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Search Results (2,736)

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23 pages, 5685 KiB  
Article
Hub Traveler Guidance Signage Evaluation via Panoramic Visualization Using Entropy Weight Method and TOPSIS
by Siyang Zhang and Chi Zhao
Appl. Sci. 2024, 14(19), 8968; https://doi.org/10.3390/app14198968 (registering DOI) - 5 Oct 2024
Viewed by 263
Abstract
Signage functions as guidance and distribution assistance, directly affecting the operational efficiency of traffic in and around the comprehensive transportation hubs. Among the elements of signage, the visual guidance effect is the key factor affecting the information conveyance, which should be evaluated during [...] Read more.
Signage functions as guidance and distribution assistance, directly affecting the operational efficiency of traffic in and around the comprehensive transportation hubs. Among the elements of signage, the visual guidance effect is the key factor affecting the information conveyance, which should be evaluated during the design and optimization process. This study conducted field investigations and developed panoramic videos for multiple transportation hubs in China and designed a survey accordingly. Human subjects were recruited to watch panoramic videos via virtual reality (VR) and respond to the surveys. The results show that the degree of visual attention of travelers significantly affects the evaluation results of guidance signage, with the influence being inversely proportional. Key factors affecting visual attention include accurate legibility, obstruction and defacement rates, informativeness, and whether signage is set up in a hierarchical manner. In unfamiliar environments, travelers focus on the overall context and closely observe the interaction between directional signs and their surroundings. The prominence and visibility of signage are influenced by interactions within the spatial environment. Notably, simple and clear signs are more likely to attract travelers’ attention, and their directional information is more easily comprehended. Moreover, when the destination is clearly defined, visual attention significantly directs pedestrians’ wayfinding behavior. Full article
(This article belongs to the Section Transportation and Future Mobility)
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<p>Study Protocols.</p>
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<p>Field Research Methods. (<b>a</b>) VR; (<b>b</b>) Video; (<b>c</b>) Picture.</p>
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<p>Experiment Equipment. (<b>a</b>) Binocular Camera; (<b>b</b>) Immersive Environment; (<b>c</b>) Eye Tracker.</p>
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<p>Evaluation System of Considering Travelers’ Visual Attention.</p>
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<p>Pre-experiment Survey.</p>
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<p>Post-experiment Survey.</p>
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<p>Panoramic Videos Examples shot in Xi’an North Railway Station (<b>a</b>,<b>b</b>).</p>
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<p>Experiment Preparation.</p>
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<p>Experiment Process Based on Panoramic Videos.</p>
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<p>Mean Fixation Duration. (<b>a</b>) Pudong Airport scenario; (<b>b</b>) Xi’an North Railway Station scenario.</p>
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<p>Signage in Different Hubs. (<b>a1</b>,<b>a2</b>) Pudong Airport; (<b>b1</b>,<b>b2</b>) Xi’an North Railway Station.</p>
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13 pages, 479 KiB  
Review
Beyond Presence: Exploring Empathy within the Metaverse
by Anjitha Divakaran, Hyung-Jeong Yang, Seung-won Kim, Ji-eun Shin and Soo-Hyung Kim
Appl. Sci. 2024, 14(19), 8958; https://doi.org/10.3390/app14198958 - 4 Oct 2024
Viewed by 216
Abstract
As the metaverse evolves, characterized by its immersive and interactive landscapes, it presents novel opportunities for empathy research. This study aims to systematically review how empathy manifests in metaverse environments, focusing on two distinct forms: specific empathy (context-based) and universal empathy (generalized). Our [...] Read more.
As the metaverse evolves, characterized by its immersive and interactive landscapes, it presents novel opportunities for empathy research. This study aims to systematically review how empathy manifests in metaverse environments, focusing on two distinct forms: specific empathy (context-based) and universal empathy (generalized). Our analysis reveals a predominant focus on specific empathy, driven by the immersive nature of virtual settings, such as virtual reality (VR) and augmented reality (AR). However, we argue that such immersive scenarios alone are insufficient for a comprehensive exploration of empathy. To deepen empathetic engagement, we propose the integration of advanced sensory feedback mechanisms, such as haptic feedback and biometric sensing. This paper examines the current state of empathy in virtual environments, contrasts it with the potential for enriched empathetic connections through technological enhancements, and proposes future research directions. By fostering both specific and universal empathy, we envision a metaverse that not only bridges gaps but also cultivates meaningful, empathetic connections across its diverse user base. Full article
20 pages, 3402 KiB  
Article
A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
by Moisés Moreira, Estela Vilhena, Vítor Carvalho and Duarte Duque
Multimodal Technol. Interact. 2024, 8(10), 86; https://doi.org/10.3390/mti8100086 - 4 Oct 2024
Viewed by 303
Abstract
In recent years, with widespread access to virtual reality (VR) headsets, VR has become an affordable supplement to physiotherapy. Researchers explore the use of existing commercial games or develop new ones to enhance physiotherapy sessions, finding that gamers exhibit reduced nervousness, report less [...] Read more.
