Subjects -> COMPUTER SCIENCE (Total: 2313 journals)
    - ANIMATION AND SIMULATION (33 journals)
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    - COMPUTER SCIENCE (1305 journals)
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    - THEORY OF COMPUTING (10 journals)

COMPUTER SCIENCE (1305 journals)            First | 1 2 3 4 5 6 7     

Showing 1201 - 872 of 872 Journals sorted alphabetically
Software:Practice and Experience     Hybrid Journal   (Followers: 12)
Southern Communication Journal     Hybrid Journal   (Followers: 3)
Spatial Cognition & Computation     Hybrid Journal   (Followers: 6)
Spreadsheets in Education     Open Access   (Followers: 1)
Statistics, Optimization & Information Computing     Open Access   (Followers: 3)
Stochastic Analysis and Applications     Hybrid Journal   (Followers: 3)
Stochastic Processes and their Applications     Hybrid Journal   (Followers: 6)
Structural and Multidisciplinary Optimization     Hybrid Journal   (Followers: 12)
Studia Universitatis Babeș-Bolyai Informatica     Open Access  
Studies in Digital Heritage     Open Access   (Followers: 3)
Supercomputing Frontiers and Innovations     Open Access   (Followers: 1)
Superhero Science and Technology     Open Access   (Followers: 5)
Sustainability Analytics and Modeling     Full-text available via subscription   (Followers: 5)
Sustainable Computing : Informatics and Systems     Hybrid Journal  
Sustainable Energy, Grids and Networks     Hybrid Journal   (Followers: 4)
Sustainable Operations and Computers     Open Access   (Followers: 1)
Swarm Intelligence     Hybrid Journal   (Followers: 3)
Swiss Journal of Geosciences     Hybrid Journal   (Followers: 1)
Synthese     Hybrid Journal   (Followers: 20)
Synthesis Lectures on Biomedical Engineering     Full-text available via subscription  
Synthesis Lectures on Communication Networks     Full-text available via subscription  
Synthesis Lectures on Communications     Full-text available via subscription  
Synthesis Lectures on Computer Architecture     Full-text available via subscription   (Followers: 4)
Synthesis Lectures on Computer Science     Full-text available via subscription   (Followers: 1)
Synthesis Lectures on Computer Vision     Full-text available via subscription   (Followers: 2)
Synthesis Lectures on Digital Circuits and Systems     Full-text available via subscription   (Followers: 3)
Synthesis Lectures on Human Language Technologies     Full-text available via subscription  
Synthesis Lectures on Mobile and Pervasive Computing     Full-text available via subscription   (Followers: 1)
Synthesis Lectures on Quantum Computing     Full-text available via subscription   (Followers: 2)
Synthesis Lectures on Signal Processing     Full-text available via subscription   (Followers: 1)
Synthesis Lectures on Speech and Audio Processing     Full-text available via subscription   (Followers: 2)
System analysis and applied information science     Open Access  
Systems & Control Letters     Hybrid Journal   (Followers: 4)
Systems and Soft Computing     Full-text available via subscription   (Followers: 5)
Systems Research & Behavioral Science     Hybrid Journal   (Followers: 2)
Techné : Research in Philosophy and Technology     Full-text available via subscription   (Followers: 2)
Technical Report Electronics and Computer Engineering     Open Access  
Technology Transfer: fundamental principles and innovative technical solutions     Open Access   (Followers: 1)
Technology, Knowledge and Learning     Hybrid Journal   (Followers: 3)
Technometrics     Full-text available via subscription   (Followers: 8)
TECHSI : Jurnal Teknik Informatika     Open Access  
TechTrends     Hybrid Journal   (Followers: 8)
Telematics and Informatics     Hybrid Journal   (Followers: 4)
Telemedicine and e-Health     Hybrid Journal   (Followers: 12)
Telemedicine Reports     Full-text available via subscription   (Followers: 6)
TELKOMNIKA (Telecommunication, Computing, Electronics and Control)     Open Access   (Followers: 2)
The Bible and Critical Theory     Full-text available via subscription   (Followers: 3)
