The effects of scenario types on teacher efficacy of pre-service teachers and virtual presence in the virtual reality based teaching simulation

2016 ◽  
Vol 22 (3) ◽  
pp. 661-680
Author(s):  
Jeeheon Ryu ◽  
Seungbeom Yu
Author(s):  
Sean A. McGlynn ◽  
Wendy A. Rogers

Virtual reality (VR) systems are becoming increasingly affordable for the general population. These technologies have potentially beneficial applications in a wide variety of contexts. Primary considerations for enhancing VR experiences in these contexts are the level of immersion enabled by the technology and the level of presence experienced by the user. Older adults are often overlooked during the design and application of VR technologies, even though these types of systems may help overcome certain aspects of the age-related challenges and limitations that they experience. The purpose of this paper is to provide an overview of the applications of VR for older adults and to identify characteristics of older users that could impact the way they experience these advanced technologies. This review culminates in design recommendations for increasing the likelihood that the immersiveness of the VR system has its intended effect on the experience of virtual presence for older adults.


PLoS ONE ◽  
2021 ◽  
Vol 16 (8) ◽  
pp. e0255898
Author(s):  
Zohreh Salimi ◽  
Martin William Ferguson-Pell

Visually Induced Motion Sickness (VIMS) is a bothersome and sometimes unsafe experience, frequently experienced in Virtual Reality (VR) environments. In this study, the effect of up to four training sessions to decrease VIMS in the VR environment to a minimal level was tested and verified through explicit declarations of all 14 healthy participants that were recruited in this study. Additionally, the Motion Sickness Assessment Questionnaire (MSAQ) was used at the end of each training session to measure responses to different aspects of VIMS. Total, gastrointestinal, and central motion sickness were shown to decrease significantly by the last training session, compared to the first one. After acclimatizing to motion sickness, participants’ sense of presence and the level of their motion sickness in the VR environment were assessed while actuating three novel and sophisticated VR systems. They performed up to four trials of the Illinois agility test in the VR systems and the real world, then completed MSAQ and Igroup Presence Questionnaire (IPQ) at the end of each session. Following acclimatization, the three VR systems generated relatively little motion sickness and high virtual presence scores, with no statistically meaningful difference among them for either MSAQ or IPQ. Also, it was shown that presence has a significant negative correlation with VIMS.


Displays ◽  
2019 ◽  
Vol 59 ◽  
pp. 9-15 ◽  
Author(s):  
Matias N. Selzer ◽  
Nicolas F. Gazcon ◽  
Martin L. Larrea

2019 ◽  
Vol 3 (2) ◽  
pp. 24
Author(s):  
Mohammed Soheeb Khan ◽  
Vassilis Charissis ◽  
Sophia Sakellariou

The hip joint is highly prone to traumatic and degenerative pathologies resulting in irregular locomotion. Monitoring and treatment depend on high-end technology facilities requiring physician and patient co-location, thus limiting access to specialist monitoring and treatment for populations living in rural and remote locations. Telemedicine offers an alternative means of monitoring, negating the need for patient physical presence. In addition, emerging technologies, such as virtual reality (VR) and immersive technologies, offer potential future solutions through virtual presence, where the patient and health professional can meet in a virtual environment (a virtual clinic). To this end, a prototype asynchronous telemedicine VR gait analysis system was designed, aiming to transfer a full clinical facility within the patients’ local proximity. The proposed system employs cost-effective alternative motion capture combined with the system’s immersive 3D virtual gait analysis clinic. The user interface and the tools in the application offer health professionals asynchronous, objective, and subjective analyses. This paper investigates the requirements for the design of such a system and discusses preliminary comparative data of its performance evaluation against a high-fidelity gait analysis clinical application.


2020 ◽  
Vol 47 (3) ◽  
pp. 293-302
Author(s):  
Byunggee Kim ◽  
Jeeheon Ryu ◽  
Jaehwan Kim ◽  
Seonmi Kim ◽  
Namki Choi

The purpose of this study was to evaluate the applicability of virtual reality simulation after experience of dental caries diagnosis for dental students before exposing to clinical pediatric practice.A pediatric patient model of a five-year-old child with primary dentition was developed and a caries model that is amenable to VR(virtual reality) diagnosis was organized and set-up. The dental student’s were allowed to use the simulated model for fifteen minutes and their experiences were evaluated using a self-reported questionnaire to evaluate presence and usability of this application.Overall, virtual presence and appearance area of the simulation were highly scored. The result indicates that the VR model has no significant difference from the actual clinical caries regardless of grade of students, gender and VR experience. If the prototype is continuously advanced, its applicability in dental education will increase.


2016 ◽  
Vol 9 (2) ◽  
Author(s):  
Sean Philip Gleason

Will virtual worlds one day be perceptually similar to everyday life? Could virtual reality (VR) provide a platform for individuals to dialogue about pressing social or political issues? From the Ready Player One and Matrix franchises, to the science fiction of Isaac Asimov, the communicative and political implications of hybrid human/machine virtual worlds have been heavily theorized. Yet, fundamental questions remain as to whether or not VR could ever substantiate the breath and scope of embodied, non-virtual experience. The following paper examines whether VR platforms are capable of providing an authentic sense of “being there” in digital spaces. Drawing from empirical findings in cognitive neuroscience, scholarship on virtual presence, and the phenomenology of perception, this paper argues that any attempt to communicate embodied presence within VR must account for the role of motoric action in structuring a vividly experienced worldhood. To this end, increased sensory feedback from new technologies will add to the life-like quality of virtual reality only insofar as this feedback is filtered through an action-oriented body image.


2021 ◽  
pp. 073563312199429
Author(s):  
Tzu-Yu Tai ◽  
Howard Hao-Jan Chen

Virtual reality via mobile-rendered head-mounted displays (MVR) has emerged as a valuable language learning tool. However, research has yet to fully access its effects on English as a Foreign Language (EFL) listening. Therefore, this study investigated the impact of MVR on EFL learners’ listening comprehension. Seventy-two seventh graders in Taiwan were recruited and randomly assigned to an experimental (MVR player) or control (video watcher) group. The MVR players played the language learning VR app Mondly, using a mobile-rendered head-mounted display. The video watchers watched a walkthrough video of Mondly on a PC screen. Listening comprehension tests, a presence questionnaire and interviews were used to evaluate the participants’ listening comprehension, sense of presence, and perception of MVR-assisted EFL listening. The results showed the MVR players’ listening comprehension and retention was significantly higher than the video watchers’. The interviews revealed that the majority of the MVR players found MVR-assisted EFL listening engaging and beneficial. MVR offered learners access to simulated, interactive, and immersive virtual environments to perform authentic learning activities, helping them activate prior knowledge and make appropriate inferences. Furthermore, virtual presence in MVR brought learner involvement from the fringe to the center, prevented cognitive overload, reduced anxiety, and thus aided comprehension.


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