In recent years, with widespread access to virtual reality (VR) headsets, VR has become an affordable supplement to physiotherapy. Researchers explore the use of existing commercial games or develop new ones to enhance physiotherapy sessions, finding that gamers exhibit reduced nervousness, report less pain, and experience increased enjoyment. However, ensuring consistent exercise adherence poses a challenge. Another area of interest involves integrating robots to aid patients. In our study, we seamlessly integrated a Kuka LBR Med 7 R800 with Unity through a meticulously developed Application Programming Interface (API). This fusion of robotics and video games assists in physiotherapeutic exercises. The games were developed specifically for compatibility with the Oculus Quest 2 virtual reality headset, chosen as the preferred VR platform for this study. Two games, using common game-design concepts with distinct approaches, were evaluated for system acceptance via the Technology Acceptance Model (TAM) and usability through the System Usability Scale (SUS). In a well-distributed group of 15 participants with an average age of 22 years, greater technology acceptance was observed among women. Those playing more hours per day reported lower perceived ease of use, though one game achieved an excellent SUS rating of 83.3. Conversely, the other game, which was tested with 11 participants with an average age of 20 years, showed a potential negative impact on behavioral intention. The particular sample used in the study has limitations, so the study should be repeated to obtain more reliable and conclusive results. In conclusion, the successful integration of VR and robot assistance in physiotherapy games relies on the proper application of the game design principle. Full article
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<p>Movement adaptation and incorporation in the game “Standing Row”.</p>
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<p>Score example for the “Standing Row” exercise.</p>
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<p>Movement adaptation and incorporation in the game-external rotation.</p>
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<p>The Technology Acceptance Model (TAM).</p>
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<p>The Spearman correlation results applied to the TAM model–Standing Row. ** Significant correlation at a significance level of 1%, * Significant correlation at a significance level of 5%.</p>
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<p>The Spearman correlation results applied to the TAM model—External Rotation. ** Significant correlation at a significance level of 1%.</p>
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<p>Detailed results in a plot format.</p>
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<p>Per item chart.</p>
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26 pages, 3565 KiB  
Article
Analyzing VR Game User Experience by Genre: A Text-Mining Approach on Meta Quest Store Reviews
by Dong-Min Yoon, Seung-Hyun Han, Inyoung Park and Tae-Sung Chung
Electronics 2024, 13(19), 3913; https://doi.org/10.3390/electronics13193913 - 3 Oct 2024
Viewed by 316
Abstract
With the rapid expansion of the virtual reality (VR) market, user interest in VR games has increased significantly. However, empirical research on the user experience in VR games remains relatively underdeveloped. Despite the growing popularity and commercial success of VR gaming, there is [...] Read more.
With the rapid expansion of the virtual reality (VR) market, user interest in VR games has increased significantly. However, empirical research on the user experience in VR games remains relatively underdeveloped. Despite the growing popularity and commercial success of VR gaming, there is a lack of comprehensive studies analyzing the impact of different aspects of VR games on user satisfaction and engagement. This gap includes insufficient research on the categorization of VR game genres, the identification of user challenges, and variations in user experiences across these genres. Our study aims to fill this gap by analyzing data from the Meta Quest store using K-means clustering and LDA (Latent Dirichlet Allocation) to categorize the representative genres of VR games. By employing text-mining techniques to conduct a detailed analysis of user experience, we effectively elucidate the primary issues and nuanced differences in user responses across various genres. Our findings serve as a valuable reference for researchers aiming to design games that align with VR user expectations. Furthermore, our study provides a foundational dataset for researchers aiming to enhance the user experience in VR games and suggests ways to increase the immersion and enjoyment of VR gameplay. Full article
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<p>Steam users’ share of VR headsets by device.</p>
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<p>Data Flow.</p>
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<p>Games per Genre.</p>
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<p>Optimal K via Silhouette Scores.</p>
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<p>Representative games by genre (maximum sales criteria).</p>
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<p>Coherence and Perplexity Scores for Each Genre.</p>
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<p>Similarity Matrix between Genres.</p>
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13 pages, 980 KiB  
Article
Effect of Outdoor Cycling, Virtual and Enhanced Reality Indoor Cycling on Heart Rate, Motivation, Enjoyment and Intention to Perform Green Exercise in Healthy Adults
by Luca Poli, Gianpiero Greco, Michele Gabriele, Ilaria Pepe, Claudio Centrone, Stefania Cataldi and Francesco Fischetti
J. Funct. Morphol. Kinesiol. 2024, 9(4), 183; https://doi.org/10.3390/jfmk9040183 - 2 Oct 2024
Viewed by 493
Abstract
Background: Despite the benefits of physical activity (PA), Italy ranks low in leisure-time PA among European countries. Integrating virtual (VR)/enhanced (ER) reality with exercise equipment could boost PA engagement. Limited studies have explored how VR/ER-integrated cycling activity, compared to outdoor settings, influences PA [...] Read more.
