Artificial Intelligence and Virtual Reality in Headache Disorder Diagnosis, Classification, and Management.
This review provides an overview of the current and future role of artificial intelligence (AI) and virtual reality (VR) in addressing the complexities inherent to the diagnosis, classification, and management of headache disorders. Through machine learning and natural language processing approaches, AI offers unprecedented opportunities to identify patterns within complex and voluminous datasets, including brain imaging data. This technology has demonstrated promise in optimizing diagnostic approaches to headache disorders and automating their classification, an attribute particularly beneficial for non-specialist providers. Furthermore, AI can enhance headache disorder management by enabling the forecasting of acute events of interest, such as migraine headaches or medication overuse, and by guiding treatment selection based on insights from predictive modeling. Additionally, AI may facilitate the streamlining of treatment efficacy monitoring and enable the automation of real-time treatment parameter adjustments. VR technology, on the other hand, offers controllable and immersive experiences, thus providing a unique avenue for the investigation of the sensory-perceptual symptomatology associated with certain headache disorders. Moreover, recent studies suggest that VR, combined with biofeedback, may serve as a viable adjunct to conventional treatment. Addressing challenges to the widespread adoption of AI and VR in headache medicine, including reimbursement policies and data privacy concerns, mandates collaborative efforts from stakeholders to enable the equitable, safe, and effective utilization of these technologies in advancing headache disorder care. This review highlights the potential of AI and VR to support precise diagnostics, automate classification, and enhance management strategies for headache disorders.
- Research Article
1
- 10.36348/jaep.2025.v09i04.004
- Apr 16, 2025
- Journal of Advances in Education and Philosophy
Anatomy education (AE) is poised for a substantial revolution, propelled by advancements in artificial intelligence (AI) and virtual reality (VR) technologies. These novel tools are set to transform the teaching and learning of anatomy, providing tailored, interactive, and immersive experiences that may improve student engagement, retention, and overall educational outcomes. The combination of AI and VR technologies in anatomy teaching can furnish students with a more thorough comprehension of the human body, facilitating a profound appreciation for the intricacies of anatomy. Furthermore, AI and VR technologies can enhance the cultivation of critical thinking and problem-solving abilities, which are vital for success in the medical field. AI and VR technologies can facilitate the connection between theoretical knowledge and practical application by offering students engaging and immersive learning experiences. Moreover, these technologies facilitate students' exploration of the human body in a highly detailed and realistic way, enabling them to visualize and engage with intricate anatomical processes. We hypothecate that the future of AE hinges on the integration of AI and VR as learning tools.
- Research Article
- 10.17072/1995-4190-2024-66-562-587
- Jan 1, 2024
- Вестник Пермского университета. Юридические науки
Introduction: the widespread use of cross-cutting digital technologies, as well as the recognition of their importance by the state, led in 2024 to the inclusion of the federal project Artificial Intelligence in the National Project for the Formation of the Data Economy for the period until 2030. Earlier, Russian legislation established the concept of cross-cutting technologies as cross-sectoral technological areas that ensure the creation of innovative products and services and have a significant impact on the development of the economy, radically changing existing markets and/or contributing to the formation of new markets. Among the most popular for application in various sectors of the economy today are such cross-cutting technologies as generative artificial intelligence, the Internet of Things (IoT), augmented and virtual reality. For example, artificial intelligence is increasingly being used to create content, control devices, and virtualize reality. In the context of existing practice, a discussion is developing on the need to balance the interests of the owners of artificial intelligence systems and other such technologies, the users of these systems, and third parties in the process of such interpretation and creation of multimodal data at the output. Purpose: basing on the analysis of Russian and foreign scientific concepts and using the example of generative artifi-cial intelligence, IoT, augmented and virtual reality, to form an idea of the directions of legal regulation of the appli-cation of advanced cross-sectoral technologies from the point of view of law. Methods: empirical methods of com-parison, description, interpretation; theoretical methods of formal and dialectical logic; special scientific methods: legal-dogmatic method and the method of interpretation of legal norms. Results: studying the problems that have arisen or may arise in law in connection