The Charleston Advisor     Full-text available via subscription   (Followers: 10)
The Communication Review     Hybrid Journal   (Followers: 5)
The Electronic Library     Hybrid Journal   (Followers: 964)
The Information Society: An International Journal     Hybrid Journal   (Followers: 399)
The International Journal on Media Management     Hybrid Journal   (Followers: 7)
The Journal of Architecture     Hybrid Journal   (Followers: 15)
The Journal of Supercomputing     Hybrid Journal   (Followers: 1)
The Lancet Digital Health     Open Access   (Followers: 9)
The R Journal     Open Access   (Followers: 3)
The Visual Computer     Hybrid Journal   (Followers: 3)
Theoretical Computer Science     Hybrid Journal   (Followers: 8)
Theory & Psychology     Hybrid Journal   (Followers: 4)
Theory and Applications of Mathematics & Computer Science     Open Access   (Followers: 2)
Theory and Decision     Hybrid Journal   (Followers: 4)
Theory and Research in Education     Hybrid Journal   (Followers: 20)
Theory and Society     Hybrid Journal   (Followers: 20)
Theory in Biosciences     Hybrid Journal  
Theory of Computing Systems     Hybrid Journal   (Followers: 2)
Theory of Probability and its Applications     Hybrid Journal   (Followers: 2)
Topology and its Applications     Full-text available via subscription  
Transactions In Gis     Hybrid Journal   (Followers: 9)
Transactions of the Association for Computational Linguistics     Open Access  
Transactions on Computer Science and Technology     Open Access   (Followers: 2)
Transactions on Cryptographic Hardware and Embedded Systems     Open Access   (Followers: 1)
Transforming Government: People, Process and Policy     Hybrid Journal   (Followers: 21)
Trends in Cognitive Sciences     Full-text available via subscription   (Followers: 182)
Trends in Computer Science and Information Technology     Open Access  
Ubiquity     Hybrid Journal  
Unisda Journal of Mathematics and Computer Science     Open Access  
Universal Access in the Information Society     Hybrid Journal   (Followers: 11)
Universal Journal of Computational Mathematics     Open Access   (Followers: 2)
University of Sindh Journal of Information and Communication Technology     Open Access  
User Modeling and User-Adapted Interaction     Hybrid Journal   (Followers: 5)
VAWKUM Transaction on Computer Sciences     Open Access   (Followers: 1)
Veri Bilimi     Open Access  
Vietnam Journal of Computer Science     Open Access   (Followers: 2)
Vilnius University Proceedings     Open Access  
Virtual Reality     Hybrid Journal   (Followers: 9)
Virtual Reality & Intelligent Hardware     Open Access   (Followers: 1)
Virtual Worlds     Open Access  
Virtualidad, Educación y Ciencia     Open Access  
Visual Communication     Hybrid Journal   (Followers: 11)
Visual Communication Quarterly     Hybrid Journal   (Followers: 7)
VLSI Design     Open Access   (Followers: 19)
VRA Bulletin     Open Access   (Followers: 3)
Water SA     Open Access   (Followers: 1)
Wearable Technologies     Open Access   (Followers: 2)
West African Journal of Industrial and Academic Research     Open Access   (Followers: 2)
Wiley Interdisciplinary Reviews - Computational Statistics     Hybrid Journal   (Followers: 1)
Wireless and Mobile Technologies     Open Access   (Followers: 4)
Wireless Communications & Mobile Computing     Hybrid Journal   (Followers: 10)
Wireless Networks     Hybrid Journal   (Followers: 6)
Wireless Sensor Network     Open Access   (Followers: 3)
World Englishes     Hybrid Journal   (Followers: 5)
Written Communication     Hybrid Journal   (Followers: 9)
Xenobiotica     Hybrid Journal   (Followers: 7)
XRDS     Full-text available via subscription   (Followers: 3)
ZDM     Hybrid Journal   (Followers: 2)
Zeitschrift fur Energiewirtschaft     Hybrid Journal  
Труды Института системного программирования РАН     Open Access  
Труды СПИИРАН     Open Access  

  First | 1 2 3 4 5 6 7     

Similar Journals
Journal Cover
Virtual Reality
Journal Prestige (SJR): 0.295
Citation Impact (citeScore): 2
Number of Followers: 9  
 
