scholarly journals Wired to Exit: Exploring the Effects of Wayfinding Affordances in Underground Facilities Using Virtual Reality

2020 ◽  
pp. 104687812094456
Author(s):  
Panos Kostakos ◽  
Paula Alavesa ◽  
Mikko Korkiakoski ◽  
Mario Monteiro Marques ◽  
Victor Lobo ◽  
...  

Background Wayfinding has been adopted in several intense evacuation and navigation simulations; however, the use of biometric measurements for characterizing physiological outcomes has been somewhat overlooked and applied only under limited laboratory conditions. Methods Twenty-four participants took part in a virtual reality (VR) experiment using a wayfinding installation with the Oculus Rift S head-mounted display (HMD). They were immersed in a simulation of a burning underground parking lot and tasked to navigate to the exit. The purpose of this research was to investigate the high-level effect of wayfinding assistive lights on behavioral, physiological, and psychological outcomes. Participants were split into two groups: the control group was exposed to a scene without assistive lights, and the experimental group was exposed to the same scene with assistive lights. Results Results indicate there was no statistically significant difference between the groups in traveled distance, pauses, turns, or game completion time. Curiously, differences between the two groups in heart rate (HR) outcomes were found to be statistically significant, with subjects in the control group displaying an increasing HR trend during simulation. Conclusions This finding, in accordance with previous studies that have shown the efficacy of landmarks and wayfinding affordances in reducing cognitive demands, suggests that assistive lights might contribute to improved brain wiring connectivity during the game. We discuss these findings in the context of a rich wayfinding affordances literature.

2019 ◽  
Vol 65 (3) ◽  
pp. 446-451
Author(s):  
Dilek Karaman ◽  
Funda Erol ◽  
Dilek Yılmaz ◽  
Yurdanur Dikmen

SUMMARY OBJECTIVE: This study aimed to investigate the effect of virtual reality application on experimental ischemic pain created with a blood pressure instrument in healthy volunteers. METHODS: The research sample consisted of 172 volunteer adult students who conformed to the inclusion criteria. These individuals were assigned into an experimental (n=86) and a control group (n=86) by a simple randomization method. All individuals in the experimental and control groups wereexperimentally subjected to pain for two minutes by applying 260 mmHg of pressure 3-4 cm above the antecubital region of the left arm with an aneroid adult-type blood pressure instrument. During the procedure, the volunteers in the experimental group watched virtual reality images, while those in the control group received no intervention. Immediately after the procedure, the pain levels of the individuals in both groups were assessed with a Visual Analog Scale (VAS). RESULTS: We found that the mean pain score of the individuals in the experimental group was 2.62±1.82, and that of individuals in the control group was 5.75±1.65. Results of the statistical analysis showed a statistically significant difference between the mean pain scores of the individuals in the experimental and control groups (p<0.001). CONCLUSION: This study found that the use of virtual reality was effective in reducing the level of pain in healthy individuals. This method used a smartphone with widespread availability and ease of transportation, which can be used by health professionals as a non-pharmacological method in the management of pain.


Author(s):  
Світлана Совгіра ◽  
Тамара Миронюк

The article reveals the course of diagnosis of health competence of a future biology teacher. The complexity and structure of the studied phenomenon were revealed under such criterions: motivational-value (motives, needs, value orientations), cognitive-informational (mastery of health-preserving knowledge and skills), practical-activity (health-preserving skills) criteria. Experimental work was carried out in two stages: ascertaining and forming. At the ascertaining stage the organization of  educational process of future biology teachers was comprehensively investigated. The initial low level of health competence of future biology teachers was determined, which showed no significant difference between the levels of health competence of future biology teachers according to motivational-value, cognitive-informational, practical-activity criteria. According to the results of the ascertaining stage of the research, a formative experiment was carried out, which proved the existence of a high level of health competence of future biology teachers on motivational-value, cognitive-informational, practical-activity criteria in experimental and average in control groups. It was found that the students of the experimental group showed higher levels of health competence. It is proved that in the experimental group of students there have been significant changes in the direction of increasing the level of health competence. The obtained data from the experimental group in comparison with the indicators from the control group indicate that the efficiency of using the whole set of proposed innovations is higher than using them separately, without further updating.


2021 ◽  
Vol 57 (2) ◽  
pp. 92-102
Author(s):  
Maruša Kržišnik ◽  
Barbara Horvat Rauter ◽  
Nataša Bizovčar

Gait and balance impairments contribute significantly to long-term disability after stroke. Modern concepts of stroke rehabilitation recommend a task-specific repetitive approach, such as using treadmill training. The purpose of this study was to investigate the effectiveness of using virtual reality-based treadmill training to improve balance and gait in subacute stroke patients. Twenty-two stroke patients were randomly stratified into two groups: the experimental (n = 11) and the control group (n = 11). Parameters associated with balance and gait were measured using the 6-minute walk test, the 10-meter walk test, the timed “up and go” test, the functional gait assessment, and the four square step test. Gait analysis using the zebris Rehawalk® treadmill system was also performed. Patients in the experimental group received virtual reality-based treadmill training five times a week for a period of four weeks, while those in the control group received treadmill training at the same frequency, duration, intensity, and structure, along with a progressively more difficult task demands. Significant improvements were observed in selected outcome measures in both groups after training. Patients in the experimental group experienced improvements in all of the spatiotemporal gait parameters, but there was a significant difference before and after training in duration of double support and lateral asymmetry. The findings of this pilot randomized controlled trial support the benefits of using a virtual reality-based treadmill training program to improve gait and balance in subacute stroke patients.