with the use of cross-cutting technologies of cross-sectoral purposes (gener-ative artificial intelligence, IoT, virtual and augmented reality), the authors provide a general vision of the state and prospects of legal regulation of the relevant relations. The article considers possible legal approaches to granting protection to objects created with the help of artificial intelligence: copyright protection of a derivative work, legal protection of creative and non-creative photographic works, of original topologies of integrated circuits, of related rights for objects created with the help of artificial intelligence, legal regime of a non-creative database, phonogram, public domain, as well as sui generis legal regime within the framework of the institute of related rights for non-creative objects produced with the help of artificial intelligence. As the generation of content is often closely related to the work with data obtained and processed by means of the IoT technology, the authors put forward ideas regard-ing the harmonization of legislation in these areas. In addition, the use of augmented and virtual reality technologies also involves the creation of content in a certain sense. Conclusions: there is a need for the development of legal regulation addressing the issues of security, protection of personal data and other confidential information. It seems that there is being formed a special sphere of legal regulation related to the exercise of various types of human rights in information and telecommunication networks, when using the IoT as well as virtual and augmented reality tech-nologies. The approach that appears to be promising is defining the legal regime of objects created with the help of artificial intelligence as sui generis or, in the context of the Russian legal system, as rights related to non-creative objects. A positive consequence of the adoption of the regime of related rights for objects created with the help of AI technologies may be seen in that that such recognition will make it possible to protect objects that are currently not covered by any protection regime, which leads to abuse by various claimants to ownership of the rights.
- Research Article
20
- 10.1176/appi.neuropsych.20220187
- Jan 1, 2023
- The Journal of Neuropsychiatry and Clinical Neurosciences
The Medical Metaverse, Part 1: Introduction, Definitions, and New Horizons for Neuropsychiatry.
- Research Article
41
- 10.1176/appi.neuropsych.21030067
- Jul 1, 2021
- The Journal of neuropsychiatry and clinical neurosciences
Extended-Reality Technologies: An Overview of Emerging Applications in Medical Education and Clinical Care.
- Research Article
- 10.26907/2658-3321.2024.7.4.423-435
- Jan 1, 2024
- KAZAN LINGUISTIC JOURNAL
The aim of this article is to study the specifics of using virtual reality technology in the process of teaching foreign languages. The scientific and methodological literature on this issue is analyzed, and as a result of the analysis, the advantages, disadvantages, and difficulties of implementing this technology are identified. Despite the prospects of using VR technology in education, practical application is necessary to assess its effectiveness. Based on the obtained information, an attempt is made to provide recommendations for overcoming the difficulties of implementing and using VR in language education. These recommendations include supporting innovations in education, increasing teachers' competence in the field of virtual reality, expanding the diversity of VR content, standardizing the use of this technology in education, and controlling its impact on students' health.The research also concludes that the concept of "virtual reality in language education" requires clarification, and an attempt is made to define it. Key principles (didactic expediency, professional orientation, interactivity, connection of theory with practice) and approaches applicable in the process of using VR in teaching foreign languages are identified and substantiated. References Krasnova T.I. The Potential of Immersive Virtual Reality in Foreign Language Learning. 2023;1(98):89–91. (In Russ.) Hukalenko Y.S. Foreign Language Learning (Using English as an Example) with Virtual Reality Technology: A Review of Main Developments. News of the Eastern Institute. 2021; 2(50):118–128. (In Russ.) Bonner E., Reinders H. Augmented and Virtual Reality in the Language Classroom: Practical Ideas. Teaching English with Technology. 2018;3:33–53. Kotenko V.V. Problems and Opportunities of Using Augmented and Virtual Reality Technologies in Foreign Language Teaching. Lesgaft University Scientific Notes. 2020;3(181): 252–258. (In Russ.) Konnova Z.I., Semenova G.V. Augmented and Virtual Realities Technologies: Innovations in Foreign Language Teaching at University. Scientific Result. Pedagogy and Psychology of Education. 2021;3:53–65. (In Russ.) Borscheva V.V. Virtual Reality in Language Education: The Potential of Technology. Pedagogy and Psychology of Education. 2018;1:64–70. (In Russ.) Rolgaiser A.A. Application of Virtual and Augmented Reality Technologies in Foreign Language Teaching at University. Society: Sociology, Psychology, Pedagogy. 2022;5(97): 170–173. (In Russ.) Arvanitis P. VR vs AR are Suitable for the Development of Linguistic Skills in Second Language Teaching. INTED2019 Proceedings. 