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BACKGROUND: Education and learning are the most important goals of all universities. For this purpose, lecturers use various tools to grab the attention of students and improve their learning ability. Virtual reality refers to the subjective sensory experience of being immersed in a computer-mediated world, and has recently been implemented in learning environments. OBJECTIVE: The aim of this study was to analyze the effect of a virtual reality condition on students' learning ability and physiological state. METHODS: Students were shown 6 sets of videos (3 videos in a two-dimensional condition and 3 videos in a three-dimensional condition), and their learning ability was analyzed based on a subsequent questionnaire. In addition, we analyzed the reaction of the brain and facial muscles of the students during both the two-dimensional and three-dimensional viewing conditions and used fractal theory to investigate their attention to the videos. RESULTS: The learning ability of students was increased in the three-dimensional condition compared to that in the two-dimensional condition. In addition, analysis of physiological signals showed that students paid more attention to the three-dimensional videos. CONCLUSIONS: A virtual reality condition has a greater effect on enhancing the learning ability of students. The analytical approach of this study can be further extended to evaluate other physiological signals of subjects in a virtual reality condition.
- Klíčová slova
- brain, facial muscle, fractal theory, learning ability, virtual reality,
- MeSH
- lidé MeSH
- studenti MeSH
- učení fyziologie MeSH
- virtuální realita * MeSH
- Check Tag
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
There is growing interest in virtual reality (VR) training among competitive athletes and casual sports players alike as a tool to supplement real-life play within a highly controlled, intellectually stimulating environment. We examined data from a commercially available, recently released VR software for tennis for changes in and correlates of performance. Two most frequently used tasks were evaluated-Baseline Center and Quick Volley, which include Efficiency (both), Concentration (both), and Reaction Time (Quick Volley only) subtasks. In all, 1,124 (Baseline Center) and 745 (Quick Volley) users met inclusion criteria (completed more than four trials; active sometime between November 2022 and July 2023). We found that most users were male adults and were about evenly split between advanced/pro users and intermediate/beginner users. Two or three trajectories emerged across the subtasks. Performance gains were most pronounced on movement efficiency, especially early on. Adult users generally exhibited more improvement than junior users. Additionally, women and right-handed users improved more on Baseline Center subtasks, and advanced/pro users did better than intermediate/beginner users on Quick Volley subtasks. We discuss that, despite strong performance gains within VR environment, VR training may still reflect in better real-world performance, may increase confidence and accuracy of relevant movement, lower risk of injury, and present a welcome diversion from a potential monotony of performing sport-related tasks in purely real-world settings. Future research should explore the extent to which VR training transfers to real-world performance.
- Klíčová slova
- athletic training, tennis, virtual reality,
- MeSH
- dospělí MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- psychomotorický výkon fyziologie MeSH
- sportovní výkon * fyziologie MeSH
- tenis * MeSH
- virtuální realita * MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mladiství MeSH
- mladý dospělý MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
With the development of light microscopy, it is becoming increasingly easy to obtain detailed multicolor fluorescence volumetric data. The need for their appropriate visualization has become an integral part of fluorescence imaging. Virtual reality (VR) technology provides a new way of visualizing multidimensional image data or models so that the entire 3D structure can be intuitively observed, together with different object features or details on or within the object. With the need for imaging advanced volumetric data, demands for the control of virtual object properties are increasing; this happens especially for multicolor objects obtained by fluorescent microscopy. Existing solutions with universal VR controllers or software-based controllers with the need to define sufficient space for the user to manipulate data in VR are not usable in many practical applications. Therefore, we developed a custom gesture-based VR control system with a custom controller connected to the FluoRender visualization environment. A multitouch sensor disk was used for this purpose. Our control system may be a good choice for easier and more comfortable manipulation of virtual objects and their properties, especially using confocal microscopy, which is the most widely used technique for acquiring volumetric fluorescence data so far.
