scholarly journals Immersive Virtual Reality Implementations in Developmental Psychology

2020 ◽  
Author(s):  
Paola Araiza-Alba ◽  
Therese Keane ◽  
Jennifer L Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.

2020 ◽  
Vol 20 (2) ◽  
Author(s):  
Paola Araiza ◽  
Therese Keane ◽  
Jennifer L. Beaudry ◽  
Jordy Kaufman

In recent years, immersive virtual reality technology (IVR) has seen a substantial improvement in its quality, affordability, and ability to simulate the real world. Virtual reality in psychology can be used for three basic purposes: immersion, simulation, and a combination of both. While the psychological implementations of IVR have been predominately used with adults, this review seeks to update our knowledge about the uses and effectiveness of IVR with children. Specifically, its use as a tool for pain distraction, neuropsychological assessment, and skills training. Results showed that IVR is a useful tool when it is used either for immersive or simulative purposes (e.g., pain distraction, neuropsychological assessment), but when its use requires both simulation (of the real world) and immersion (e.g., a vivid environment), it is trickier to implement effectively.


Author(s):  
Kevin Lesniak ◽  
Conrad S. Tucker ◽  
Sven Bilen ◽  
Janis Terpenny ◽  
Chimay Anumba

Immersive virtual reality systems have the potential to transform the manner in which designers create prototypes and collaborate in teams. Using technologies such as the Oculus Rift or the HTC Vive, a designer can attain a sense of “presence” and “immersion” typically not experienced by traditional CAD-based platforms. However, one of the fundamental challenges of creating a high quality immersive virtual reality experience is actually creating the immersive virtual reality environment itself. Typically, designers spend a considerable amount of time manually designing virtual models that replicate physical, real world artifacts. While there exists the ability to import standard 3D models into these immersive virtual reality environments, these models are typically generic in nature and do not represent the designer’s intent. To mitigate these challenges, the authors of this work propose the real time translation of physical objects into an immersive virtual reality environment using readily available RGB-D sensing systems and standard networking connections. The emergence of commercial, off-the shelf RGB-D sensing systems such as the Microsoft Kinect, have enabled the rapid 3D reconstruction of physical environments. The authors present a methodology that employs 3D mesh reconstruction algorithms and real time rendering techniques to capture physical objects in the real world and represent their 3D reconstruction in an immersive virtual realilty environment with which the user can then interact. A case study involving a commodity RGB-D sensor and multiple computers connected through standard TCP internet connections is presented to demonstrate the viability of the proposed methodology.


Jurnal MIPA ◽  
2019 ◽  
Vol 8 (3) ◽  
pp. 99
Author(s):  
Willy Permana Putra ◽  
Widi Indriyani ◽  
Fachrul Pralienka Bani Muhammaduthor ◽  
Damar Nurcahyon

Dalam pengenalan lingkungan sekolah pada siswa baru, umumnya siswa diajak untuk berkeliling sekolah sehingga calon siswa dapat memahami suasana lingkungan sekolah. SMKN 1 INDRAMAYU sendiri masih menggunakan brosur atau spanduk dalam pengenalan sekolah, oleh karena itu bagaimana mengenalkan SMKN 1 INDRAMAYU kepada calon siswa baru tanpa harus mengajak berkeliling. Dari permasalahan tersebut muncul sebuah gagasan untuk membuat aplikasi yang bisa memperkenalkan lingkungan dan memberi informasi serta bisa dijadikan sebagai media promosi SMKN 1 INDRAMAYU yakni menggunakan teknologi virtual reality untuk memvisualisasikan tempat di dunia nyata ke dalam tampilan 3 Dimensi (3D)In introducing the school environment to new students, students are generally invited to tour the school so prospective students can understand the atmosphere of the school environment. SMK 1 INDRAMAYU itself still uses brochures or banners in the introduction of schools, therefore how to introduce SMK 1 INDRAMAYU to prospective new students without having to take a tour. From this problem emerged an idea to create an application that can introduce the environment and provide information and can be used as a promotional medium for SMKN 1 INDRAMAYU, namely using virtual reality technology to visualize places in the real world into a 3 Dimensional (3D) display 


2020 ◽  
Vol 15 (9) ◽  
pp. 39-49
Author(s):  
R. I. Dremlyuga

The paper is devoted to the analysis of general problems of legal regulation of relations arising in the field of the use of virtual reality technology, as well as problems of technology regulation. The paper analyzes what properties of the technology radically differentiate it from other concepts and create challenges for the development of a system of legal regulation of the use of technology. The author describes the main factors complicating the application of existing mechanisms of legal regulation and does forecasts concerning future problems of regulation. The author comes to the conclusion that this technology is radically different from the existing ones, as it combines the properties of the real world and cyberspace. The virtual reality properties complicating the implementation of legal regulation of relations in the field of the use of this technolog include: high realism, full immersion in the session use and low cybersecurity of hardware and software. The author analyzes several regulatory approaches that could be applied to virtual reality and justifies that they all have significant disadvantages. The results of modern research carried out in the field of the VR safe use in education and leisure are rapidly becoming obsolete, as they do not have time for the technologies development, and can serve as the basis for developing a system of rules only with due regard to this factor.