2019:2222–2228. Starodubtseva E.A. The Use of Virtual Reality Technology in Foreign Language Learning at University. Humanities Sciences. Bulletin of the Financial University. 2022;1:110–113. (In Russ.) Taran V.N. The Use of Augmented Reality in Teaching. Problems of Modern Pedagogical Education. 2018;2:333–337. (In Russ.) Dobrova V.V., Labzina P.G. Virtual Reality in Foreign Language Teaching. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2016; 4(32):55–60. (In Russ.) Troepolskaya A.P. Virtual Reality in Foreign Language Learning. 2022; 4(68):76–81. (In Russ.) Labzina P.G., Gureev M.V., Zhabin M.E., Novalov E.I. Principles of Teaching Professionally Oriented Foreign Language in Virtual Reality. Bulletin of the Samara State Technical University. Series Psychological and Pedagogical Sciences. 2017;4(36):79–89. (In Russ.) Rostovtseva P.P. Virtual Reality in the Foreign Language Learning Process. MNKO. 2023;2(99):233–235. (In Russ.) Krasnova T.I. Innovative Language Learning: Research on Immersive Virtual Environments. Society: Sociology, Psychology, Pedagogy. 2023;3(107):119–123. (In Russ.) Ivanova A.V. Virtual and Augmented Reality Technologies: Opportunities and Barriers to Application. Strategic Decisions and Risk Management. 2018;3(106):88–107. (In Russ.) Shakirova A.A. Digital Tools in Foreign Language Teaching at the University. Kazan Linguistic Journal. 2022;5(2):257–269. (In ) Krylova A.S. The Use of Augmented Reality for Educational Purposes. European Science. 2016;6(16):87–88. (In Russ.)
- Research Article
- 10.25683/volbi.2022.58.129
- Feb 20, 2022
- Бизнес. Образование. Право
Рассматриваются особенности применения технологий VR (виртуальной реальности) и AR (дополненной реальности) организациями финансовой сферы. Определяется специфика технологий виртуальной и дополненной реальности. Последовательно представлена история их продвижения на рынки, отмечены наиболее яркие факты, результаты совершенствования в контексте технологического прогресса (Sensorama, head-mounted display, «Кинокарта Аспена», устройство Eye Tap, коммерческая система RB2, VR-консоль компании SEGA Games Co., очки Oculus Rift и др.). Отмечаются области и возможности их применения. Изучена степень проникновения технологий виртуальной и дополненной реальности в деятельность финансовых организаций. Указаны основные направления их применения: приведены конкретные примеры интеграции VR- и AR-технологий в работу финансовых организаций. Систематизированы такие цели применения AR- и VR-технологий в финансовой сфере, как упрощение получения и обработки информации клиентами посредством приема визуализации, сохранение безопасности, маркетинговые коммуникативные цели и др. В результате проведенного исследования обозначены тенденции использования технологий на финансовом рынке, выявлены возможности их развития и перспективы применения, факторы, сдерживающие их развитие, определены и систематизированы преимущества и недостатки как самих технологий, так и функционирования этих технологий в финансовой среде. В заключение сделан вывод о том, что применение VR- и AR-технологий позволит финансовым организациям укрепить свои конкурентные позиции на рынке, а клиентам финансовых организаций — создать собственную безопасную онлайн-среду, в которой они смогут управлять своими деньгами и инвестициями и совершать транзакции. The features of the use of VR (virtual reality) and AR (augmented reality) technologies by financial organizations are considered. The specifics of virtual and augmented reality technologies are determined. The history of their promotion to markets is presented in a coherent manner, highlighting key facts, the results of improvements in the context of technological advances (Sensorama, head-mounted display, Aspen’s Cinema Map, Eye Tap device, RB2 commercial system, VR-console of SEGA Games Co., glasses Oculus Rift and more). Areas and possibilities of their application are noted. The areas and possibilities of their application are highlighted. The degree of penetration of virtual and augmented reality technologies in the activities of financial institutions is explored. The main directions of their application are indicated: specific examples of integration of VR- and AR-technologies in the work of financial institutions are given. The goals of using AR and VR technologies in the financial sector, such as simplifying the receipt and processing of information by clients through the reception of visualization, maintaining security, marketing communication goals, etc., are systematized. As a result of the study, trends in the use of the technologies in the financial market are identified, opportunities for their development and prospects of application, factors that restrain their development are identified, the advantages and disadvantages of both the technologies themselves and the functioning of these technologies in the financial environment are identified and systematized. It is concluded that the use of VR and AR technologies will allow financial institutions to strengthen their competitive positions in the market, and let the clients of financial institutions create their own secure online environment in which they can manage their money and investments and make transactions.
