immersive technologies
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2022 ◽  
pp. 34-54
Author(s):  
Christine M. Baker

Few digital technologies have captured the world's imagination as much as the cluster of immersive experiences usually labelled virtual reality, augmented reality, and extended reality. A certain mythology has grown up around these technologies, their purpose, application, benefits, and risks. This chapter addresses these elements, offering insights into real-world applications and some thoughts about how the technologies could evolve. A limiting factor when writing about immersive technologies is the lack of comprehensive research into real-life applications and their long-term effects. In addition, there is a tendency for potential users and commentators to become overly optimistic about the latest developments in this niche. This research adopts an interpretivist qualitative approach, based on a review of existing literature and web sources, and the author's personal experiences as an industry professional. What is clear is that these technologies are not a passing fad and are likely to shape the human experience in social, economic, and technological terms in future years.


2022 ◽  
pp. 193-215
Author(s):  
Aparna Sahu ◽  
Jagrika Bajaj

The merging of immersive technologies and cognition has been around for a while. However, it is only in the last decade or so that immersive technologies' contributions in the areas of cognitive assessments and interventions have gathered recognition. This chapter covers findings from published research in cognition-based assessments and interventions using the immersive technologies of virtual reality (VR) and augmented reality (AR). The role of immersive technologies in cognition is critically evaluated to inform all its stakeholders about its potential for use in the future.


2022 ◽  
pp. 171-192
Author(s):  
Jagrika Bajaj ◽  
Aparna Sahu

The advancements in immersive technologies have impacted various sectors, with mental healthcare being one of them. The subsequent interaction between immersive technologies, particularly virtual reality and mental health, has created interesting effects that call for a closer look. This chapter intends to provide a comprehensive picture of mental health conditions, namely anxiety and related disorders, post-traumatic stress disorder, and major depressive disorder, as tackled by VR-based therapy. The focus is on its effectiveness and how the results compare to the traditional modes of treatment in terms of efficacy. The impact of user experience towards this approach of intervention and the importance of ethical consideration when VR intersects with the field of mental health are addressed.


Author(s):  
Nataliia Soroko ◽  
Olena Gayevska

the article addresses the subject of usage of immersive technologies for the education of Bachelors of Arts in Oriental languages. Various aspects of application of virtual and augmented realities for Oriental language studies by students are considered. Authors suggest main classifications of types of augmented and virtual reality tools for understanding the principles and features of their use in the educational process, in particular for learning of Japanese language. Article contains analysis of research materials by scientists and their main results concerning the selection and application of immersive technologies for teaching students of philological faculties of higher education institutions in Oriental languages. The advantages of usage of immersive technologies for training future Bachelors of Arts in Oriental languages, in particular focusing on Japanese language, are determined and substantiated.


2021 ◽  
Vol 12 ◽  
Author(s):  
C. H. Wu ◽  
Y. M. Tang ◽  
Y. P. Tsang ◽  
K. Y. Chau

Science, technology, engineering and mathematics (STEM) education is a globalized trend of equipping students to facilitate technological and scientific developments. Among STEM education, technology education (TE) plays a significant role in teaching applied knowledge and skills to create and add value to systems and products. In higher education, the learning effectiveness of the TE assisted by the immersive technologies is an active research area to enhance the teaching quality and learning performance. In this study, a taught subject of radio frequency identification (RFID) assisted by using mixed reality technologies in a higher education institution was examined, while the soft systems methodology (SSM) was incorporated to evaluate the changes in learning performance. Under the framework of SSM, stakeholders’ perceptions toward immersive learning and RFID education are structured. Thus, a rich picture for teaching activities is established for subject control, monitoring, and evaluation. Subsequently, the design of TE does not only satisfy the students’ needs but also requirements from teachers, industries, and market trends. Finally, it is found that SSM is an effective approach in designing courses regarding hands-on technologies, and the use of immersive technologies improves the learning performance for acquiring fundamental knowledge and application know-how.