- Klíčová slova
- confocal microscopy, fluorescence microscopy, immersive visualization, microscopy images, touch control, touch sensor, virtual reality, volumetric data,
- MeSH
- gesta * MeSH
- konfokální mikroskopie MeSH
- software MeSH
- virtuální realita * MeSH
- Publikační typ
- časopisecké články MeSH
Protein structure determines biological function. Accurately conceptualizing 3D protein/ligand structures is thus vital to scientific research and education. Virtual reality (VR) enables protein visualization in stereoscopic 3D, but many VR molecular-visualization programs are expensive and challenging to use; work only on specific VR headsets; rely on complicated model-preparation software; and/or require the user to install separate programs or plugins. Here we introduce ProteinVR, a web-based application that works on various VR setups and operating systems. ProteinVR displays molecular structures within 3D environments that give useful biological context and allow users to situate themselves in 3D space. Our web-based implementation is ideal for hypothesis generation and education in research and large-classroom settings. We release ProteinVR under the open-source BSD-3-Clause license. A copy of the program is available free of charge from http://durrantlab.com/protein-vr/, and a working version can be accessed at http://durrantlab.com/pvr/.
- MeSH
- internet * MeSH
- konformace proteinů MeSH
- proteiny * chemie ultrastruktura MeSH
- virtuální realita * MeSH
- výpočetní biologie metody MeSH
- zobrazování trojrozměrné metody MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
- Research Support, N.I.H., Extramural MeSH
- Názvy látek
- proteiny * MeSH
Experts in forensic anthropology and medicine have become gradually accustomed to examining components of the human body in the virtual workspace. While the computer-assisted approach offers numerous benefits, the interactions with digital three-dimensional biological objects are often problematic, particularly if conducted with mouse, keyboard and flat-panel screen. The study focusses on feasibility of a virtual reality (VR) system for virtual restoration of fragmentary skeletal remains. The VR system was confronted with three cases of fragmentary remains. The cases were reassembled manually by twenty participants using a HTC Vive headset combined with an in-house application A.R.T. The same task was performed using a CloudCompare software in conjunction with a desktop peripheral. The two systems were compared in terms of time efficiency, the geometric properties of the resulting restorations, and convenience of use. Restoration using the VR system took approximately half the time the desktop set-up did. The VR system also yielded a lower error rate when a severely fragmented skull was reassembled. Ultimately, although the efficiency of the reassembling was shown to be strongly dependent on the operator's experience, the use of the VR system balanced out the uneven levels of proficiency in computer graphics. The current generation of virtual reality headsets has a strong potential to facilitate and improve tasks relating to the virtual restoration of fragmented skeletal remains. A VR system offers an intuitive digital working environment which is less affected by an operator's computer skills and practical understanding of the technology than the desktop systems are.