- Research Article
6
- 10.1142/s0129156424400846
- Jul 31, 2024
- International Journal of High Speed Electronics and Systems
The application of artificial intelligence virtual reality (VR) technology in fitness teaching and training is becoming increasingly widespread, and its significant advantages provide athletes with a more personalized, efficient and safe training experience. By simulating various fitness scenes, virtual reality technology enables athletes to train immersively, not only improving the fun of training, but also enhancing the training effect. At the same time, the introduction of artificial intelligence technology enables real-time monitoring and analysis of athlete performance during the training process, providing accurate data support for coaches and helping them develop more scientific training plans. This paper explores the application of virtual reality technology in physical education teaching and training, introduces the basic principles and characteristics of virtual reality and proposes several typical virtual reality application scenarios for the needs of physical education teaching and training. In football training, through virtual reality technology, athletes can conduct various technical and tactical exercises in simulated stadiums. At the same time, artificial intelligence systems can analyze the actions and decisions of athletes in real time, and provide feedback and suggestions. In track and field training, virtual reality technology can help athletes simulate competition scenes and improve their psychological adaptability during competitions. Through in-depth research, we have found that this technology provides athletes with a more personalized, efficient, and safe training experience. In football training, virtual reality technology can simulate real game scenes, allowing athletes to engage in various technical and tactical exercises in simulated sports stadiums. At the same time, artificial intelligence systems can analyze the actions and decisions of athletes in real time, provide accurate data support for coaches, and help them develop more targeted training plans.
- Research Article
40
- 10.1108/bl-05-2023-0139
- Jul 10, 2024
- The Bottom Line
Purpose This paper aims to explore the capabilities of virtual reality (VR) and augmented reality (AR) in enhancing the tourism experience and addressing physical travel constraints. Design/methodology/approach A survey was conducted among 412 tourists who had used VR and AR technologies for tourism purposes. Data was analysed using descriptive statistics, multidimensional scaling, multiple regression analysis, structural equation modelling and mediation and moderation analysis. Findings VR and AR enhance tourism via immersive experiences. They overcome traditional travel barriers, but accessibility concerns, like cost, persist. The perceived potential of these technologies strongly predicts future adoption, emphasising the need to highlight their immersive benefits. Research limitations/implications This study offers ground-breaking insights into VR and AR in tourism. It acknowledges inherent limitations in accessibility, with VR and AR technologies not being universally adoptable due to costs and complexity. Theoretically, the research enriches academic discourse by highlighting the pivotal role of perceived potential in technology adoption. It also delineates the intricate relationship between VR/AR experience, satisfaction, destination image and revisit intention. Practical implications The findings emphasise crafting immersive VR and AR experiences for differentiation. By integrating these technologies into strategic marketing, organisations can enhance customer satisfaction and provide richer destination experiences. Social implications The research underscores VR and AR’s potential to foster inclusive tourism, benefitting those with limitations. Additionally, promoting cultural exchange and sustainability, these technologies can drive societal harmony and contribute to economic growth through enriched tourism experiences. Originality/value This study stands out in its distinctive exploration of VR and AR in the tourism domain. The innovation lies in its comprehensive examination of the technologies’ immersive capabilities and their accessibility challenges. The value is accentuated by its insights, which bridge the gap between technological potential and its practical application in tourism.