  Hybrid Journal Hybrid journal (It can contain Open Access articles)
ISSN (Print) 1434-9957 - ISSN (Online) 1359-4338
Published by Springer-Verlag Homepage  [2467 journals]
  • Incorporating AR/VR-assisted learning into informal science institutions:
           A systematic review

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      Abstract: Virtual reality (VR) and augmented reality (AR) technologies have been used in informal science institutions such as science centres, science museums, zoos, botanical gardens, and aquariums to provide visitors with engaging and appealing learning experiences. However, there is a lack of systematic reviews to synthesise the contexts in which such technologies have been applied, how AR/VR-assisted learning is designed, and what learning outcomes have commonly been reported in such learning contexts. A total of 22 studies were identified for this review. We find, first, that AR and VR have been primarily used in science museums and biology learning, mainly for learning content knowledge. Learning activities supported by AR typically involve the scientific observation of phenomena or objects. Second, AR and VR are often used to superimpose supplementary materials onto exhibits and simulate scientific phenomena or visually present abstract concepts. Mobile devices are more prevalent than head-mounted displays or other techniques. Third, perceptions and knowledge achievement are typically measured outcomes, and incorporating AR and VR has the potential to promote academic achievement and perceptions. Several implications are provided for future research.
      PubDate: 2023-03-25
       
  • Recognizing shopper demographics from behavioral responses in a virtual
           reality store

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      Abstract: Abstract The use of virtual reality (VR) technology in the context of retail is a significant trend in current consumer research, as it offers market researchers a unique opportunity to measure purchase behavior more realistically. Yet, effective methods for assessing the virtual shopping experience based on consumer’s demographic characteristics are still lacking. In this study, we examine the validity of behavioral biometrics for recognizing the gender and age of customers in an immersive VR environment. We used behavior measures collected from eye-tracking, body posture (head and hand), and spatial navigation sources. Participants (n = 57) performed three tasks involving two different purchase situations. Specifically, one task focused on free browsing through the virtual store, and two other tasks focused on product search. A set of behavioral features categorized as kinematic, temporal, and spatial domains was processed based on two strategies. First, the relevance of such features in recognizing age and gender with and without including the spatial segmentation of the virtual space was statistically analyzed. Second, a set of implicit behavioral features was processed and demographic characteristics were recognized using a statistical supervised machine learning classifier algorithm via a support vector machine. The results confirmed that both approaches were significantly insightful for determining the gender and age of buyers. Also, the accuracy achieved when applying the machine learning classifier (> 70%) indicated that the combination of all metrics and tasks was the best classification strategy. The contributions of this work include characterizing consumers in v-commerce spaces according to the shopper’s profile.
      PubDate: 2023-03-24
       
  • Presence and simulator sickness predict the usability of a virtual reality
           attention task

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      Abstract: Abstract Attention is the ability to actively process specific information within one’s environment over longer periods of time while disregarding other details. Attention is an important process that contributes to overall cognitive performance from performing every day basic tasks to complex work activities. The use of virtual reality (VR) allows study of the attention processes in realistic environments using ecological tasks. To date, research has focused on the efficacy of VR attention tasks in detecting attention impairment, while the impact of the combination of variables such as mental workload, presence and simulator sickness on both self-reported usability and objective attention task performance in immersive VR has not been examined. The current study tested 87 participants on an attention task in a virtual aquarium using a cross-sectional design. The VR task followed the continuous performance test paradigm where participants had to respond to correct targets and ignore non-targets over 18 min. Performance was measured using three outcomes: omission (failing to respond to correct targets), commission errors (incorrect responses to targets) and reaction time to correct targets. Measures of self-reported usability, mental workload, presence and simulator sickness were collected. The results showed that only presence and simulator sickness had a significant impact on usability. For performance outcomes, simulator sickness was significantly and weakly associated with omission errors, but not with reaction time and commission errors. Mental workload and presence did not significantly predict performance. Our results suggest that usability is more likely to be negatively impacted by simulator sickness and lack of presence than performance and that usability and attention performance are linked. They highlight the importance of considering factors such as presence and simulator sickness in attention tasks as these variables can impact usability.
      PubDate: 2023-03-24
       
