana Cisternino ◽  
Lucio Tommaso De Paolis ◽  
Andres Bustillo

2019 ◽  
Vol 9 (3) ◽  
pp. 282-287 ◽  
Author(s):  
Rosaria De Luca ◽  
Simona Portaro ◽  
Maria Le Cause ◽  
Carmen De Domenico ◽  
Maria Grazia Maggio ◽  
...  

2021 ◽  
Vol 33 (6) ◽  
pp. 799-806
Author(s):  
Dario Ogrizović ◽  
Ana Perić Hadžić ◽  
Mladen Jardas

With the increasing development and popularisation of information and communication technology, new challenges are posed to higher education in the modernisation of teaching in order to make education and training of students as effective as possible. It is therefore very important to develop and experiment with appropriate development tools, explore their benefits and effectiveness, and integrate them into existing learning strategies. The emergence of a computer-generated digital environment that can be directly experienced, actions that can determine what is happening in it, growth of technological characteristics, and decline in prices of virtual reality hardware leads to a situation that cannot be ignored. This paper investigated users' perceptions on the potential use of fully immersive virtual reality head-mounted displays in a discrete-event simulation of logistics processes. The dynamic nature of virtual environments requires active participation which causes greater engagement, motivation, and interest aided by interaction and challenges.


Author(s):  
Gregory McGowin ◽  
Stephen M. Fiore ◽  
Kevin Oden

Technological advances have led to a rapid increase in the implementation of virtual reality (VR) across multiple sectors of society. Further, we are seeing more researchers explore how the technology can be used to promote learning and training in a variety of domains. But there is a problematic gap between development of VR for training and education and learning theory to ensure its efficacy. We address this need by providing a theoretical lens through which to evaluate existing research in VR. We consider technology developments that have made VR more sophisticated and draw from research in the learning and cognitive sciences to evaluate their utility as learning affordances. With this, we examine existing research as a way to illustrate the practical value of theoretical evaluation. We conclude with a discussion how this theoretical framing can point the way for both better designed studies to accelerate learning and training as well as for more innovative adaptations for accelerating learning in immersive virtual reality.


Sign in / Sign up

Export Citation Format

Share Document