- Research Article
1
- 10.25140/2411-5363-2020-4(22)-247-257
- Jan 1, 2020
- Technical Sciences and Technologies
The urgency of the research. In recent years, world's airports are actively implementing cloud technologies for collecting, processing and visualizing geospatial data: laser and lidar scanning, integration of BIM / GIS models, the use of artificial intelligence, virtual and augmented reality technologies, digital duplicates and «smart» cities. For Ukraine, which is actively following the path of digitalization and implementation of modern geographic information technologies in many areas of ac-tivity, the development of new methods and approaches for administrative and economic management of airport complexes is a relevant and promising area. Target settings.This study examines the possibilities of modern geographic information and cloud technologies and pro-spects for their use for administrative and economic management of an airport. The study is related to the implementation of the State Target Program for Airport Development until 2023 and the Aviation Transport Strategy of Ukraine until 2030, which aims to develop the aviation industry in Ukraine, bringing airport infrastructure to the requirements of the European Union. The Law of Ukraine «On the National Infrastructure of Geospatial Data» and «Consolidated Concept of VIM Implementation in Ukraine» has a great influence on the formation of geospatial data of airports.Actual scientific researches and issues analysis. The paper analyzes and summarizes publications on methods of obtain-ing geospatial data, implementation of geographic information technologies, virtual, augmented and mixed reality technolo-gies, artificial intelligence and the concept of «smart» city for administrative and economic management of airports.Uninvestigated parts of general matters defining. Analysis of recent research and publications has shown that the pro-spects for the introduction of geographic information technology for administrative and economic asset management of Ukrain-ian airports need further research, as these issues are very important and relevant, given the rapid growth of digital society, environment and infrastructure.The research objective. The purpose of this study is to analyze the possibilities and prospects for the introduction of modern technologies for processing and visualization of geospatial data for administrative and economic management of the airport and the development of a conceptual model. The task of the research is to analyze the methods of obtaining geospatial data of the airport, the use of geographic information systems in airports, artificial intelligence technologies, virtual, aug-mented and mixed reality, the Internet of Things, digital duplicates, implementation of the concept of «smart» city, etc.The statement of basic materials. Geospatial data is created digitally using modern information and cloud technologies that offer a wide range of equipment, software, methods and technologies for working with geospatial information. Every year, new technologies that are used in the administrative and economic management of airports appear: cloud data acquisition methods, geographic information systems, artificial intelligence technologies, virtual reality, the Internet of Things, digital counterparts, «smart» cities, and more. Successful integration and use of existing capabilities for the collection, storage, pro-cessing and visualization of geospatial data of airports will ensure their effective management and economic growth.Conclusions. Based on the analysis of the possibilities of using virtual, augmented and mixed reality technologies, artifi-cial intelligence, digital duplicates and the concept of «smart» cities in airports,a conceptual model of prospects for using geospatial data of the airport to address administrative and economic management of the property complex was developed.
- Research Article
7
- 10.31866/2617-796x.6.2.2023.293605
- Nov 13, 2023
- Digital Platform: Information Technologies in Sociocultural Sphere
The purpose of the study is to analyse modern immersive technologies and the possibility of their application in the development of digital libraries in the context of the introduction of virtual, augmented and mixed reality technologies, as well as the use of artificial intelligence technologies. Research methods. To achieve the research goal, the methods of analysis and synthesis, generalisation of theoretical data, and a systematic approach were used. This made it possible to analyse the peculiarities of the use of immersive technologies in digital libraries and to determine the benefits of introducing such technologies in the creation of a modern information space of libraries. The scientific novelty lies in the analysis of immersive technologies in the context of their implementation in modern digital libraries. An analysis of the role of artificial intelligence, and augmented and virtual reality technologies in creating a modern information space in libraries has shown both the advantages and disadvantages of digitalisation in libraries. The ethical issues related to inclusiveness in the use of information resources and the protection and preservation of users’ data are analysed. Recommendations and approaches for the successful implementation of these technologies in digital libraries are proposed. Conclusions. Immersive technologies are becoming more widespread and their use in libraries is expanding. Ethical and legal issues in the use of virtual reality and augmented reality will inevitably arise in the future. Today, the Western world is making greater use of both technologies, although they are free and, in some cases less expensive than before. The article examines the transformative intersection of new technologies and digital libraries, highlighting the path to an enriched and accessible knowledge landscape. Focusing on artificial intelligence (AI), machine learning (ML), natural language processing (NLP), augmented reality (AR) and virtual reality (VR), it explores how these technologies are redefining the work of digital libraries. Artificial intelligence and machine learning algorithms enable intuitive content management and recommendations, changing the way users interact with digital resources. NLP bridges the gap between human language and digital systems by enhancing search functions. AR overlays digital information on the physical world, expanding the possibilities of interactive learning, while VR immerses users in virtual realms, revolutionising educational paradigms. This article discusses the integration of these technologies into digital libraries not only to preserve huge amounts of knowledge but also to present information in attractive and accessible formats. Through the creation of artificial intelligence-based metadata and tagging of content, digital libraries are systematically organized and enriched, improving search accuracy. These innovations not only preserve the past, but also illuminate a future where knowledge is publicly available, fostering curiosity, learning, and research. This article explores the potential of these technologies and describes the expectations of library users to ensure a user-centred approach in shaping the digital libraries of the future. The use of immersive technologies is making a significant contribution to the evolution of digital libraries, paving the way for inclusive and engaging knowledge experiences for diverse users around the world.
