Experience of use, usability and psychosocial impact of robotic and virtual reality technology in neuromotor rehabilitation: A mixed-method triangulation analysis of patients' and their therapists' perspective.

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Experience of use, usability and psychosocial impact of robotic and virtual reality technology in neuromotor rehabilitation: A mixed-method triangulation analysis of patients' and their therapists' perspective.

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  • Research Article
  • Cite Count Icon 5
  • 10.1371/journal.pone.0282925
Biopsychosocial effects and experience of use of robotic and virtual reality devices in neuromotor rehabilitation: A study protocol
  • Mar 10, 2023
  • PLOS ONE
  • Francesco Zanatta + 9 more

BackgroundRobot-assisted therapy (RAT) and virtual reality (VR)-based neuromotor rehabilitation have shown promising evidence in terms of patient’s neuromotor recovery, so far. However, still little is known on the perceived experience of use of robotic and VR devices and the related psychosocial impact. The present study outlines a study protocol aiming to investigate the biopsychosocial effects and the experience of use of robotic and non-immersive VR devices in patients undergoing neuromotor rehabilitation.MethodsAdopting a prospective, two-arm, non-randomized study design, patients with different neuromotor diseases (i.e., acquired brain injury, Parkinson’s Disease, and total knee/hip arthroplasty) undergoing rehabilitation will be included. In a real-world clinical setting, short- (4 weeks) and long-term (6 months) changes in multiple patient’s health domains will be investigated, including the functional status (i.e., motor functioning, ADLs, risk of falls), cognitive functioning (i.e., attention and executive functions), physical and mental health-related quality of life (HRQoL), and the psychological status (i.e., anxiety and depression, quality of life satisfaction). At post-intervention, the overall rehabilitation experience, the psychosocial impact of the robotic and VR devices will be assessed, and technology perceived usability and experience of use will be evaluated through a mixed-methods approach, including both patients’ and physiotherapists’ perspectives. Repeated measures within-between interaction effects will be estimated, and association analyses will be performed to explore the inter-relationships among the variables investigated. Data collection is currently ongoing.ImplicationsThe biopsychosocial framework adopted will contribute to expanding the perspective on patient’s recovery within the technology-based rehabilitation field beyond motor improvement. Moreover, the investigation of devices experience of use and usability will provide further insight into technology deployment in neuromotor rehabilitation programs, thereby maximising therapy engagement and effectiveness.Trial registrationClinicalTrials.gov ID: NCT05399043.

  • Supplementary Content
  • Cite Count Icon 46
  • 10.1177/2055668319863557
Evaluating the use of robotic and virtual reality rehabilitation technologies to improve function in stroke survivors: A narrative review
  • Jan 1, 2019
  • Journal of Rehabilitation and Assistive Technologies Engineering
  • William E Clark + 2 more

This review evaluates the effectiveness of robotic and virtual reality technologies used for neurological rehabilitation in stroke survivors. It examines each rehabilitation technology in turn before considering combinations of these technologies and the complexities of rehabilitation outcome assessment. There is high-quality evidence that upper-limb robotic rehabilitation technologies improve movement, strength and activities of daily living, whilst the evidence for robotic lower-limb rehabilitation is currently not as convincing. Virtual reality technologies also improve activities of daily living. Whilst the benefit of these technologies over dose-controlled conventional rehabilitation is likely to be small, there is a role for both technologies as part of a broader rehabilitation programme, where they may help to increase the intensity and amount of therapy delivered. Combining robotic and virtual reality technologies in a rehabilitation programme may further improve rehabilitation outcomes and we would advocate randomised controlled trials of these technologies in combination.

  • Research Article
  • 10.25683/volbi.2022.58.129
THE USE OF VIRTUAL REALITY (VR) AND AUGMENTED REALITY (AR) TECHNOLOGIES IN THE FINANCIAL SECTOR
  • Feb 20, 2022
  • Бизнес. Образование. Право
  • Н.П Козлова + 1 more

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
  • Cite Count Icon 2
  • 10.3389/conf.fphys.2018.26.00001
Virtual reality as a countermeasure for physical training in bed rest and artificial gravity conditions.
  • Jan 1, 2018
  • Frontiers in Physiology
  • Gabriel De La Torre + 5 more

Virtual reality as a countermeasure for physical training in bed rest and artificial gravity conditions.