2021 ◽  
Vol 13 (19) ◽  
pp. 10812
Author(s):  
Ghazala Rasheed ◽  
Muzafar Khan ◽  
Noman Malik ◽  
Adnan Akhunzada

The cutting-edge technology of virtual reality has changed almost every aspect of life in e-commerce, engineering, medicine, and entertainment. This technology has also made its way to the field of education in the form of virtual laboratories. A lack of student engagement and interest towards STEM subjects is reported in the literature. Several studies have been conducted to evaluate virtual reality in education, but these studies are limited in terms of participants and subject coverage. This study aimed to assess the effectiveness of virtual laboratories to develop student’s practical learning skills for secondary school physics. For this purpose, a desktop-based virtual laboratory application was developed based on the guidelines extracted from the literature. A user study was adopted as the main research method, and it was conducted with 184 students of 4 different schools. In each school, students were divided into two groups: experimental (used the virtual laboratory application) and control (used a physical laboratory). The data were collected through an academic quiz conducted at the end of the study. The mean score of the experimental group was 7.16, compared with 5.87 for the control group. The results revealed that the students’ learning using the virtual laboratory application was better compared with the control group. Interestingly, there was no significant difference in the performance of boys and girls in both groups. The usability questionnaire was also completed by 92 students of the experimental group to assess the application interface. The mean score was 73.5 (above average) with an internal consistency of 0.76. The participants found the virtual laboratory application to be user-friendly, easy to use, and supportive in learning.


2019 ◽  
Vol 9 (3) ◽  
pp. 580 ◽  
Author(s):  
Wernhuar Tarng ◽  
Chia-Jung Chen ◽  
Chi-Young Lee ◽  
Chih-Ming Lin ◽  
Yu-Jun Lin

A shape memory alloy (SMA) is an alloy which can eliminate deformation at lower temperatures and restore its original shape upon heating. SMAs have been receiving considerable attention in the research field of materials science, and their applications include robotics, automotive, aerospace, and biomedical industries. Observing the SMA’s shaping and restoration processes is important for understanding its working principles and applications. However, the transformation of its crystal structure with temperature can only be seen using special equipment, such as a transmission electron microscope (TEM), which is an expensive apparatus and the operation requires professional skills. In this study, a teaching module is designed using virtual reality (VR) technology and research results of an SMA to show its shape memory properties, shaping and restoration processes, as well as the real-life applications in an immersive and interactive way. A teaching experiment has been conducted to analyze students’ learning effectiveness using the teaching module (the experimental group) compared with that of using real SMA materials as the teaching aids (the control group). Two classes of students in the Department of Materials Science (one as the experimental group and the other as the control group) were selected as the samples by convenience sampling from a university in North Taiwan. The experimental group contained 52 students and the control group contained 70 students. A nonequivalent pretest-posttest design was adopted to explore whether the two groups had a significant difference in learning effectiveness. The experimental results reveal that the teaching module can improve the learning effectiveness significantly (p = 0.001), and the questionnaire results also show that a majority of the students had positive attitudes about the teaching module. They believed that it could increase their learning motivation and help them understand the properties and applications of the SMA.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


2021 ◽  
Vol 13 ◽  
Author(s):  
Ehab Mohamed Abd El-Kafy ◽  
Mansour Abdullah Alshehri ◽  
Amir Abdel-Raouf El-Fiky ◽  
Mohamad Abdelhamid Guermazi