  • ARbility: re-inviting older wheelchair users to in-store shopping via
           wearable augmented reality

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      Abstract: Abstract Engaging in outdoor daily activities such as shopping is an essential, yet challenging activity for older wheelchair users (OWU). However, little is investigated on how to augment the OWU’s independence during their in-person shopping experiences, specifically by addressing their physical conditions. We first conducted semi-structured interviews and a large-scale survey with 77 people in total to discover OWU’s needs and pain points in comparison with those of general older adults or wheelchair population. Based on these findings, we propose ARbility, a wearable AR-based shopping system for OWU which supports product recognition from seated positions on wheelchairs and one-stop shopping functionality for minimizing physical loads. In our user evaluation with 13 OWU in a real-world environment, ARbility demonstrated 33% decrease in arm movement, with the participants validating its efficacy and usability in qualitative interviews. We conclude with implications on how a wearable AR-based shopping system supports the active aging and inclusion of OWU.
      PubDate: 2023-03-22
       
  • Correction: cleAR: an interoperable architecture for multi-user AR-based
           school curricula

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      PubDate: 2023-03-21
       
  • Marketing in the metaverse era: toward an integrative channel approach

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      Abstract: Abstract The development pace of digital socialization has accelerated drastically in the past decade, especially with the COVID-19 pandemic. Through that continuing digital shift, the idea of the metaverse, a virtual parallel world that can digitally replicate people’s lives, is developing fast through Meta’s (previously known as Facebook) announcement in October 2021 that it will dedicate sizeable investments in it. While the metaverse provides immense opportunities to brands, the primary concern will be on how integrate it with current media and retail channels, whether they are offline or online. Accordingly, using an exploratory qualitative approach, this study examined the potential strategic channel-based marketing routes that companies would face in the presence of the metaverse. The findings show that the route to market will become much more complex given the metaverse’s own platform setup. Strategic multichannel and omnichannel routes are examined through a proposed framework that takes into consideration the expected evolution of the metaverse platform.
      PubDate: 2023-03-17
       
  • Cheer for me: effect of non-player character audience feedback on older
           adult users of virtual reality exergames

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      Abstract: Abstract The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players’ gameplay could be affected if there is an audience and its feedback in response to players’ performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent’s combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health.
      PubDate: 2023-03-13
       
  • Using 360-degree immersive videos to assess multiple transdiagnostic
           symptoms: A study focusing on fear of negative evaluation, paranoid
           thoughts, negative automatic thoughts, and craving

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      Abstract: Abstract Over the last 20 years, virtual reality (VR) has gained a great interest for both assessment and treatment of various psychopathologies. However, due to high costs and material specificity, VR remains disadvantageous for clinicians. Adopting a multiple transdiagnostic approach, this study aims at testing the validity of a 360-degree immersive video (360IV) for the assessment of five common psychological symptoms (fear of negative evaluation, paranoid thoughts, negative automatic thoughts, craving for alcohol and for nicotine). A 360IV was constructed in the Darius Café and included actors behaving naturally. One hundred and fifty-eight adults from the general population were assessed in terms of their proneness towards the five symptoms, were then exposed to the 360IV and completed measures for the five state symptoms, four dimensions of presence (place, plausibility, copresence and social presence illusions) and cybersickness. Results revealed that the five symptoms occurred during the immersion and were predicted by the participants’ proneness towards these symptoms. The 360IV was also able to elicit various levels of the four dimensions of presence while producing few cybersickness. The present study provides evidence supporting the use of the 360IV as a new accessible, ecological, and standardized tool to assess multiple transdiagnostic symptoms.
      PubDate: 2023-03-09
       
  • Development of educational virtual reality attitude scale: A validity and
           reliability study