Background: Despite the benefits of physical activity (PA), Italy ranks low in leisure-time PA among European countries. Integrating virtual (VR)/enhanced (ER) reality with exercise equipment could boost PA engagement. Limited studies have explored how VR/ER-integrated cycling activity, compared to outdoor settings, influences PA among university students. Therefore, this study aimed to evaluate the acute effects of a brief cycling session outdoors and indoors on psychological and physiological outcomes, and secondly, investigate the potential of VR/ER-mediated nature experiences as a tool to promote green exercise. Methods: In February 2024, thirty-one subjects (20 M and 11 F; age 24.3 ± 3.2 years; BMI 23.5 ± 3.6 kg/m2) were involved in this randomized crossover-controlled trial, where they were assigned to three different conditions: ER cycling (ERC), VR cycling (VRC), and outdoor cycling (OUTC). Heart rate (HR), Physical Activity Enjoyment (PACE), Intrinsic Motivation Inventory (IMI), and Intention to Perform Green Exercise (INT-GE) were assessed at the end of each condition. Results: The OUTC condition showed significantly greater PACE, IMI, and INT-GE than ERC/VRC (p < 0.001), lower HRmean than ERC/VRC (p < 0.001 and p < 0.05, respectively), and lower HRmax than ERC (p < 0.05). Conclusions: VRC and ERC enhanced engagement and physiological responses during indoor cycling, but outdoor cycling offered superior benefits in motivation, enjoyment, and future engagement intentions. No significant differences were found between VRC and ERC in promoting intentions for outdoor activities, suggesting both technologies could be equally effective. Full article
(This article belongs to the Special Issue Movement Analysis in Sports and Physical Therapy)
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<p>Randomized allocation to the different conditions.</p>
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<p>Outdoor cycling route for OUTC/VRC conditions.</p>
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14 pages, 1878 KiB  
Article
XR MUSE: An Open-Source Unity Framework for Extended Reality-Based Networked Multi-User Studies
by Stéven Picard, Ningyuan Sun and Jean Botev
Virtual Worlds 2024, 3(4), 404-417; https://doi.org/10.3390/virtualworlds3040022 - 2 Oct 2024
Viewed by 497
Abstract
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies [...] Read more.
In recent years, extended reality (XR) technologies have been increasingly used as a research tool in behavioral studies. They allow experimenters to conduct user studies in simulated environments that are both controllable and reproducible across participants. However, creating XR experiences for such studies remains challenging, particularly in networked, multi-user setups that investigate collaborative or competitive scenarios. Numerous aspects need to be implemented and coherently integrated, e.g., in terms of user interaction, environment configuration, and data synchronization. To reduce this complexity and facilitate development, we present the open-source Unity framework XR MUSE for devising user studies in shared virtual environments. The framework provides various ready-to-use components and sample scenes that researchers can easily customize and adapt to their specific needs. Full article
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<p>XR MUSE framework structure. The packages act as an intermediate between the infrastructure (i.e., common toolkits for XR development) and application (XR-based collaboration) layers.</p>
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<p>Conceptual division of the example environment. The table surface (checkered) is shared, whereas the left (horizontally ruled) and right (vertically ruled) areas belong to individual users.</p>
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<p>Digital content in XR includes objects and tools, as well as intangible items like virtual cavities or information panels that might be shared between or accessible only to individual users.</p>
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<p>Example usage of custom collisions triggering the material outline for objects in proximity. (<b>a</b>) Screenshot, custom colliders set to invisible. (<b>b</b>) Screenshot, custom colliders set to visible.</p>
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<p>Example material combination sequence, from two source objects to the final product. (<b>a</b>) Screenshot, hammering together source objects. (<b>b</b>) Screenshot, resulting target sphere object.</p>
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<p>Outline view of the panels in the example scene with available combinations and objectives.</p>
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<p>Example dual-transform design with the typed collision system on the parent.</p>
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<p>User moving object through child transform, parent transform snapping to new position.</p>
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<p>Network update of parent transform’s position, child transform snapping to new position.</p>
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<p>Aggregated per-user values affecting the scene for both users (progress display, animation).</p>
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<p>Simplified UML diagram for UserSyncedValues and DataRegister components reflection.</p>
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<p>Example set of scene elements loaded from text files.</p>
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<p>Scene after the TIMELINE_LOAD event.</p>
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<p>File-based definition of task start following a timer.</p>
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13 pages, 4726 KiB  
Article
Enhancing Multisensory Virtual Reality Environments through Olfactory Stimuli for Autobiographical Memory Retrieval
by Vasilică-Gabriel Sasu, Dragoș Cîrneci, Nicolae Goga, Ramona Popa, Răzvan-Florin Neacșu, Maria Goga, Ioana Podina, Ioan Alexandru Bratosin, Cosmin-Andrei Bordea, Laurențiu Nicolae Pomana, Antonio Valentin Stan and Bianca Popescu
Appl. Sci. 2024, 14(19), 8826; https://doi.org/10.3390/app14198826 - 1 Oct 2024
Viewed by 515
Abstract
This paper examines the use of multisensory virtual reality (VR) as a novel approach in psychological therapy for autobiographical memory retrieval with benefits for cognitive enhancement, stress reduction, etc. Previous studies demonstrated improved outcomes in treating various psychological conditions (affective disorders and PTSD). [...] Read more.