- Abstract
- 10.1016/j.jocn.2014.06.062
- Oct 30, 2014
- Journal of Clinical Neuroscience
48.: The effect of brief biofeedback intervention on headache disability and analgesic use in episodic or chronic migraine and chronic tension type headache
- Book Chapter
19
- 10.4018/978-1-6684-8898-0.ch012
- Jun 30, 2023
The definition of the metaverse, a virtual space where people can interact with each other and computer-generated environments, is gaining traction. With the help of artificial intelligence (AI) and virtual reality (VR) technologies, the metaverse is being transformed into a highly immersive and interactive experience. This chapter explores the potential of the metaverse as a new form of tourism. By examining current trends in the development of AI and VR technologies, the authors explore the possibilities of creating highly realistic and personalized travel experiences that can be accessed from anywhere in the world. They also discuss the potential and benefits of the metaverse as a new tourism industry and the concerns that must be addressed in its development. Ultimately, this chapter argues that the metaverse has the potential to revolutionize the tourism industry by offering innovative and immersive experiences that will attract a new generation of travellers.
- Conference Article
- 10.21125/edulearn.2019.0895
- Jul 1, 2019
- EDULEARN proceedings
Primary school students often find it difficult to differentiate two dimensional and three-dimensional geometric shapes. Taking advantage of the ability of Virtual Reality (VR) and Augmented Reality (AR) to visualize 3D objects, we evaluate the potential of VR and AR technologies for teaching the lesson of geometric solids to primary school children. To the best of our knowledge there are no previous cases in the literature describing a comparative evaluation of VR and AR technologies in education, and more specifically in the field of mathematics for primary school children. An experimental evaluation was staged to test the following hypothesis: Hypothesis 1: VR and AR applications make the teaching of mathematics more interactive and interesting and they also contribute to a more efficient learning and understanding of mathematical concepts. Hypothesis 2: The use of VR applications is more effective when compared to AR applications for mathematics teaching activities. For the needs of the experimental evaluation, we designed a lesson plan comprised of three activities: Classification of shapes into solid or plane shapes, identification of solid shapes appearing in a typical city environment, and classification of solid shapes. The lesson plan was implemented based on the traditional method that utilizes printed material, three related VR and three AR applications. The developed VR and AR applications for the current research do not require specialized equipment. For the AR applications, the users only need to use their mobile device or tablet and for VR applications they only need to use a mobile phone and low-cost virtual reality glasses. As part of the study 30 fourth, fifth and sixth class primary school students were divided equally into the control group who used the traditional teaching method, and the AR and VR groups who used AR and VR applications respectively. Participants were provided with questionnaires before (pre-test) and after the test (post-test) to measure factors such as user attention, presence, enjoyment, science knowledge, auditory knowledge, and visual knowledge. According to the results, new technologies in education in the form of virtual and augmented reality improve interactivity and student interest in mathematics education, contributing to more efficient learning and understanding of mathematical concepts when compared to traditional teaching methods. No significant difference was observed between virtual and augmented reality technologies with regards to the efficiency of the methods that contribute to the learning of mathematics, suggesting that both virtual and augmented reality display similar potential for educational activities in Mathematics. Based on statistical evidence Hypothesis 1 was accepted and Hypothesis 2 was rejected. The current research is one of the first attempts ever to compare VR and AR technologies for Mathematics teaching activities in primary school. The findings of our research can provide valuable feedback to educators and developers who plan to use or develop VR or AR technologies for educational activities. Given that these days VR and AR applications, like the ones used in the experimental evaluation, do not require highly specialized equipment, the introduction of AR and VR based activities both for in-class and extra curriculum activities provide a promising way for more efficient Mathematics training activities.