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      Abstract: Abstract The aim of the study is to address a gap in the literature by developing an educational virtual reality (edVR) attitude measurement instrument, which determines college students’ attitudes towards using VR technology for educational purposes. A sequential exploratory mixed method was employed to develop the measurement instrument. Initially, a qualitative approach was used to establish the face and content validity of the instrument and subsequently a quantitative approach was used to test the construct validity and reliability of attitude statement items. Critical reviews and constructive feedback were gathered from a range of parties, including target users (i.e., college students), learning technology experts, assessment and evaluation authority, and linguists of English and Turkish. The psychometric properties of edVR attitude measurement instrument were tested with a total sample of 305 sophomore, junior and senior students studying at different faculties. The exploratory factor analysis (EFA) results confirmed the single-factor structure with nine items, explaining 63.46% of the total variance and the confirmatory factor analysis (CFA) results indicated a sufficient fit of this single-factor model. The Cronbach’s alpha coefficient for the edVR attitude measurement instrument was 0.92 and the test–retest reliability of the instrument was 0.94. The t-values were significant for all items for 27% of the participants to compare the top and bottom. As a result, the edVR attitude measurement instrument was valid and reliable in measuring students’ attitudes towards educational VR.
      PubDate: 2023-03-08
       
  • Rendering massive indoor point clouds in virtual reality

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      Abstract: Abstract This paper addresses the challenges of rendering massive indoor point clouds in Virtual Reality. In these kind of visualizations the point of view is never static, imposing the need of a one-shot (i.e. non-iterative) rendering strategy, in contrast with progressive refinement approaches that assume that the camera position does not change between most consecutive frames. Our approach benefits from the static nature of indoor environments to pre-compute a visibility map that enables us to boost real-time rendering performance. The key idea behind our visibility map is to exploit the cluttered topology of buildings in order to effectively cull the regions of the space that are occluded by structural elements such as walls. This does not only improve performance but also the visual quality of the final render, allowing us to display in full detail the space and preventing the user to see the contiguous spaces through the walls. Additionally, we introduce a novel hierarchical data structure that enables us to display the point cloud with a continuous level of detail with a minimal impact on performance. Experimental results show that our approach outperforms state-of-the-art techniques in complex indoor environments and achieves comparable results in outdoor ones, proving the generality of our method.
      PubDate: 2023-03-03
       
  • A mixed reality system combining augmented reality, 3D bio-printed
           physical environments and inertial measurement unit sensors for task
           planning

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      Abstract: Abstract Successful surgical operations are characterized by preplanning routines to be executed during actual surgical operations. To achieve this, surgeons rely on the experience acquired from the use of cadavers, enabling technologies like virtual reality (VR) and clinical years of practice. However, cadavers, having no dynamism and realism as they lack blood, can exhibit limited tissue degradation and shrinkage, while current VR systems do not provide amplified haptic feedback. This can impact surgical training increasing the likelihood of medical errors. This work proposes a novel Mixed Reality Combination System (MRCS) that pairs Augmented Reality (AR) technology and an inertial measurement unit (IMU) sensor with 3D printed, collagen-based specimens that can enhance task performance like planning and execution. To achieve this, the MRCS charts out a path prior to a user task execution based on a visual, physical, and dynamic environment on the state of a target object by utilizing surgeon-created virtual imagery that, when projected onto a 3D printed biospecimen as AR, reacts visually to user input on its actual physical state. This allows a real-time user reaction of the MRCS by displaying new multi-sensory virtual states of an object prior to performing on the actual physical state of that same object enabling effective task planning. Tracked user actions using an integrated 9-Degree of Freedom IMU demonstrate task execution This demonstrates that a user, with limited knowledge of specific anatomy, can, under guidance, execute a preplanned task. In addition, to surgical planning, this system can be generally applied in areas such as construction, maintenance, and education.
      PubDate: 2023-03-02
       
  • Correction to: Human interaction with virtual reality: investigating
           pre-evacuation efficiency in building emergency

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      PubDate: 2023-03-01
       
  • Correction to: Buddy biking: a user study on social collaboration in a
           virtual reality exergame for rehabilitation

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      PubDate: 2023-03-01
       
  • Clinical effectiveness of virtual reality versus conventional clinic-based
           vestibular physical therapy on balance and function in active duty service
           members. A pilot randomized controlled trial