This paper examines the use of multisensory virtual reality (VR) as a novel approach in psychological therapy for autobiographical memory retrieval with benefits for cognitive enhancement, stress reduction, etc. Previous studies demonstrated improved outcomes in treating various psychological conditions (affective disorders and PTSD). Technological advancements in VR, such as olfactory integration, can contribute to the realism and therapeutic potential of these environments. The integration of various physical stimuli with VR holds promising potential for psychological therapies and highlights the need for further interdisciplinary research. In this pilot study, we tested the efficacy of a new system for triggering autobiographical memory retrieval. For this, we used images combined with odors in a congruent manner and offering participants the chance to interact with the VR environment by using two virtual hands. We evaluated the efficacy of this system using qualitative methods, with emphasis on the evaluation of the emotions associated with memory recollection and the ease of triggering memories. All participants in our pilot study experienced intense emotions related to childhood or adolescence, and the pleasant feelings they had during the experiment persisted even after it ended. This is an advancement to what exists currently and provides original research elements for our paper. Full article
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<p>Odor dispenser mechanism 3D and 2D renderings.</p>
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<p>VR interaction with an orange.</p>
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<p>First scene with oranges.</p>
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<p>Second scene in a jasmine field.</p>
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<p>Using the VR system for autobiographical memory retrieval. A participant is wearing the VR headset on their head and recalling an autobiographical episode, while the experimenter follows the image that the subject sees in the VR headset on the screen.</p>
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16 pages, 767 KiB  
Article
Impact of Serial Casting on Autonomic Nervous System Responses during Virtual Reality Tasks in Children with Cerebral Palsy: A Pilot Study Comparing Orthoses and Barefoot Conditions
by Marisa de Paula Paro, Raísa Marques de Sousa, Juliana Perez Martinez, Amanda Orasmo Simcsik, Marina Junqueira Airoldi, Rodrigo Martins Dias, Íbis Ariana Peña de Moraes, Fernando Henrique Magalhães, Carlos Bandeira de Mello Monteiro and Talita Dias daSilva-Magalhães
Brain Sci. 2024, 14(10), 1000; https://doi.org/10.3390/brainsci14101000 - 30 Sep 2024
Viewed by 384
Abstract
Cerebral palsy (CP) is a group of movement disorders that impair posture and mobility, often leading to spasticity and joint contractures. Interventions like serial casting are commonly used to improve joint mobility and manage spasticity in children with CP. However, its effects on [...] Read more.
Cerebral palsy (CP) is a group of movement disorders that impair posture and mobility, often leading to spasticity and joint contractures. Interventions like serial casting are commonly used to improve joint mobility and manage spasticity in children with CP. However, its effects on the autonomic nervous system (ANS) remain unclear. This study aimed to evaluate the effects of serial casting and ankle–foot orthoses (AFOs) on ANS responses during a virtual reality (VR) standing task, comparing these interventions with a barefoot condition. Thirty children with CP were randomized into three groups (n = 10 per group): serial casting, AFOs, and barefoot. Heart rate variability (HRV) was used to assess ANS responses across three phases: seated rest, VR task, and recovery. The results showed that the serial casting group exhibited higher sympathetic activity during rest compared to the other groups, but had a reduced sympathetic response during the VR task. Additionally, the serial casting group displayed a more pronounced parasympathetic rebound during recovery, similar to the orthoses and barefoot groups. While serial casting provides essential joint stability, it alters ANS response patterns, leading to heightened sympathetic activation at rest, without providing significant improvements in ANS behavior during physical activity. Full article
22 pages, 1710 KiB  
Review
Decentralized Identity Management for Metaverse-Enhanced Education: A Literature Review
by Maria Polychronaki, Michael G. Xevgenis, Dimitrios G. Kogias and Hellen C. Leligou
Electronics 2024, 13(19), 3887; https://doi.org/10.3390/electronics13193887 - 30 Sep 2024
Viewed by 293
Abstract
As we transition into the era of Web 3.0, where decentralized information and user privacy are paramount, emerging technologies are reshaping the way in which personal data are managed. This paper focuses on decentralized identity management (DID) in the metaverse, particularly within the [...] Read more.