Author(s):  
Valentyna Fostolovych ◽  
Tetiana Botsian

The permeability of all spheres of both economic activity and human life with digital technologies encourages the search for new marketing ideas necessary for the implementation of the product (goods, works and services).  Today's consumer has become more demanding both to the product itself and to the ways of presenting it.  Immersive technologies are becoming one of the tools that contribute to the formation of competitive advantages, especially the organization of business in the field of entertainment, as one of the areas of additional income in the field of hotel and restaurant services and marketing activities of enterprises.  Digital transformation leads to the search for new initiatives that will be a tool to meet customer needs and a way to reach wider market segments.  The process of digitalization must first be integrated into the economy of the whole state and the enterprise as a whole, and in all processes of production of goods, works and services.  Digital-transformation of domestic enterprises will help to obtain additional competitive advantages both in the domestic market and in the international market.  The formation of competitive advantages is associated not only with the maximum involvement of digital technologies in business.  It is important to choose such technologies that will be most effective in the implementation of a particular type of enterprise, under certain conditions and in a particular environment. The expediency of using immersive technologies as a marketing tool is undeniable.  However, in addition to tools, immersive technologies are important as a means of education, a separate milestone in the field of entertainment, a means of psychological influence and more.  That is, the impact of this tool on the level of competitiveness of the enterprise in the environment of the demanding consumer is manifested: in the form of reducing the cost of attracting the client; active covert promotion through their use; improving the quality of the presented product (goods, works, services); ensuring the elasticity of the enterprise to the needs and requirements of consumers; the transition of the enterprise to an innovative type of development and active digitalization.


2021 ◽  
Vol 76 (5S) ◽  
pp. 544-553
Author(s):  
Anastasia A. Kukshina ◽  
Anastasia V. Kotel'nikova ◽  
Alexandr N. Razumov ◽  
Irena V. Pogonchenkova ◽  
Elena A. Turova ◽  
...  

Background. Successful correction of the psychological consequences of motor disorders is the key to improving the effectiveness of medical rehabilitation. The literature data on the use of immersive technologies in the correction of psychoemotional disorders of various origins suggest that they can also be effective in the context of psychorehabilitation of patients with motor disorders. However, at the moment there is no scientific and methodological base that allows for the widespread introduction of high-tech VR and AR tools into the practical work of a medical psychologist in a rehabilitation hospital. Aims evaluation of the effectiveness of the inclusion of immersive technologies in the complex psychological rehabilitation of patients with motor disorders. Materials and methods. The design was planned as a controlled empirical randomized open study conducted during 1 calendar year on the basis of a medical rehabilitation hospital, which involved 336 patients with motor function disorders that occurred as a result of a previous stroke or against the background of chronically occurring degenerative-dystrophic diseases of large joints and spine. The results were compared in three groups for each studied high-tech tool the main, comparison and control. 81 patients were included in the study of the effectiveness of the use of the Visual Medicine program in patients with stroke. The effectiveness of the inclusion of the HTC Vive Focus Plus EEA virtual Reality System in the psychological correction of pain syndrome against the background of degenerative and dystrophic diseases was studied in 130 patients. The study of the possibility of using the PRAK hardware and software complex included 125 people with motor disorders: the consequences of stroke (n = 65) and the consequences of chronic degenerative-dystrophic diseases (n = 60). The basis for assessing the stability of indicators of higher efficiency of psychocorrective measures with the inclusion of immersive technologies in comparison with the comparison groups and control groups was the reliability of the results obtained at p 0.05. Results. With a high degree of confidence recorded a positive trend in relation to recovery all kinds of praxis in patients with movement disorders due to stroke, by using the Visual Medicine program; in the case of psychological correction of neuropathic and mixed pain in patients with chronic flowing RSD with the application of the HTC Vive Focus Plus EEA virtual Reality System; to achieve a stable positive dynamics in the correction of the psychoemotional state of patients with impaired motor functions-when the PRAK hardware and software complex is included in the relaxation mode in the complex of psychological rehabilitation. Conclusions. The clinical effectiveness of the use of immersive technologies in relation to the psychological consequences of motor disorders is shown, which makes a significant contribution to solving the problem of optimizing the work of a medical psychologist in a rehabilitation hospital.


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