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      Abstract: Abstract Virtual reality (VR) may be useful during rehabilitation of service members with persistent vestibular impairment following concussion. Thirty-eight active duty US military service members with persistent balance impairment resulting from concussion were randomized into three groups [Conventional Vestibular Physical Therapy (CVPT, n = 13), Virtual Reality Vestibular Physical Therapy (VRVPT, n = 12), and Hybrid Virtual Reality and Conventional Vestibular Physical Therapy (HybridVPT, n = 13)] and were treated twice weekly for 6 weeks. Changes in clinical measures such as Activities-specific Balance Confidence (ABC) Scale, Dizziness Handicap Inventory (DHI), Functional Gait Assessment (FGA), and Sensory Organization Test (SOT) were assessed from pre-, mid-, and post-treatment scores. A significant main time effect was observed demonstrating clinical improvement over time (ABC: p < .001, η2p = .54; DHI: p < .001, η2p = .57; FGA: p < .001, η2p = .74; SOT: p < .001, η2p = .35). Both CVPT and HybridVPT groups demonstrated significant improvements in patient-reported confidence and function earlier in the treatment course (p < .005). FGA significantly and incrementally improved at each assessment time point in all treatment groups. The SOT significantly improved early in treatment in the CVPT group only and pre-to-post-treatment in the CVPT and VRVPT groups only. The HybridVPT group did not demonstrate any significant improvement with time in the instrumented SOT measure. In the comparison of pre-to-post-effects of VRVPT and HybridVPT effects compared to CVPT, there was no clear superiority or inferiority observed in either of the experimental treatments. This preliminary work shows initial efficacy of using VR-based therapy for concussed individuals allowing future work to personalize treatment that may improve adherence and engagement to therapy.
      PubDate: 2023-03-01
       
  • Rehabilitation of visual functions in adult amblyopic patients with a
           virtual reality videogame: a case series

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      Abstract: Abstract Amblyopia or lazy eye is a dysfunction of the visual system that appears during childhood and traditionally has been considered untreatable in adults. Its main consequences are the loss of visual acuity and contrast sensitivity of the amblyopic eye and binocular vision impairments. During the last years videogames have been used as a therapeutic tool for amblyopia with the inconclusive results. The present work has assessed the effectiveness of a virtual reality videogame (AmbliOK®) in the neurorehabilitation of four adult clinical cases with anisometropic amblyopia. Visual acuity, contrast sensitivity, stereopsis and interocular suppression were assessed before, during, immediately after, one month and one year (in one patient) after the training. The intervention was conducted along four weeks (10 h) and yielded the variable results. In general, all patients showed an improvement in visual functions although not all ameliorated in the same way. Visual acuity measures improved in all patients, falling outside the amblyopia criterion at the end of the treatment. However, the improvement was not maintained one month later in two patients. Contrast sensitivity progressively improved for the amblyopic and the fellow eyes with all patients showing better results one month after the treatment. The patient assessed one year after still showed better results than in the baseline. Patients showing bad stereopsis in the baseline reached a performance considered normal one month and even one year after the treatment. The effectiveness of the treatment seems to be related to the characteristics of patients.
      PubDate: 2023-03-01
       
  • Participatory design and evaluation of virtual reality physical
           rehabilitation for people living with dementia

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      Abstract: Abstract Emerging research confirms the need for technologically enhanced solutions to support non-pharmacological interventions which can improve the quality of life, the mental and physical health of demented people. Several types of research examined if virtual reality can be an effective solution. This paper aims to present the cyclic process of prototyping, testing, analysing, and refining the VR system in real-world clinical settings. Seven people with moderate to severe dementia were recruited. The experiment required the patients to attend three virtual reality iterations of rapid prototyping with user testing. All three iterations involved training activities with upper body movements similar to their usual physical training. A mixed-methods design measured affect and emotional behaviour using the Observed Emotion Rating Scale and the Visual Analog Scale. Content analysis was conducted following observations and interviews. During each iteration of rapid prototyping with user testing, quantitative measurements of performance, independence and time were recorded. Eye tracking and movement information were captured by the system. Finally, a simplified version of the presence and usability scales evaluated the system. The results of this study provide further evidence that virtual reality can play a significant role in the improvement of people’s with dementia physical training and emotional health when is appropriately designed. The results present the vital factors which should be incorporated in a virtual reality system which are: 1) a simple interactions modality; 2) visible visual targets and continuous feedback; 3) personalized virtual environments; 4) personalized range of movements.
      PubDate: 2023-03-01
       
