scholarly journals Physiological State and Learning Ability of Students in Normal and Virtual Reality Conditions: Complexity-Based Analysis

10.2196/17945 ◽  
2020 ◽  
Vol 22 (6) ◽  
pp. e17945 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

Background Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. Objective The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. Methods Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. Results The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. Conclusions A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.

2020 ◽  
Author(s):  
Mohammad H Babini ◽  
Vladimir V Kulish ◽  
Hamidreza Namazi

BACKGROUND Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE The aim of this study was to analyze the effect of a virtual reality condition on students’ learning ability and physiological state. METHODS Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.


2019 ◽  
Author(s):  
Samuel T. Westreich ◽  
Maria Nattestad ◽  
Christopher Meyer

AbstractBackgroundGenome-wide association studies (GWAS) are typically visualized using a two-dimensional Manhattan plot, displaying chromosomal location of SNPs along the x-axis and the negative log-10 of their p-value on the y-axis. This traditional plot provides a broad overview of the results, but offers little opportunity for interaction or expansion of specific regions, and is unable to show additional dimensions of the dataset.ResultsWe created BigTop, a visualization framework in virtual reality (VR), designed to render a Manhattan plot in three dimensions, wrapping the graph around the user in a simulated cylindrical room. BigTop uses the z-axis to display minor allele frequency of each SNP, allowing for the identification of allelic variants of genes. BigTop also offers additional interactivity, allowing users to select any individual SNP and receive expanded information, including SNP name, exact values, and gene location, if applicable. BigTop is built in JavaScript using the React and A-Frame frameworks, and can be rendered using commercially available VR headsets or in a two-dimensional web browser such as Google Chrome. Data is read into BigTop in JSON format, and can be provided as either JSON or a tab-separated text file.ConclusionsUsing additional dimensions and interactivity options offered through VR, we provide a new, interactive, three-dimensional representation of the traditional Manhattan plot for displaying and exploring GWAS data.


Author(s):  
Shujie Deng ◽  
Gavin Wheeler ◽  
Nicolas Toussaint ◽  
Lindsay Munroe ◽  
Suryava Bhattacharya ◽  
...  

The intricate nature of congenital heart disease requires understanding of complex, patient-specific three-dimensional dynamic anatomy of the heart, from imaging data such as three-dimensional echocardiography for successful outcomes from surgical and interventional procedures. Conventional clinical systems use flat screens and therefore display remains two-dimensional, which undermines the full understanding of the three-dimensional dynamic data. Additionally, control of three-dimensional visualisation with two-dimensional tools is often difficult, so used only by imaging specialists. In this paper we describe a virtual reality system for immersive surgery planning using dynamic three-dimensional echocardiography, which enables fast prototyping for visualisation such as volume rendering, multi-planar reformatting, flow visualisation, and advanced interaction such as three-dimensional cropping, windowing, measurement, haptic feedback, automatic image orientation, and multi-user interactions. The available features were evaluated by imaging and non-imaging clinicians, showing that the virtual reality system can help improve understanding and communication of the three-dimensional echocardiography imaging and potentially benefit congenital heart disease treatment.


Author(s):  
Anang Pramono ◽  
Martin Dwiky Setiawan

The concept of education for children is important. The aspects that must be considered are methods and learning media. In this research innovative and alternative learning media are made to understand fruits for children with Augmented Reality (AR). Augmented Reality (AR) in principle is a technology that is able to combine two-dimensional or three-dimensional virtual objects into a real environment and then project it. This learning media combines picture cards and virtual reality. Markers contained on picture cards will be captured by the mobile device camera, processed and will 3D animated pieces appear on the mobile screen in realtime. By using the concept of combining real world, real images on cards and virtual, applications can stimulate imagination and sense of desire in children and motivation to learn more and more. 3D fruit estimation created using the 3D Blender application and the Augmented Rea process lity is made using Unity and the Vuforia SDK library. The application of fruit recognition has been applied to several child respondents and has been tested on several types and brands of Android-based mobile phones. Based on research trials, 86% of 30 respondents stated that the application which was developed very effectively as a medium for the introduction of fruits.


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.


2020 ◽  
Vol 10 (7) ◽  
pp. 446
Author(s):  
Nico Marek ◽  
Stefan Pollmann

In visual search, participants can incidentally learn spatial target-distractor configurations, leading to shorter search times for repeated compared to novel configurations. Usually, this is tested within the limited visual field provided by a computer monitor. While contextual cueing is typically investigated on two-dimensional screens, we present for the first time an implementation of a classic contextual cueing task (search for a T-shape among L-shapes) in a three-dimensional virtual environment. This enabled us to test if the typical finding of incidental learning of repeated search configurations, manifested by shorter search times, would hold in a three-dimensional virtual reality (VR) environment. One specific aspect that was tested by combining virtual reality and contextual cueing was if contextual cueing would hold for targets outside the initial field of view (FOV), requiring head movements to be found. In keeping with two-dimensional search studies, reduced search times were observed after the first epoch and remained stable in the remaining experiment. Importantly, comparable search time reductions were observed for targets both within and outside of the initial FOV. The results show that a repeated distractors-only configuration in the initial FOV can guide search for target locations requiring a head movement to be seen.


