scholarly journals Dynamics of Mental States of Learners Working with Didactic VR Programs Using Virtual Reality Technologies

2021 ◽  
Vol 14 (4) ◽  
pp. 123-141
Author(s):  
V.G. Anikina ◽  
E.G. Khoze ◽  
I.V. Strizhova

The article presents the results of studying the mental states of adolescent students involved in the work using didactic VR programs implemented using VR technologies of different levels, demonstrated using different technical means (stationary PC, VIVE helmet), causing immersive experience of different quality. Before and after work, the participants were controlled: activation, excitement, tone, well-being; mood, asthenia, euphoria; the severity of the presence effect. As a result, it was shown that the participants who were involved in the work with the help of a PC experienced a decrease in indicators at the level of reliable statistical significance for the activation parameter. When working with VIVE helmets, reliable increases are shown in terms of activation, arousal, tone, well-being, asthenic state and euphoria. In general, we can talk about the intensive and positive impact of didactic VR programs broadcast with the help of higher level VR technologies on the mental states of students, which can become a source of formation of their stable and productive educational and cognitive motivation.

Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


Author(s):  
V.V. Selivanov

The work is aimed at examining the influence of modern didactic programs in virtual reality (VR) on mental states in adolescence. The materials of empirical research obtained on a sample of 3—4 year students from Moscow and Smolensk universities are presented. Study 1 (N = 50) involved respondents aged 19 to 26 years. We used the methodology of AS Kulikov L.V., didactic VR programs were used as instructive independent variables. The results obtained indicate that the didactic VR environment of the highest level has a significant effect on mental states, increasing indicators on the scales of activation, excitement, tone, euphoria, and reducing asthenia. Conditions such as well-being, normal mood, calmness remain stable in immersive didactic VR. The effectiveness of VR programs in influencing mental states is determined by the successful modeling of 3D objects, high animation, interactivity, originally incorporated into the content of VR of the highest level. The data on an increase in the experience of the degree of presence in VR when using new helmets, even in short VR programs, are of fundamental importance. This indicates the possibility of the formation of addictions to VR with their repeated, short-term use.


2021 ◽  
Vol 13 (4) ◽  
pp. 126-146
Author(s):  
E.A. Zikeeva ◽  
V.V. Selivanov ◽  
V.U. Kapustina ◽  
I.V. Strizhova

The use of modern didactic programs in mathematics in virtual reality (VR) requires approbation, proof of efficiency and environmental friendliness. VR properties: the ability to animate (perform actions with objects), interactivity and immersion in the information space are especially important for the training of future engineers, mathematicians and programmers. However, such programs today are still a poorly understood innovation, causing scientific controversy. The purpose of the presented study is to substantiate the effectiveness of didactic VR programs in teaching university students in technical areas, through determining the level of knowledge gained, the impact on the formation of educational motivation and the level of creativity among students in the study of higher mathematics. The methodological basis of the research was made up of the main provisions of the psychology of virtual reality, virtual ontology (V.A. Barabanshchikov, V.V. Selivanov). The assessment of changes in educational motivation was carried out using the methodology of A.A. Rean and V.A. Yakunin (modified by N.Ts. Badmaeva). Diagnostics of the level of creativity was carried out using the Johnson questionnaire, adapted by E.E. Tunic. As a result, it was shown that the students involved in the work with VR programs, at the level of reliable statistical significance, increase the indicators for the parameters of educational motivation, activity and creativity.


2019 ◽  
Vol 24 (1-2) ◽  
pp. 53-60
Author(s):  
Petra Ivánková

Abstract The main reason of children’s low interest in the study of natural science subjects is the inability to link the knowledge acquired at school to subjects such as chemistry or physics with real life outside the classroom. Their ideas about the scientists are often mistaken and glamorized. With the effort of the Vebor camp, these ideas are corrected and shifted towards reality. The research was focused on the perception of children of selected concepts before and after the camp. There are many researches fields dealing with science camps or teaching outside of school. Our research has used the semantic differential method, which we have seen only sporadically in research on this subject. The results of the research are mostly positive and show that the scientific camp has a positive impact on the understanding and perception of children of selected aids from the area of science and education. Very interesting are the results, for example, when the term of “teacher”, where the connotative perception of the term has changed from very negative to highly positive with statistical significance of 99 %. Many of the more interesting results are presented in the article.


2017 ◽  
Vol 5 (4) ◽  
pp. 144-152
Author(s):  
Matheus Silva D'Alencar ◽  
Jean Ribeiro ◽  
Rafael Cruz ◽  
Kátia Sá ◽  
Elen Pinto ◽  
...  

Introduction: Pain in individuals with Parkinson's Disease (PD) may result from factors such as progressive changes of the disease, originating from the Central Nervous System (CNS), until coming from classic symptoms such as stiffness, dyskinesia and dystonia, having possible correlations with important functional markers such as balance and gait. There is no consensus with regard to the treatment of pain in this condition, and exercises associated with virtual reality (VR) may be an effective intervention. Objective: To evaluate the influence of an exercise program associated with virtual reality (VR) on pain intensity, correlating changes in this symptom with the functional performance of elders with Parkinson Disease (PD). Design: randomized comparative clinical trial. Setting: clinical facility from a school of physiotherapy in Brazil. Participants: 29 elders with PD. Interventions: exercises with VR and exercises without VR. Main Outcome Measures: pain, balance and gait, evaluated before and after 10 sessions, by Visual Analog Scale (VAS), Berg Balance Scale and 10 Meter Walk Test. Results: Reduction in pain intensity in the VR Group, and groups improved their balance and gait performance. Significant correlation was between the improvement in pain intensity and reduction in gait timing in the non VR Group (r = 0.713; p < 0.005). Conclusion: VR in elders with PD may be a tool for reducing pain intensity, and independently of the type, physical exercises had positive impact on their functional performance.