- Klíčová slova
- Fragmentation, Reassembly, Skeletal injuries, Virtual approach, Virtual reality,
- MeSH
- dospělí MeSH
- fraktury lebky diagnostické zobrazování MeSH
- lidé MeSH
- počítačové zpracování obrazu MeSH
- software MeSH
- soudní antropologie metody MeSH
- střelné rány diagnostické zobrazování MeSH
- studie proveditelnosti MeSH
- tělesné pozůstatky * MeSH
- virtuální realita * MeSH
- zobrazování trojrozměrné MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- srovnávací studie MeSH
BACKGROUND: The increasing complexity of mass casualty incidents (MCIs) necessitates highly effective training for emergency responders. Traditional training methods, while effective in teaching core skills, often fail to replicate the dynamic, high-pressure environments responders face in real-world crises. Virtual reality (VR) offers a novel approach to emergency training, providing an immersive, controlled setting that can simulate real-life scenarios. This study explores the effectiveness of VR in training paramedic students for MCIs and compares the outcomes to those from conventional training methods. METHODS: A comparative study was conducted with 37 paramedic students who underwent either VR-based training or conventional training using mannequins and real-world equipment. The VR application simulated a mass casualty car accident, focusing on triage and patient management. Both groups were assessed based on their performance in key areas, including the accuracy of situational reporting (METHANE), patient triage, heart rate monitoring, and perceived demand using the NASA Task Load Index (NASA-TLX). RESULTS: The VR group demonstrated significantly lower mental demand (p < 0.001) and frustration levels (p = 0.021) compared to traditional training. However, task completion times were slower in the VR setting (p < 0.001), likely due to the interface's unfamiliarity. Accuracy in situational reporting was higher in VR (p = 0.002), while heart rate monitoring did not reveal a significant difference between the groups (p = 0.516). Although VR did not reduce temporal demand (p = 0.057), it showed potential for improving focus and precision in training. Error rates in triage were similar across both training methods (p = 0.882), indicating comparable performance levels in patient classification. CONCLUSIONS: VR presents a promising tool for training emergency responders, particularly in situations that require rapid upskilling, such as crises or wars. The ability to simulate realistic, high-pressure scenarios in a controlled environment can enhance both cognitive and emotional preparedness. Further research is necessary to optimize VR systems and interfaces, making them more efficient for real-time decision-making. As VR technology advances, it holds potential as a key component in future emergency preparedness strategies.
- Klíčová slova
- Crisis simulation, Emergency preparedness, Mass casualty incidents, Paramedic training, Virtual reality training,
- MeSH
- dospělí MeSH
- first responder * výchova psychologie MeSH
- hromadné neštěstí * MeSH
- lidé MeSH
- plánování postupu v případě katastrof metody MeSH
- třídění pacientů metody MeSH
- virtuální realita * MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
Past studies suggest that learning a spatial environment by navigating on a desktop computer can lead to significant acquisition of spatial knowledge, although typically less than navigating in the real world. Exactly how this might differ when learning in immersive virtual interfaces that offer a rich set of multisensory cues remains to be fully explored. In this study, participants learned a campus building environment by navigating (1) the real-world version, (2) an immersive version involving an omnidirectional treadmill and head-mounted display, or (3) a version navigated on a desktop computer with a mouse and a keyboard. Participants first navigated the building in one of the three different interfaces and, afterward, navigated the real-world building to assess information transfer. To determine how well they learned the spatial layout, we measured path length, visitation errors, and pointing errors. Both virtual conditions resulted in significant learning and transfer to the real world, suggesting their efficacy in mimicking some aspects of real-world navigation. Overall, real-world navigation outperformed both immersive and desktop navigation, effects particularly pronounced early in learning. This was also suggested in a second experiment involving transfer from the real world to immersive virtual reality (VR). Analysis of effect sizes of going from virtual conditions to the real world suggested a slight advantage for immersive VR compared to desktop in terms of transfer, although at the cost of increased likelihood of dropout. Our findings suggest that virtual navigation results in significant learning, regardless of the interface, with immersive VR providing some advantage when transferring to the real world.
- MeSH
- dospělí MeSH
- lidé MeSH
- mladý dospělý MeSH
- podněty * MeSH
- učení fyziologie MeSH
- virtuální realita * MeSH
- znalosti * MeSH
- Check Tag
- dospělí MeSH
- lidé MeSH
- mladý dospělý MeSH
- mužské pohlaví MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- Research Support, U.S. Gov't, Non-P.H.S. MeSH
This article presents and offers Toggle Toolkit, which is an original collection of Unity scripts designed to control various aspects of interactive 3D experiments. The toolkit enables researchers in different fields to design, conduct and evaluate experiments and include interactive elements in immersive virtual environments. This was achieved by using the internal functionalities of the Unity engine and solutions of our own design. The structure of Toggle Toolkit allows triggers and toggles to be allocated to existing virtual objects and throughout the Unity scene. Once a trigger is executed (with a pre-described action, such as colliding with a virtual object, pressing a key, gazing at an object, etc.), the toggles associated with the trigger are activated and then change the attributes or behaviors of linked objects. All interactive behavior is logged and made available for further statistical analysis. Examples of applications in research are presented and discussed. The Toggle Toolkit's utility lies in its simplicity and modularity. The Toolkit was especially produced for experimenters with few coding skills and high customization requirements in their experiments. The tool is freely available for use in research and can be enhanced with custom scripts. A video tutorial is provided to facilitate use of the tool. The paper aims to not only introduce beginners to experimentation with VR but also offers more experienced researchers who are potentially interested in using and adjusting the features the Toolkit a deeper insight into its structure.