As we transition into the era of Web 3.0, where decentralized information and user privacy are paramount, emerging technologies are reshaping the way in which personal data are managed. This paper focuses on decentralized identity management (DID) in the metaverse, particularly within the education sector, which has rapidly embraced digital tools for e-learning, especially since the COVID-19 pandemic. Technologies such as blockchain, artificial intelligence (AI), and virtual and augmented reality (VR/AR) are increasingly integrated into educational platforms, raising questions about privacy, security, and interoperability. This literature review examines the current landscape of DID in metaverse-based educational applications. Through a systematic methodology, relevant academic papers were identified, filtered, and analyzed based on four key criteria: standardization, interoperability, application scalability, and security/privacy considerations. The paper provides a comparative analysis of these papers to assess the maturity of DID implementations, highlight existing challenges, and suggest future research directions in the intersection of decentralized identity and educational metaverse applications. Full article
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<p>Methodology stages.</p>
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<p>Target area of the literature review.</p>
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<p>Literature databases search results after filtering.</p>
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<p>Focus area graph of referenced literature.</p>
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<p>Type of contribution graph of referenced literature.</p>
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<p>DIM standardization and interoperability graph of referenced literature.</p>
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37 pages, 4094 KiB  
Systematic Review
Effectiveness of Virtual Reality in Healthcare Education: Systematic Review and Meta-Analysis
by Hyunkyung Sung, Mikyung Kim, Jangkyung Park, Namin Shin and Yejin Han
Sustainability 2024, 16(19), 8520; https://doi.org/10.3390/su16198520 - 30 Sep 2024
Viewed by 1309
Abstract
As technology advances, virtual reality (VR) is increasingly being integrated into healthcare education to enhance learning outcomes. This systematic literature review and meta-analysis examined the effectiveness of virtual reality-based healthcare education. Randomized controlled trials (RCTs) published over the past 10 years were retrieved [...] Read more.
As technology advances, virtual reality (VR) is increasingly being integrated into healthcare education to enhance learning outcomes. This systematic literature review and meta-analysis examined the effectiveness of virtual reality-based healthcare education. Randomized controlled trials (RCTs) published over the past 10 years were retrieved from 10 databases using VR, healthcare, and education as the primary keywords. Following the inclusion and exclusion criteria, 45 studies were included in the final analysis. A meta-analysis was performed to analyze the effects of VR in terms of knowledge, skill, and attitude. The results revealed that the use of VR significantly improved the knowledge (SMD: 0.28, 95% CI: 0.18–0.39, p < 0.001) and skill scores (SMD: 0.23, 95% CI: 0.11–0.34, p < 0.001), shortened the skill performance time (SMD: −0.59, 95% CI: −0.82 to −0.35, p < 0.001), and improved the satisfaction (SMD: 0.65, 95% CI: 0.48–0.81, p < 0.001) and confidence levels (SMD: 0.60, 95% CI: 0.41–0.80, p < 0.001). The in-depth analysis highlighted the significant potential of VR and provided practical implications in educational settings. In conclusion, effectively integrating VR with traditional educational methods is necessary to enhance both the quality of learning and the overall competence of healthcare professionals. Full article
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<p>The PRISMA flowchart.</p>
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<p>Yearly publication trend in the included studies.</p>
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<p>Geographical distribution of the included studies.</p>
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<p>Risk of bias analysis of the included study.</p>
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<p>Forest plot for the effects of VR on knowledge.</p>
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<p>Forest plot for effects of VR on the skill performance score.</p>
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<p>Forest plot for effects of VR on skill performance time.</p>
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<p>Forest plot for the effects of VR on satisfaction.</p>
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<p>Forest plot for the effects of VR on confidence.</p>
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10 pages, 3460 KiB  
Article
Ultrahigh-Reflectivity Circularly Polarized Mirrors Based on the High-Contrast Subwavelength Chiral Metasurface
by Bo Cheng, Botao Jiang, Yuxiao Zou and Guofeng Song
Photonics 2024, 11(10), 923; https://doi.org/10.3390/photonics11100923 - 30 Sep 2024
Viewed by 392
Abstract
The circularly polarized laser sources are core components for many optical applications such as biomedicine, quantum technology, and AR/VR. However, conventional techniques make it difficult to further diminish the size of circularly polarized lasers. Thus, the high-contrast subwavelength chiral metasurface (HCCM) with a [...] Read more.