  • Relaxing in virtual reality: one synthetic agent relaxes all

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      Abstract: Abstract Virtual reality-based interventions have gained attention as innovative approaches in clinical settings. However, the use of virtual-based relaxation in reducing psychological distress and physiological activation, a common strategy in traditional interventions, is not well documented. This study aims at exploring the role of a non-familiar synthetic agent (SyA) as a resource to promote relaxation in a virtual environment (VE). Sixty-nine healthy participants were randomly assigned to three conditions: relaxing in VE while listening to relaxing instructions delivered by a SyA (n = 23), relaxing in the same VE while listening to the same instructions but aired by a radio set (n = 23; ‘active’ control group) and waiting to the end of the experience without relaxing instructions (n = 23; ‘passive’ control group). The instruction was preceded by an activation task (i.e., a matching game within a limited time). Our hypothesis claims that the presence of a humanoid-like figure that is strange to the participant (SyA) hinders the relaxing process. Data from several self-reports (Presence, Immersion, Cybersickness and emotional response) and from psychophysiology (respiratory rate—RR) revealed that no differences were found between the two groups that listened to the relaxing instructions (SyA and radio). Additionally, a significant decrease in RR recordings was only significant for these two relaxation conditions (SyA and radio), but not for the ‘passive’ control group. Results suggest that the presence of a non-familiar humanoid character was not perceived as a dissonant element in the VE setting and did not negatively influence the relaxation outcome. This study sets the ground for future studies that may provide an insight into the optimal characteristics of a SyA, contributing to the development of accessible and beneficial digital applications to a wide range of individuals in clinical and non-clinical contexts.
      PubDate: 2023-03-01
       
  • Co-design of avatars to embody auditory hallucinations of patients with
           schizophrenia

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      Abstract: Abstract Auditory hallucinations are common and distressing symptoms of the schizophrenia disease. It is commonly treated with pharmacological approaches but, unfortunately, such an approach is not effective in all patients. In the cases in which the use of antipsychotic drugs is not possible or not recommended, psychotherapeutic interventions are used to help patients gain power and control against hearing voices. Recently, virtual reality technologies have been incorporated to this type of therapies. A virtual representation of their voice (avatar) is created in a controlled computer-based environment, and the patient is encouraged to confront it. Unfortunately, the software tools used in these therapies are not described in depth and, even more important, to the best of our knowledge, their usability, utility and intention to use by therapists, and patients have not been evaluated enough. The involvement of end users in the software development is beneficial in obtaining useful and usable tools. Hence, the two contributions of this paper are (1) the description of an avatar creation system and the main technical details of the configuration of auditory hallucination avatars, and (2) its evaluation from both the therapists’ and the patients’ viewpoints. The evaluation does not only focus on usability, but also assesses the acceptance of the technology as an important indicator of the future use of a new technological tool. Moreover, the most important results, the lessons learned and the main limitations of our study are discussed.
      PubDate: 2023-03-01
       
  • Intelligence at play: game-based assessment using a virtual-reality
           application

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      Abstract: Abstract Several studies have shown that video games may indicate or even develop intellectual and cognitive abilities. As intelligence is one of the most widely used predictors of job performance, video games could thus have potential for personnel assessment. However, few studies have investigated whether and how virtual reality (VR) games can be used to make inferences about intelligence, even though companies increasingly use VR technology to recruit candidates. This proof-of-concept study contributes to bridging this gap between research and practice. Under controlled laboratory conditions, 103 participants played the commercial VR game Job Simulator and took the short version of the intelligence test BIS-4. Correlation and regression analysis reveal that, on average, participants who completed the game more quickly than others had higher levels of general intelligence and processing capacity, suggesting that VR games may provide useful supplementary tools in the prediction of job performance. Still, our results also indicate that game-based assessments have limitations that deserve researchers’ attention, which lead us to discuss directions for future research.
      PubDate: 2023-03-01
       
  • Editorial: Virtual reality for therapy, psychological interventions, and
           physical and cognitive rehabilitation

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      PubDate: 2023-02-18
       
 
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