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Development and Evaluation of a Collaborative Virtual Environment Supporting Self Feedbacks of Electroencephalogram

Akihiro Miyata, Shota Yamamoto, Masaki Hayashi, Takefumi Hayashi, Hiroshi Shigeno, Kenichi Okada
2008 22nd International Conference on Advanced Information Networking and Applications (aina 2008)  
To address this issue, we display electroencephalogram information to a virtual space by forward-backward model -zoom in/out of whole virtual space.  ...  Currently, there are many occasions to communicate with each other in the collaborative virtual environment.  ...  ACKNOWLEDGMENT This research was supported in part by the Ministry of Internal Affairs and Communications, SCOPE.  ... 
doi:10.1109/aina.2008.99 dblp:conf/aina/MiyataYHHSO08 fatcat:bz32knlpbnc73irce7kjueere4

Engagement Evaluation in a Virtual Learning Environment via Facial Expression Recognition and Self-Reports: A Preliminary Approach

Carlotta Olivetti, Violante, Vezzetti, Marcolin, Eynard
2019 Applied Sciences  
This study proposes a preliminary methodology to evaluate users' engagement in interacting with a virtual environment that consists of the integration between a self-report method (the user engagement  ...  Even if focused on a specific case study, i.e., the evaluation of the engagement in a virtual learning environment, this paper aims to propose a methodology that can be applied to all kinds of virtual  ...  Conflicts of Interest: The authors declare no conflicts of interest.  ... 
doi:10.3390/app10010314 fatcat:xkelvzpg5jhwroz533yc2nzdbm

Editorial: Embodying Tool Use: From Cognition to Neurorehabilitation

Giulia Galli, Yusuf Ozgur Cakmak, Jan Babič, Mariella Pazzaglia
2020 Frontiers in Human Neuroscience  
A substantial body of research on this Research Topic has focused on the developments and progress made in the embodiment of tools that extend the functionality of the body to support rehabilitation and  ...  Borrego et al. determined and compared the sense of embodiment and presence elicited by a virtual environment under different perspectives and levels of immersion in individuals with stroke.  ...  Conflict of Interest: The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.  ... 
doi:10.3389/fnhum.2020.585670 pmid:33192422 pmcid:PMC7606925 fatcat:5ehp4kyw7ve6nm6z37knv4mjqu

A Lean UX Process Model for Virtual Reality Environments Considering ADHD in Pupils at Elementary School in COVID-19 Contingency

Héctor Cardona-Reyes, Jaime Muñoz-Arteaga, Klinge Villalba-Condori, María Lorena Barba-González
2021 Sensors  
As a result of this proposal, a case study is presented in which the user experience is evaluated through the use of an interactive environment to support the special educational needs of elementary school  ...  Under this context, the use of technology has become an essential tool to face the challenges of daily life, and virtual reality can be an alternative in the development of solutions that effectively support  ...  Satisfaction At the end of the game, I felt happy. At the end of the game, I felt calm. At the end of the game, I felt annoyed. What did I like most about playing the game?  ... 
doi:10.3390/s21113787 pmid:34070754 fatcat:nu5zz4g6tnh2vnad5iguyc626a

The Impact of Technology on People with Autism Spectrum Disorder: A Systematic Literature Review

Katherine Valencia, Cristian Rusu, Daniela Quiñones, Erick Jamet
2019 Sensors  
This systematic literature review shows that the development and evaluation of systems and applications for users with ASD is very promising.  ...  The use of technological advancements such as virtual agents, artificial intelligence, virtual reality, and augmented reality undoubtedly provides a comfortable environment that promotes constant learning  ...  [18] developed an exploratory study to evaluate the effectiveness of the use of Kinect as a tool to allow people with ASD to explore works of art in a touchless virtual environment and assess whether  ... 
doi:10.3390/s19204485 pmid:31623200 pmcid:PMC6832622 fatcat:mt3fornep5es5br3e2raviqeam

ConVRgence (VRIC) Virtual Reality International Conference Proceedings

Simon Richir
2020 International Journal of Virtual Reality  
This issue gathers all the articles presented at the scientific conference ConVRgence (VRIC) which took place during Laval Virtual World 2020 (April 22-24).  ...  Acknowledgments This part of the work is done within the framework of the NUMERILAB project, supported by FEDER and the NORMANDY REGION.  ...  This research application uses a 3D model data "Miraikomachi" under the following usage guideline.  ... 
doi:10.20870/ijvr.2020...3316 fatcat:d4dsvhql3ba5ros3xke2wb3efy

Effects of Guided and Unguided Style Learning on User Attention in a Virtual Environment [chapter]

Jayoung J. Goo, Kyoung S. Park, Moonhoen Lee, Jieun Park, Minsoo Hahn, Hyungil Ahn, Rosalind W. Picard
2006 Lecture Notes in Computer Science  
We conducted a study where users performed guided or unguided style learning in the virtual environment while user attention was measured through an eye tracking system and physiological sensors.  ...  In this paper, we investigated the effects of guided and unguided style VR learning on user attention and retained knowledge.  ...  Acknowledgements This research was supported by the MIC (Ministry of Information and Communication), Korea, under the ICU Digital Media Lab support program supervised by the IITA (Institute of Information  ... 
doi:10.1007/11736639_151 fatcat:h6a2caey45dmvmuu4367x3imve