The circularly polarized laser sources are core components for many optical applications such as biomedicine, quantum technology, and AR/VR. However, conventional techniques make it difficult to further diminish the size of circularly polarized lasers. Thus, the high-contrast subwavelength chiral metasurface (HCCM) with a 980 nm operating wavelength is numerically investigated. The HCCM is composed of chiral metasurfaces modulating the circular dichroism of reflectance and 6 pairs of Distributed Bragg Reflectors (DBR) with 55% reflectivity. The reason that the HCCM has an ultra-high reflectivity (99.9%) at the operating wavelength of 980 nm is the combination of the optical refractive index difference between the GaAs metasurface and the AlOx substrate and weak destructive interference in the AlOx support layer. In addition, the circular dichroism of the chiral metasurfaces (2.1%) is mainly caused by the displacement of two square air holes in opposite directions, thus transforming the unit cell of the metasurface from C2 symmetry to chiral symmetry. The reflector has the advantages of a simple structure and miniaturization, which is expected to greatly reduce the fabrication difficulty and cost of the circular polarization VCSELs. Full article
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<p>The high-contrast subwavelength chiral metasurface (HCCM). (<b>a</b>) The role of the HCCM in silicon-based 980 nm VCSEL system. (<b>b</b>) The three-dimensional structure of the HCCM consists of the chiral reflective metasurface and the upper-DBRs. (<b>c</b>) The front view of the HCCM. The h0 = 79.5 nm, h1 = 69.5 nm, hs = 400 nm, hg = 220 nm. (<b>d</b>) The front view of the chiral reflective metasurface in HCCM. a1 = 360 nm, a2 = 360 nm, dx = 80 nm, p1 = 800 nm. The chiral reflective metasurface consists of the GaAs layer with air holes and AlOx substrate. The upper DBRs consist of 6 pairs of interleaved high (GaAs) and low (AlGaAs) refractive index layers.</p>
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<p>(<b>a</b>) Reflectance CD spectrum of the chiral reflective metasurface with two air holes. (<b>b</b>) Effect of the displacement of air holes dx on the CD. (<b>c</b>) The reflectance spectrum of different dx. (<b>d</b>–<b>f</b>) Distribution of electric field intensity of the XZ cross-section at different peaks. (<b>g</b>–<b>i</b>) Distribution of electric field intensity of the YZ cross-section at different peaks.</p>
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<p>(<b>a</b>) Reflectance spectrum of the chiral reflective metasurface at different refractive index differences. (<b>b</b>) the multipole expansion at the LCP incidence. (<b>c</b>,<b>d</b>) Distribution of electric field intensity of different peaks.</p>
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<p>(<b>a</b>) Effect of the number of pairs of DBR on the reflection. (<b>b</b>) Impact of the thickness (hs) of AlOx on the HCCM. (<b>c</b>,<b>d</b>) Distribution of electric field intensity of different cross-sections at some hs in case of LCP incidence.</p>
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<p>(<b>a</b>) Reflectance spectrum of the HCCM. (<b>b</b>–<b>d</b>) Effect of the radius of the rounded corner, mesh size, and errors in refractive index on the reflectance of the HCCM, respectively.</p>
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18 pages, 5642 KiB  
Article
Well-Being and Sustainable Utilization of Forest Environment with Diverse Vegetation Distributions
by Yu Gao, Yingna Zhang, Weikang Zhang, Huan Meng, Zhi Zhang and Tong Zhang
Sustainability 2024, 16(19), 8469; https://doi.org/10.3390/su16198469 - 29 Sep 2024
Viewed by 369
Abstract
Forest landscape space is the basic unit of forest landscape resources. Healthy forest landscape resources can not only improve the sustainable cycle of forest ecological service function, but also have a positive impact on human health and well-being. Evidence supports the view that [...] Read more.