2014 ◽  
Vol 644-650 ◽  
pp. 3390-3393
Author(s):  
Zheng Jie Cai

VRT (Virtual Reality Technology) can simulate the real world dynamically by computer hardware and software to construct and experience artificia1 world.It can produce the dynamic environment to answer synchronically the gestures and language orders of users and make users and artificia1 world construct the synchrona1 and interactive relationship.In recent years,VRT has been used widely in the field of sports such as diving,gymnastics,trampoline,weightlifting,golf,basketball and skiing,especially at diving and trampoline.1. VRT (Virtual Reality Technology)


Author(s):  
Thomas C. Edwards ◽  
Arjun Patel ◽  
Bartosz Szyszka ◽  
Alexander W. Coombs ◽  
Alexander D. Liddle ◽  
...  

Abstract Introduction Immersive Virtual Reality (iVR) is a novel technology which can enhance surgical training in a virtual environment without supervision. However, it is untested for the training to select, assemble and deliver instrumentation in orthopaedic surgery—typically performed by scrub nurses. This study investigates the impact of an iVR curriculum on this facet of the technically demanding revision total knee arthroplasty. Materials and methods Ten scrub nurses completed training in four iVR sessions over a 4-week period. Initially, nurses completed a baseline real-world assessment, performing their role with real equipment in a simulated operation assessment. Each subsequent iVR session involved a guided mode, where the software taught participants the procedural choreography and assembly of instrumentation in a simulated operating room. In the latter three sessions, nurses also undertook an assessment in iVR. Outcome measures were related to procedural sequence, duration of surgery and efficiency of movement. Transfer of skills from iVR to the real world was assessed in a post-training simulated operation assessment. A pre- and post-training questionnaire assessed the participants knowledge, confidence and anxiety. Results Operative time reduced by an average of 47% across the 3 unguided sessions (mean 55.5 ± 17.6 min to 29.3 ± 12.1 min, p > 0.001). Assistive prompts reduced by 75% (34.1 ± 16.8 to 8.6 ± 8.8, p < 0.001), dominant hand motion by 28% (881.3 ± 178.5 m to 643.3 ± 119.8 m, p < 0.001) and head motion by 36% (459.9 ± 99.7 m to 292.6 ± 85.3 m, p < 0.001). Real-world skill improved from 11% prior to iVR training to 84% correct post-training. Participants reported increased confidence and reduced anxiety in scrubbing for rTKA procedures (p < 0.001). Conclusions For scrub nurses, unfamiliarity with complex surgical procedures or equipment is common. Immersive VR training improved their understanding, technical skills and efficiency. These iVR-learnt skills transferred into the real world.


Information ◽  
2020 ◽  
Vol 12 (1) ◽  
pp. 10
Author(s):  
Stavroula Tzima ◽  
Georgios Styliaras ◽  
Athanasios Bassounas

Escape Rooms are presently considered a very popular social entertainment activity, with increasing popularity in education field, since they are considered capable of stimulating the interest of players/students and enhancing learning. The combined game mechanics have led to blended forms of Escape Rooms, the Serious Escape Games (SEGs) and the hybrid type of Escape Rooms that uses Augmented Reality (AR)/Virtual Reality technology, a type that is expected to be widely used in the future. In the current study, the MillSecret is presented, a multi-player Serious Escape Game about local cultural heritage, where the players must solve a riddle about the cultural asset of watermills. MillSecret uses AR technology and it was designed to be conducted in the real-physical environment and in an informal educational context. The paper describes the game, its implementation, the playing process, and its evaluation, which aimed to study the feasibility of game conduction in outdoor settings and the views and experience of players with the game, the local cultural heritage and local history. Evaluation results reveal, among other findings, a very positive first feedback from players that allows us to further evolve the development of the game.


2020 ◽  
Author(s):  
Madis Vasser ◽  
Jaan Aru

Virtual reality (VR) holds immense promise as a research tool to deliver results that are generalizable to the real world. However, the methodology used in different VR studies varies substantially. While many of these approaches claim to use “immersive VR”, the different hardware and software choices lead to issues regarding reliability and validity of psychological VR research. Questions arise about quantifying presence, the optimal level of graphical realism, the problem of being in dual-realities and reproducibility of VR research. We discuss how VR research paradigms could be evaluated and offer a list of practical recommendations to have common guidelines for psychological VR research.


2020 ◽  
Vol 1 (1) ◽  
pp. 1-14
Author(s):  
Adhe Pandhu Dwi Prayogha ◽  
Mudafiq Riyan Pratama

The purpose of virtual reality is to enable a motor and cognitive sensor activity ofsomeone in the artificial world created digitally to become imaginary, symbolic orsimulate certain aspects in the real world [1]. This technology is applied to the mediaintroduction of the solar system using the Luther method. The Luther Method consistsof 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing, andDistribution. Luther method has advantages compared to other methods because thereare stages of material collecting which is an important stage in the development ofmultimedia and this Luther method can be done in parallel or can go back to theprevious stage [2]. At the Assembly stage the implementation uses the Unity Engineand Google VR SDK for Unity, the result is a virtual reality application that can displaythe solar system with 3-dimensional objects and an explanation is available on eachobject. While testing the blackbox on a variety of Android devices with differentspecifications. From the results of the application of the Luther method, it is verystructured and can run well in the development of multimedia applications, while theresults of testing, this Android-based virtual reality application cannot run on devicesthat do not have Gyroscope sensors and can run on devices with a minimumspecification of 1GB RAM will but the rendering process on 3D objects is slow.


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