- Research Article
10
- 10.1117/1.jei.32.1.011208
- Aug 3, 2022
- Journal of Electronic Imaging
With the upsurge of urban construction, public buildings such as museums have attracted more and more attention as the business card of the city. The museum business is developing rapidly, and the artistic concepts appearing in museums are gradually differentiated and conceptualized, paying more attention to the experience and feeling of the visitors. With the continuous intervention of high technology and new media, the visual expression of museums has become more diverse. With the advent of virtual reality (VR) technology, more and more technological means have been introduced into the design of museum exhibits. It eliminates the boring feeling of the general public about the original exhibition method of the museum, while enriching the fun of visiting the museum. To provide visitors with an immersive experience in which virtual and reality intersect, we study the design of a digital immersive interactive experience for museum cultural heritage based on VR technology. By combining current technological development and policy advantages, we describe the innovative ideas and design schemes of museums applying VR and augmented reality technology and discuss the practical value and importance of establishing designs through experiments. The experimental data show that the use of VR technology to digitally design the cultural heritage of museums enhances the immersion and interaction of tourists in the experience, and the score for the VR model was 9.23% higher than that of the traditional forms, which shows that VR promotes the dissemination of the cultural heritage of museums.
- Research Article
2
- 10.15276/mdt.2.3.2018.1
- Sep 7, 2018
- Marketing and Digital Technologies
The article deals with the types and properties of modern technologies of virtual and additional reality. The development and trends of the world market of virtual and additional reality are analyzed. A market research of consumers in the form of a survey was conducted to determine the tendencies of the Ukrainian virtual and additional reality technologies market. According to its results, three groups of consumers were distinguished, differing in knowledge, attitude and technology evaluations: neutral, skeptics and innovators. Two latent factors that have an impact on consumer behavior were allocated: conservatism and liberalism. Key words: marketing research, technology of additional reality, technology of virtual reality, questionnaire survey, cluster analysis, factor analysis. DOI: 10.15276/mdt.2.3.2018.1 Virtualnaya realnost [A virtual reality]. (2017). Vikipediya – svobodnaya entsiklopediya [Wikipedia, the free encyclopedia]. ru.wikipedia.org Retrieved from https://ru.wikipedia.org/wiki/Виртуальная_ реальность [in Russian]. Nosov, N.A. (2000). Virtualnaya psihologiya [Virtual psychology]. Agraf [in Russian]. Barberie, S., & Llamas, S. (2017). Virtual Reality Market and Consumers. www.superdataresearch.com. Williams, J.A. (2017). Reality check for virtual headsets. The Economist. Retrieved from https://www.economist.com/news/business/21724863-vr-has-been-more-about-hype-substance-will-change-reality-check-virtual. Dopolnennaya realnost [Augmented Reality]. Vikipediya – svobodnaya entsiklopediya [Wikipedia, the free encyclopedia]. ru.wikipedia.org Retrieved from https://ru.wikipedia.org/wiki/Дополненная_ реальность [in Russian]. After mixed year, mobile AR to drive $108 billion VR/AR market by 2021. (2017). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2017/01/after-mixed-year-mobile-ar-to-drive-108-billion-vrar-market-by-2021/#.WoArb65l_tQ. Apple and Facebook to drive mobile AR over 1B users and $60B by 2021. (2017). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2017/06/mobile-ar-to-top-a-billion-users-and-60-billion-by-2021/#.WoAx2a5l_tQ. Ubiquitous $90 billion AR to dominate focused $15 billion VR by 2022. (2018). Digi-Capital. Retrieved from https://www.digi-capital.com/news/2018/01/ubiquitous-90-billion-ar-to-dominate-focused-15-billion-vr-by-2022/#.WoA0Ba5l_tQ. Karpenko, O. Opublikovan onlayn-katalog ukrainskih VR i AR-startapov. Retrieved from https://ain.ua/2017/11/01/zarabotal-katalog-ukrainskix-vr-i-ar-startapov [in Russian]. Oklander, M.A., Oklander, T.O., & Yashkina, O.I. (2017). Tsyfrovyi marketynh – model marketynhu ХХІ storichchia [Digital Marketing – The Marketing Model of the 21st Century]. Oklander, M.A. (Ed.). Odesa: Astroprint [in Ukrainian].