Forest landscape space is the basic unit of forest landscape resources. Healthy forest landscape resources can not only improve the sustainable cycle of forest ecological service function, but also have a positive impact on human health and well-being. Evidence supports the view that the forest environment is beneficial to people’s health, and further discussion of the dose response between environmental attributes and physical and mental recovery has been widely carried out by scholars. As an important component of environmental attributes, it is necessary to clarify the relationship between vegetation distribution and users’ health in order to better plan, design, and utilize forest environmental resources. This study mainly used the virtual immersive forest environment video in VR, and used the difference test in SPSS 23.0 to clarify whether the distribution of vegetation in the forest environment will affect the physiological and psychological recovery effect of users. The main results are as follows: (1) Experiencing the forest environment can promote users’ physiological and psychological health, and its recovery effect is significantly better than the indoor environment (p < 0.05). (2) The distribution of vegetation in the forest environment will affect users’ physiological and psychological recovery effect. Among them, in the cluster and randomly distributed forest environments, the relaxation and concentration of users can be improved mainly by alleviating their negative emotions. In the evenly distributed forest environment, users mainly achieve the purpose of relaxation by improving their vitality and positive emotions. These results show that the distribution of vegetation is one of the factors for the restoration of forest environment. In the future design and management of the forest environment, the health and well-being of users can be effectively enhanced by getting involved with the vegetation distribution in the site, aiming to provide a scientific basis for the promotion of the rehabilitation function of forest landscape space and its sustainable utilization, thus promoting the sustainable development of forest resources and improving people’s quality of life. Full article
(This article belongs to the Section Health, Well-Being and Sustainability)
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<p>Study areas and study materials, created by Yu Gao (Shenyang Agricultural University). Note: the forest environment in this study mainly refers to the plant space composed of trees, which has beautiful scenery visually and can provide visitors with entertainment, viewing, learning, rest, and other activities functionally. (<b>A</b>): study areas. (<b>B</b>): Survey drawings and field survey photos. (<b>C</b>): study materials.</p>
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<p>Experimental flow chart and experimental photos, created by Yu Gao (Shenyang Agricultural University).</p>
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<p>Differences of users’ physiological and psychological indices between baseline and pre-test. Note: *: <span class="html-italic">p</span> &lt; 0.05; **: <span class="html-italic">p</span> &lt; 0.01.</p>
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<p>Restoration effects and differences between indoor environment and forest environment. Note: *: <span class="html-italic">p</span> &lt; 0.05; **: <span class="html-italic">p</span> &lt; 0.01.</p>
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<p>Restoration effect and difference of users in forest environment with different vegetation distribution. Note: *: <span class="html-italic">p</span> &lt; 0.05; **: <span class="html-italic">p</span> &lt; 0.01.</p>
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14 pages, 1401 KiB  
Article
Development and Usability Assessment of Virtual Reality- and Haptic Technology-Based Educational Content for Perioperative Nursing Education
by Hyeon-Young Kim
Healthcare 2024, 12(19), 1947; https://doi.org/10.3390/healthcare12191947 - 29 Sep 2024
Viewed by 496
Abstract
Background/Objectives: In perioperative nursing practice, nursing students can engage in direct, in-person clinical experiences in perioperative environments; however, they face limitations due to infection and contamination risks. This study aimed to develop and evaluate educational content for perioperative clinical practice for nursing students [...] Read more.
Background/Objectives: In perioperative nursing practice, nursing students can engage in direct, in-person clinical experiences in perioperative environments; however, they face limitations due to infection and contamination risks. This study aimed to develop and evaluate educational content for perioperative clinical practice for nursing students using virtual reality (VR) and haptic technology. Methods: The program, based on the Unity Engine, was created through programming and followed the system development lifecycle (SDLC) phases of analysis, design, implementation, and evaluation. This program allows nursing students to engage in perioperative practice using VR and haptic technology, overcoming previous environmental limitations and enhancing practical and immersive experiences through multi-sensory stimuli. Results: Expert evaluations indicated that the developed content was deemed suitable for educational use. Additionally, a usability assessment with 29 nursing students revealed high levels of presence, usability, and satisfaction among the participants. Conclusions: This program can serve as a foundation for future research on VR-based perioperative nursing education. Full article
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<p>Development process of VR and haptic-based perioperative nursing education content.</p>
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<p>Algorithm for integrating VR-based haptic technology in perioperative nursing training programs.</p>
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<p>Illustrative screenshots from the VR-based haptic training program for perioperative nursing.</p>
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16 pages, 5464 KiB  
Article
Estimation of Cotton SPAD Based on Multi-Source Feature Fusion and Voting Regression Ensemble Learning in Intercropping Pattern of Cotton and Soybean
by Xiaoli Wang, Jingqian Li, Junqiang Zhang, Lei Yang, Wenhao Cui, Xiaowei Han, Dulin Qin, Guotao Han, Qi Zhou, Zesheng Wang, Jing Zhao and Yubin Lan
Agronomy 2024, 14(10), 2245; https://doi.org/10.3390/agronomy14102245 - 29 Sep 2024
Viewed by 332
Abstract
The accurate estimation of soil plant analytical development (SPAD) values in cotton under various intercropping patterns with soybean is crucial for monitoring cotton growth and determining a suitable intercropping pattern. In this study, we utilized an unmanned aerial vehicle (UAV) to capture visible [...] Read more.