2021 ◽  
Author(s):  
Gerhard Reese ◽  
Elias Kohler ◽  
Claudia Menzel

Virtual nature experiences can improve physiological and psychological well-being. While there is ample research on the positive effects of nature, both in virtual and physical settings, we know little about potential moderators of restoration effects in virtual reality settings. According to theories of needs and control beliefs, it is plausible to assume that control over one’s actions affects how people respond to nature experiences. In this Virtual Reality (VR) experiment, 64 participants could either actively navigate through a VR landscape or they were navigated by the experimenter. We measured their perceived stress, mood, and vitality before and after the VR experience, as well as subjective restoration outcome and perceived restorativeness of the landscape afterwards. Results revealed that participants’ positive affective states increased after the VR experience, regardless of control. There was also a main effect such that participants reported lower stress after the VR experience – however, qualified by an interaction showing that this was only the case in the “no control” condition. These results suggest that - unexpectedly - active VR experiences may be more stressful than passive ones, opening pathways for future research on how handling of and navigating in VR can attenuate effects of virtual nature.


Author(s):  
Sofia Stavropoulou ◽  
Anastasia Georgaki

A growing body of interdisciplinary research suggests that children's structured engagement in musical activities may have a positive impact on social inclusion by means of offering opportunities for social bonding, developing interpersonal relationships and empowering self-expression, health and well-being. In this paper we investigate the amelioration of children's voice accuracy and quality in signing through a visual feedback software. The research took place in two public elementary schools in Athens in a total of sixty children aged 6-9 years old and with a different cultural background. The statistical analysis on the effectiveness of the software has proved the amelioration of the children's voice quality before and after its use.


2022 ◽  
pp. 257-272
Author(s):  
Bondo Nikoloz Gasviani ◽  
Tinatin Zhorzholiani ◽  
Teimuraz Shengelia

The present study analyzes the historical background of the formation of the Abkhazian economy and geographical-resource potential and the economic situation of Abkhazia before and after the Russian-Georgian war of 1991-1992. Special attention was paid to the recognition of the international status of the Republic of Abkhazia by the Russian Federation, in gross violation of international norms, the results of which did not have a significant positive impact on the economic or social well-being of the local population. However, it confirmed Russia's imperialist intentions concerning occupation of Georgian territory with the status of “peacemaker” in 1992-1993 and the fact of misleading the international community. In the chapter, the criminal nature of the economy of occupied Abkhazia is substantiated. Also, the chapter analyzes the mechanisms/levers of economic pressure management in the Russian-occupied territory and its negative consequences for the population living in the area.


2021 ◽  
Author(s):  
Gerhard Reese ◽  
Jasmin Stahlberg ◽  
Claudia Menzel

The goal of the current research was to compare the effects of physical versus virtual nature experience on stress and well-being. Previous research suggests that an immersive nature experience can be beneficial for health, but direct comparisons between physical and virtual reality (VR) experiences are scarce. In the current Study, fifty participants navigated self-paced through a forest scene that was either an immersive VR forest or a physical forest. Before and after the intervention, we measured positive and negative affect, subjective vitality, and perceived daily stress. After the intervention, we measured perceived restorative outcomes. Results revealed that both VR and physical nature experience resulted in expected restorative effects: Affect was more positive and less negative, subjective vitality increased slightly, and stress decreased slightly after both interventions. There were only marginal effects with regard to restoration between the two settings. Overall, these findings suggest that immersive VR nature experiences can have restoration effects similar to physical nature experiences, suggesting intervention strategies when physical nature options are scarce.


2007 ◽  
Vol 191 (S51) ◽  
pp. s63-s68 ◽  
Author(s):  
Lucia R. Valmaggia ◽  
Daniel Freeman ◽  
Catherine Green ◽  
Philippa Garety ◽  
David Swapp ◽  
...  

BackgroundVirtual reality provides a means of studying paranoid thinking in controlled laboratory conditions. However, this method has not been used with a clinical groupAimsTo establish the feasibility and safety of using virtual reality methodology in people with an at-risk mental state and to investigate the applicability of a cognitive model of paranoia to this groupMethodTwenty-one participants with an at-risk mental state were assessed before and after entering a virtual reality environment depicting the inside of an underground trainResultsVirtual reality did not raise levels of distress at the time of testing or cause adverse experiences over the subsequent week. Individuals attributed mental states to virtual reality characters including hostile intent. Persecutory ideation in virtual reality was predicted by higher levels of trait paranoia, anxiety, stress, immersion in virtual reality, perseveration and interpersonal sensitivityConclusionsVirtual reality is an acceptable experimental technique for use with individuals with at-risk mental states. Paranoia in virtual reality was understandable in terms of the cognitive model of persecutory delusions


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