- Klíčová slova
- 3D visualization, Behavioral analysis, Dynamic visualization, Event logger, Experiment design, Interactivity, Virtual environment, Virtual reality,
- MeSH
- lidé MeSH
- uživatelské rozhraní počítače MeSH
- virtuální realita * MeSH
- Check Tag
- lidé MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH
The use of virtual reality (VR) in medicine is rapidly expanding, particularly in areas like pain management, surgical training, and mental health therapy. This study examines the implementation and effects of the Cold River VR application, a fully immersive tool designed to help manage pain and anxiety during dressing changes for burn trauma patients in a Czech hospital. The Cold River application immerses patients in a peaceful, interactive virtual environment, utilizing eye-tracking technology to engage them without the need for physical controllers, which could interfere with wound care. The study included 67 participants and found that Cold River effectively distracted patients, making the often painful and anxiety-provoking dressing changes more bearable. While stakeholder interviews indicated that the VR application was generally well-received and seen as a valuable tool in reducing patient discomfort, challenges such as lengthy calibration and occasional issues with nausea and headset discomfort were noted. Importantly, the Cold River application increased patient engagement and reduced the psychological burden associated with burn care, though it also highlighted the need for customization based on individual patient preferences and conditions. Overall, the experience with Cold River suggests that immersive VR holds significant potential for improving patient care during burn treatment, particularly when tailored to specific patient needs and contexts.
- Klíčová slova
- Pain, anxiety, burn treatment, stakeholder and patient experiences, virtual reality,
- MeSH
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- management bolesti metody MeSH
- mladý dospělý MeSH
- popálení * psychologie terapie MeSH
- senioři MeSH
- úzkost etiologie MeSH
- virtuální realita * MeSH
- Check Tag
- dospělí MeSH
- lidé středního věku MeSH
- lidé MeSH
- mladý dospělý MeSH
- mužské pohlaví MeSH
- senioři MeSH
- ženské pohlaví MeSH
- Publikační typ
- časopisecké články MeSH
- Geografické názvy
- Česká republika MeSH
We examined theories of cross-cultural differences in cognitive style on a sample of 242 participants representing five cultural groups (Czechia, Ghana, eastern and western Turkey, and Taiwan). The experiment involved immersive virtual environments consisting of two salient focal objects and a complex background as stimuli, which were presented using virtual reality headsets with integrated eye-tracking devices. The oculomotor patterns confirmed previous general conclusions that Eastern cultures have a more holistic cognitive style, while Western cultures predominantly have an analytic cognitive style. The differences were particularly noticeable between Taiwan and the other samples. However, we found that the broader cultural background of each group was perhaps just as important as geographical location or national boundaries. For example, observed differences between Eastern (more holistic style) and Western Turkey (more analytic style), suggest the possible influence of varying historical and cultural characteristics on the cognitive processing of complex visual stimuli.
- MeSH
- kultura MeSH
- kulturní charakteristiky MeSH
- lidé MeSH
- pohyby očí MeSH
- srovnání kultur * MeSH
- virtuální realita * MeSH
- Check Tag
- lidé MeSH
- Publikační typ
- časopisecké články MeSH
- práce podpořená grantem MeSH