2020 ◽  
pp. 42-43
Author(s):  
Rodrigo Ayabe

The human experience is a multisensory process, which shifts according to changesin perception and individual experiences. Experiencing an architectural environment involves these nuances derived from living with a place. This concept of immersion in the environment to promote multisensory stimuli receives from Jon Charles Coe (2012) the name of “Immersive Design”, a term derived from architecture, but applied also to Virtual Reality(VR), Augmented Reality, Mixed Reality, Extended Reality, as well as structuringlanguages for object-oriented design and Human-Computer-Interaction. Since the Renaissance technology has become an essential element in the perception of the gaze thanks to the development of optical devices and techniques for representing the perspective. The result can be seen in the paintings, with detailed depictions of depth and textures, as well as in the architecture of cathedrals and other buildings, enabling higher and wider indoor spaces. Contemporaneously, based on our own experiences that of other professors, we have identified major problems in teaching perspective and spatial reasoning in drawing classes, either due to the previous deficiency in geometry, or due to the majority use of two-dimensional technologies - such as screens, displays and paper. This scenario can restrict the drawing classes experience, the realization of projects, and even discourage the teaching-learning process. The research “Immersive Design, through technological devices of Virtual Reality”, has worked on different methodologies mediated by the use of VR devices for teaching perspective in drawing classes. Among “digital natives” students the use of VR has stimulated new forms of perception and sensitivity thanks to the three- dimensional experience in immersive environments. In the virtual space the student can experience in an empirical way the perspective involved in the construction of spatial elements. This happens, for example, with the possibility of drawing directly in three-dimensional space and “walking” along the trace - even controlling the time of the action. Therefore, it becomes possible to unveil the image from various angles by displacing the observer, unlike “static” techniques structurally limited to flat and two dimensional supports. Mediated by VR apparatuses the body immerses itself in the digital, creating a synergy between the gestural and the conceptual in three-dimensional virtual environments, that can function simultaneously as a space for representation and embodiment. According to Philippe Quéau (1996), the image becomes an exploitable place that extrapolates its representational condition. The image is no longer a substrate within the experience would be written. This place is itself an image - a kind of symptom of the symbolic model that is at its origin. It is the very experience of that space that allows us to return to the source of its intelligibility, that is, to the model. This is the experience that epigenetically constitutes it as “space”. The synthetic image modifies our relationship with the immediate reality, structuring it as a “drawable” instrument. The analysis of the results validates the research hypotheses and has allowed to rescue didactic and perceptual principles related to the perspective. In addition, it indicates new perspectives and potentialities for the use of VR in education, especially, but not limited to, drawing classes.


2021 ◽  
Vol 7 (8) ◽  
pp. 151
Author(s):  
Shujie Deng ◽  
Gavin Wheeler ◽  
Nicolas Toussaint ◽  
Lindsay Munroe ◽  
Suryava Bhattacharya ◽  
...  

The intricate nature of congenital heart disease requires understanding of the complex, patient-specific three-dimensional dynamic anatomy of the heart, from imaging data such as three-dimensional echocardiography for successful outcomes from surgical and interventional procedures. Conventional clinical systems use flat screens, and therefore, display remains two-dimensional, which undermines the full understanding of the three-dimensional dynamic data. Additionally, the control of three-dimensional visualisation with two-dimensional tools is often difficult, so used only by imaging specialists. In this paper, we describe a virtual reality system for immersive surgery planning using dynamic three-dimensional echocardiography, which enables fast prototyping for visualisation such as volume rendering, multiplanar reformatting, flow visualisation and advanced interaction such as three-dimensional cropping, windowing, measurement, haptic feedback, automatic image orientation and multiuser interactions. The available features were evaluated by imaging and nonimaging clinicians, showing that the virtual reality system can help improve the understanding and communication of three-dimensional echocardiography imaging and potentially benefit congenital heart disease treatment.


2020 ◽  
Vol 4 (1) ◽  
pp. 35-39
Author(s):  
Mohd Zulfaezal Che Azemin ◽  

Virtual reality (VR) is a fast-growing technology in the world today. Many countries use virtual reality for many purposes such as education, military and entertainment. Despite the benefits of VR, harmful effects of VR on the users are still inconclusive. With only a few reliable studies that investigate the effect of virtual reality on the users especially on the eyes, yet still there are a lot more things we do not know about the effects of VR. The purpose of this study was to compare the amplitude of accommodation before and after watching 3-dimesional (3D) movie utilizing VR and notebook (control group). Thirty-two participants volunteered in this study and all participants underwent amplitude of accommodation (AA) test using Royal Army Force (RAF) rule before and after watching three-dimensional (3D) movie for 30 minutes using VR and two-dimensional (2D) movie by laptop. The amplitude of accommodation between pre- and post-watching 3D movie on VR was insignificantly changed (p= >0.05). The similar trend was also found after 30 minutes watching movie using laptop (p= >0.05). The utilization of VR and laptop for 30 minutes did insignificantly alter the eye accommodation.


2020 ◽  
Vol 16 (5) ◽  
pp. 155014772091764
Author(s):  
Wangqun Xiao ◽  
Jianxin Cheng

In the research of industrial robot design, designing using only the perceptual thinking and creativity of an industrial designer or overemphasizing the intervention of quantitative data research in the field of emotional cognition is relatively one sided. In this article, research on how to combine the above two aspects effectively will be conducted. The aim is to present a design method which provides artistic creativity and scientific support for industrial robot design. Therefore, a method for representing perceptual image spaces of industrial robots through pictures and semantics by evaluating the perceptual images and using statistical approaches such as factor analysis will be proposed. Perceptual design elements of industrial robots are decomposed from the perspective of style and color. After the quantitative type I analysis, the numerical relationships between the semantics of images and design elements are identified. Also, a method for mapping relationships between the perceptual image spaces and design elements of industrial robots is developed. After three-dimensional modeling and simulation, the semantic difference methods are used in combination with the emotional evaluation and measurement methods for physiological experiments such as eye tracking, skin conductance, heart rate, and electroencephalography experiments with the aid of virtual reality. Finally, a perceptual design method is extracted for smart industrial robots based on virtual reality and synchronous quantitative physiological signals.


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