The accurate estimation of soil plant analytical development (SPAD) values in cotton under various intercropping patterns with soybean is crucial for monitoring cotton growth and determining a suitable intercropping pattern. In this study, we utilized an unmanned aerial vehicle (UAV) to capture visible (RGB) and multispectral (MS) data of cotton at the bud stage, early flowering stage, and full flowering stage in a cotton–soybean intercropping pattern in the Yellow River Delta region of China, and we used SPAD502 Plus and tapeline to collect SPAD and cotton plant height (CH) data of the cotton canopy, respectively. We analyzed the differences in cotton SPAD and CH under different intercropping ratio patterns. It was conducted using Pearson correlation analysis between the RGB features, MS features, and cotton SPAD, then the recursive feature elimination (RFE) method was employed to select image features. Seven feature sets including MS features (five vegetation indices + five texture features), RGB features (five vegetation indices + cotton cover), and CH, as well as combinations of these three types of features with each other, were established. Voting regression (VR) ensemble learning was proposed for estimating cotton SPAD and compared with the performances of three models: random forest regression (RFR), gradient boosting regression (GBR), and support vector regression (SVR). The optimal model was then used to estimate and visualize cotton SPAD under different intercropping patterns. The results were as follows: (1) There was little difference in the mean value of SPAD or CH under different intercropping patterns; a significant positive correlation existed between CH and SPAD throughout the entire growth period. (2) All VR models were optimal when each of the seven feature sets were used as input. When the features set was MS + RGB, the determination coefficient (R2) of the validation set of the VR model was 0.902, the root mean square error (RMSE) was 1.599, and the relative prediction deviation (RPD) was 3.24. (3) When the features set was CH + MS + RGB, the accuracy of the VR model was further improved, compared with the feature set MS + RGB, the R2 and RPD were increased by 1.55% and 8.95%, respectively, and the RMSE was decreased by 7.38%. (4) In the intercropping of cotton and soybean, cotton growing under 4:6 planting patterns was better. The results can provide a reference for the selection of intercropping patterns and the estimation of cotton SPAD. Full article
(This article belongs to the Special Issue AI, Sensors and Robotics for Smart Agriculture—2nd Edition)
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<p>Study area diagram.</p>
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<p>Visible image soil background removal. (<b>a</b>) Visible raw image; (<b>b</b>) image after removal of soil background.</p>
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<p>Schematic diagram of voting regression integration.</p>
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<p>Cotton growth in different intercropping ratio patterns. (<b>a</b>) Cotton SPAD in different intercropping ratio patterns; (<b>b</b>) cotton plant height in different intercropping ratio patterns.</p>
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<p>Scatter plot between SPAD and CH.</p>
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<p>Correlation coefficients between input features and SPAD of cotton.</p>
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<p>Accuracy of cotton SPAD estimation with different feature types and different models. (<b>a</b>) R<sup>2</sup>; (<b>b</b>) RMSE; (<b>c</b>) RPD.</p>
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<p>Scatterplot of the estimation model with RGB features and with MS + RGB + CH features as input. (<b>a</b>) Scatterplot of RFR model based on RGB; (<b>b</b>) scatterplot of GBR model based on RGB; (<b>c</b>) scatterplot of SVR model based on RGB; (<b>d</b>) scatterplot of VR model based on RGB; (<b>e</b>) scatterplot of RFR model based on MS + RGB + CH; (<b>f</b>) scatterplot of GBR model based on MS + RGB + CH; (<b>g</b>) scatterplot of SVR model based on MS + RGB + CH; (<b>h</b>) MS + RGB + CH based VR model scatterplot.</p>
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<p>Scatterplot of the estimation model with RGB features and with MS + RGB + CH features as input. (<b>a</b>) Scatterplot of RFR model based on RGB; (<b>b</b>) scatterplot of GBR model based on RGB; (<b>c</b>) scatterplot of SVR model based on RGB; (<b>d</b>) scatterplot of VR model based on RGB; (<b>e</b>) scatterplot of RFR model based on MS + RGB + CH; (<b>f</b>) scatterplot of GBR model based on MS + RGB + CH; (<b>g</b>) scatterplot of SVR model based on MS + RGB + CH; (<b>h</b>) MS + RGB + CH based VR model scatterplot.</p>
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<p>Cotton SPAD estimation accuracy statistics for RFR, GBR, SVR, and VR. (<b>a</b>) R<sup>2</sup>; (<b>b</b>) RMSE; (<b>c</b>) RPD.</p>
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<p>Spatial distribution of SPAD in cotton at different fertility stages. (<b>a</b>) Bud stage; (<b>b</b>) early flowering stage; (<b>c</b>) full flowering stage.</p>
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5 pages, 181 KiB  
Editorial
Advances in Human–Machine Interaction, Artificial Intelligence, and Robotics
by Juan Ernesto Solanes, Luis Gracia and Jaime Valls Miro
Electronics 2024, 13(19), 3856; https://doi.org/10.3390/electronics13193856 - 29 Sep 2024
Viewed by 444
Abstract
The convergence of artificial intelligence (AI), robotics, and immersive technologies such as augmented reality (AR), virtual reality (VR), and extended reality (XR) is transforming the way humans interact with machines [...] Full article
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