Background: Stroke is a common cause of motor disability. The recovery of upper limb after stroke is poor, with few stroke survivors regaining some functional use of the affected upper limb. This is further complicated by the fact that the prolonged rehabilitation is accompanied by multiple challenges in using and identifying meaningful and motivated treatment tasks that may be adapted and graded to facilitate the rehabilitation program. Virtual reality-based therapy is one of the most innovative approaches in rehabilitation technology and virtual reality systems can provide enhanced feedback to promote motor learning in individuals with neurological or musculoskeletal diseases.Purpose: This study investigated the effect of virtual reality-based therapy on improving upper limb functions in individuals with chronic stroke.Methods: Forty Saudi individuals with chronic stroke (6–24 months following stroke incidence) and degree of spasticity ranged between 1, 1 + and 2 according to Modified Ashworth Scale were included in this study. Participants were randomly assigned into two groups, experimental and control, with the experimental group undertaking a conventional 1-h functional training program, followed by another hour of virtual reality-based therapy using Armeo Spring equipment and the control group received 2 h of a conventional functional training program. The treatment program was conducted three times per week for three successive months. The change in the scores of Action Research Arm Test (ARAT), Wolf Motor Function Test (WMFT), WMFT-Time (time required to complete the test) and Hand Grip Strength (HGS) were recorded at baseline and after completion of the treatment. Parametric (paired and unpaired t-tests) non-parametric (Wilcoxon and Mann–Whitney tests) statistical tests were used to identify the differences within and between groups (experimental group and control group) and evaluation times (pre- and immediately post-treatment).Results: Both groups showed significant differences (all, P &lt; 0.05) in all measured variables after 3 months of the treatment. Individuals with stoke in the experimental group had a better improvement in ARAT (P &lt; 0.01), WMFT (P &lt; 0.01) and WMFT-Time (P &lt; 0.01) scores after completion of the treatment compared to the control group. No significant difference in HGS scores was detected between groups after completion of the treatment (P = 0.252).Conclusion: The use of combined treatment of virtual reality-based therapy and conventional functional training program is more effective for improving upper limb functions in individuals with chronic stroke than the use of the conventional program alone.


1983 ◽  
Vol 31 (1) ◽  
pp. 5-13 ◽  
Author(s):  
William T. Whitener

This study investigated the effects of a comprehensive musicianship approach as compared to a performance-oriented approach to the instruction of beginning band students at the junior high level. In the comprehensive musicianship approach (experimental group) the students experienced an in-depth study of several of the elements of music as well as form, composition, and improvisation. Students in the performance-oriented approach (control] group) were taught according to the band method in use. A pretest-posttest design with the teachers nested within the treatment levels as well as a performance posttest specially] designed for the study were used to provide data. The resulting effects of the two approaches on the dependent variables revealed significant differences in the posttest scores in the areas of interval, meter, major-minor mode, and auditory-visual discrimination. All significant differences favored the experimental group. There was no significant difference in the performance test. This evidence suggested that members of both groups performed equally well.


Author(s):  
Olena Khanikiants ◽  
Volodymyr Konestyapin ◽  
Olga Rymar ◽  
Marta Yaroshyk ◽  
Nataliya Sorokolit

The research is dedicated to searching of new tools for higher effectiveness of the application of athletic tools to develop speed of secondary school children. The goal of research is to prove theoretically and test experimentally the program for speed development of secondary school children (11-12 years) with priority use of athletic tools.To realize the goal such methods were applied: scientific theoretical, pedagogical observation, experiment, mathematical statistics methods. Boys are from 6 grades (11-12 years old) have participated. Pupils belong to main medical group. The results. There was elaborated and experimentally proved the program’s effectiveness. We have got statistically significant difference (p0.05), better results from experimental group of performing control exercises: “30m run (sec)”, “30m run from place (sec)”, “run at the place during 5sec (number of movements)”. One exercise has got better result from control group - “run at the place during 5sec (number of movements)”. We have performed evaluation of students’ speed development before and after the experiment. Amount of pupils with high level of competence has grown in exercises “30m run (sec)” for 13.3%, “60m run (sec)” for 20%, “shuttle run 4×9m (sec)” for 6.7%, “long jump from place (cm) for 13.3%. 


Author(s):  
Elçin Bedeloğlu ◽  
Mustafa Yalçın ◽  
Cenker Zeki Koyuncuoğlu

The purpose of this non-random retrospective cohort study was to evaluate the impact of prophylactic antibiotic on early outcomes including postoperative pain, swelling, bleeding and cyanosis in patients undergoing dental implant placement before prosthetic loading. Seventy-five patients (45 males, 30 females) whose dental implant placement were completed, included to the study. Patients used prophylactic antibiotics were defined as the experimental group and those who did not, were defined as the control group. The experimental group received 2 g amoxicillin + clavulanic acid 1 h preoperatively and 1 g amoxicillin + clavulanic acid twice a day for 5 days postoperatively while the control group had received no prophylactic antibiotic therapy perioperatively. Data on pain, swelling, bleeding, cyanosis, flap dehiscence, suppuration and implant failure were analyzed on postoperative days 2, 7, and 14 and week 12. No statistically significant difference was detected between the two groups with regard to pain and swelling on postoperative days 2, 7, and 14 and week 12 ( p &gt;0.05), while the severity of pain and swelling were greater on day 2 compared to day 7 and 14 and week 12 in both groups ( p =0.001 and p &lt;0.05, respectively). Similarly, no significant difference was found between the two groups with regard to postoperative bleeding and cyanosis. Although flap dehiscence was more severe on day 7 in the experimental group, no significant difference was found between the two groups with regard to the percentage of flap dehiscence assessed at other time points. Within limitations of the study, it has been demonstrated that antibiotic use has no effect on implant failure rates in dental implant surgery with a limited number of implants. We conclude that perioperative antibiotic use may not be required in straightforward implant placement procedures. Further randomized control clinical studies with higher numbers of patients and implants are needed to substantiate our findings.


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