Usability and Effectiveness of Immersive Virtual Grocery Shopping to Assess Cognitive Fatigue in Healthy Controls: Protocol for a Randomized Control Trial (Preprint)

Jim Holdnack, Patricia Flatley Brennan
2021 JMIR Research Protocols  
Phase 1 is a user experience study for testing the software functionality, user interface, and realism of the virtual shopping environment.  ...  Immersive virtual reality provides an experimental environment that enables the precise measurement of the response of an individual to complex stimuli in a controlled environment.  ...  They appreciate the collaboration with Tyson and Nestle USA, Inc, who shared product images that improved the overall quality and realism of the shopping environment.  ... 
doi:10.2196/28073 fatcat:sdj6ruebsvbkdoxzmqfbsyx5xa

Dynamic Immersive Visualisation Environments: Enhancing Pedagogical Techniques

Max M. North, Sarah M North
2019 Australasian Journal of Information Systems  
An immersive visualization environment was designed and developed, and then an experimental research model was considered and conducted accordingly.  ...  Immersive visualization environment models and experiments showed significant improvement in the effectiveness and efficiency of pedagogical techniques, enhancing the learning and teaching of abstract  ...  Acknowledgment This effort was supported by an immersive visualization environment equipment grant from the Army Research Office (ARO) of the Department of Defense (DoD) and assistance from the PSLSAMP  ... 
doi:10.3127/ajis.v23i0.2109 fatcat:iwstobtvafgv7nyweojtkyftvy

Computers in talk-based mental health interventions

David Coyle, Gavin Doherty, Mark Matthews, John Sharry
2007 Interacting with computers  
in virtual environments.  ...  Work is now ongoing to evaluate PlayWrite and develop a series of games, supporting a variety of theoretical models and targeting a range of disorders.  ... 
doi:10.1016/j.intcom.2007.02.001 fatcat:qeo7afucxnh2rp7k2rbem47nhm

Using Serious Games for Intangible Cultural Heritage (ICH) Education: A Journey into the Canto a Tenore Singing Style

Francesca Maria Dagnino, Francesca Pozzi, Giacomo Cozzani, Luca Bernava
2017 Proceedings of the 12th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications  
Serious games are being increasingly adopted to sustain teaching and learning in a variety of educational fields (school education, etc.); the cultural heritage field does not make an exception,  ...  Serious games present additional advantages in terms of learning experience: besides supporting constructive, experiential and situated learning, they are able to promote self-regulated learning and collaboration  ...  in a cultural heritage environment, different aspects of history through their interactions with a crowd of virtual authentic Roman avatars.  ... 
doi:10.5220/0006347004290435 dblp:conf/visapp/DagninoPCB17 fatcat:n725nwgstfd63nuf7ditcqmz4y

Augmenting the Senses: A Review on Sensor-Based Learning Support

Jan Schneider, Dirk Börner, Peter van Rosmalen, Marcus Specht
2015 Sensors  
The analysis leads to current research foci and gaps in the development of sensor-based learning support systems and concludes with a research agenda based on the findings.  ...  In recent years sensor components have been extending classical computer-based support systems in a variety of applications domains (sports, health, etc.).  ...  It monitors and keeps track of the user's activities. It monitors the glucose condition of the user. It adapts a virtual learning environment according to the learner's actions and interests.  ... 
doi:10.3390/s150204097 pmid:25679313 pmcid:PMC4367401 fatcat:mzps3bkhlbesdju7akgkn7znmy

Personal Investigator: A therapeutic 3D game for adolecscent psychotherapy

David Coyle, Mark Matthews, John Sharry, Andy Nisbet, Gavin Doherty
2005 Interactive Technology and Smart Education  
Previously demonstrated benefits of computer games and interactive narrative systems in education include increased motivation, increased self-esteem, improved problem solving and discussion skills and  ...  PI is an implementation of a new computer mediated model for how therapists and adolescents can engage.  ...  PI was developed as part of the Virtually Healthy project and funded by the Higher Education Authority of Ireland.  ... 
doi:10.1108/17415650580000034 fatcat:z5wrabvwkncj3gxldh3my64wde

Extended Reality for Smart Building Operation and Maintenance: A Review

Marco Casini
2022 Energies  
With the goal to bridge this gap, the article presents a thorough review of virtual reality (VR), augmented reality (AR), and mixed reality (MR) technologies and applications for smart building operation  ...  energy efficiency, comfort, and safety of building and infrastructures, and in supporting strategic decision making for the future smart city.  ...  Conflicts of Interest: The author declares no conflict of interest.  ... 
doi:10.3390/en15103785 fatcat:pnwnwsjkebdlhmctlqg7x6vt6e

Embodied reports in paramedicine mixed reality learning

Claudio Aguayo, Cristóbal Dañobeitia, Thomas Cochrane, Stephen Aiello, Stuart Cook, Alberto Cuevas
2018 Research in Learning Technology  
This paper is based on the second stage of a design-based research (DBR) project encompassing the initial prototyping of virtual reality (VR) simulation in paramedicine education using self-reported and  ...  Finally, we discuss the benefits of incorporating self-reported and biometric feedback data in paramedicine education in particular, and in technology-enhanced learning in general, for the design of meaningful  ...  The aim of the pilot was to triangulate self-reported subjective student feedback and objective HR and GSR biometric data with student learning, while engaged in a virtual paramedicine scenario.  ... 
doi:10.25304/rlt.v26.2150 fatcat:h5jykscouvholhscb4vjhh5644
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