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  • Cite Count Icon 3
  • 10.2991/etmhs-15.2015.301
The Application of Virtual Reality in Art Design: A New Approach
  • Jan 1, 2015
  • Dalei Chen

The Application of Virtual Reality in Art Design: A New Approach

  • Research Article
  • 10.38025/2078-1962-2025-24-4-156-167
Cognitive rehabilitation in multiple sclerosis: effectiveness and potential of virtual reality technologies. A review
  • Aug 13, 2025
  • Bulletin of Rehabilitation Medicine
  • Igor V Shirolapov + 7 more

Introduction. Innovative technologies in the rehabilitation of multiple sclerosis are aimed at introducing into clinical practice advanced methods and techniques for deep and comprehensive assessment and effective treatment of disorders not only in the motor, but also in the cognitive area. The aim of this review is to summarize and analyze current data on the potential of using virtual reality technologies in cognitive rehabilitation in multiple sclerosis. Aim. To summarise and analyse current evidence on the potential of using virtual reality technologies in cognitive rehabilitation in multiple sclerosis. Materials and methods. The search was conducted in PubMed, Scopus, RSCI databases using search queries and keywords in Russian and English: multiple sclerosis, cognitive, virtual reality/VR, immersive technologies, neurorehabilitation from 2014 to 2024. Main content of the review. Currently, in order to prevent the progression of cognitive deficit, 3D computer simulation technologies are being introduced, which provide realistic user interaction using special electronic equipment, visual and sound effects and multisensory feedback. Virtual reality systems demonstrate effectiveness in the rehabilitation of many diseases, allowing for the correction of impaired functions, stimulation of residual abilities and promotion of global health improvement. The restorative potential of virtual reality (VR) is realized through the complex involvement of the senses and stimulation of neuroplasticity, which develops specific cognitive and behavioral aspects of patient functioning. Increased feedback obtained through exercises performed in a virtual environment allows for the development of awareness of the results of the movements performed and the quality of the movements themselves, which has a positive effect on cognitive activity and motor control. The advantage of using VR technologies, especially with immersive tools, is to create a positive, motivating learning experience for the patient, which requires individual control over several sensorimotor and cognitive domains. Conclusion. This review analyzes the current scientific information in this area of research, provides a detailed assessment of the current state and potential of VR technologies in cognitive rehabilitation in multiple sclerosis, and discusses the fundamental mechanisms underlying neurorehabilitation using immersive technologies.

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  • Research Article
  • 10.15276/mdt.2.3.2018.1
Marketing Research of the Market of Technologies of Virtual and Additional Reality in Ukraine
  • Sep 7, 2018
  • Marketing and Digital Technologies
  • Oksana Yashkina + 1 more

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].

  • Research Article
  • Cite Count Icon 25
  • 10.1186/s12909-022-03543-z
A study to investigate the effectiveness of the application of virtual reality technology in dental education
  • Jun 15, 2022
  • BMC Medical Education
  • Meysam Siyah Mansoory + 4 more

BackgroundToday, the use of virtual reality (VR) technology as an educational tool in dental education has expanded considerably. This study was aimed to evaluate the effectiveness of using VR technology in teaching neutral zone and teeth arrangement.MethodsThis randomized trial was conducted at Kermanshah University of Medical Sciences, Iran in 2019. The study sample consisted of 50 six-year dental students who were randomly divided into experimental (n = 25) and control (n = 25) groups. Students’ performance in both groups was assessed using tests. A questionnaire was used to assess the usability of VR technology and students’ satisfaction with it.ResultsAll faculty members confirmed the usability of VR technology in dental education. The majority of students (76%) were highly satisfied with the use of this technology in their learning process. The mean score of students was significantly higher in the experimental group (16.92 ± 1.12) than in the control group (16.14 ± 1.18).ConclusionIn general, it can be argued that VR technology is useful and effective in the teaching–learning process. Therefore, its use in medical and dental schools can play an effective role in creating a dynamic, attractive, and successful learning environment.

  • Research Article
  • Cite Count Icon 17
  • 10.1108/tqm-06-2021-0191
Future perspectives on progressive farming with adoption of virtual reality technology for sustainable quality in agriculture
  • Aug 24, 2021
  • The TQM Journal
  • Sneha Kumari + 3 more

PurposeThe paper aims to evaluate how progressive stakeholders view the adoption of contemporary techniques such as virtual technology in driving sustainable quality in an emerging economy context.Design/methodology/approachThe authors adopted a systematic literature review to develop the theoretical framework for virtual reality (VR) technology adoption in sustaining quality in agriculture production. The framework was refined after discussion with a panel of academic experts. The refined theoretical framework was further empirically validated using Partial Least Square Structure Equation Modelling.FindingsThe study focuses on the future perspective of the perception for progressive farming with the adoption of VR technology in an emerging economy. The data were collected from the stakeholders (farmers, collectives, cooperative, etc.), for their future perspectives for the adoption of VR technology and sustainable quality agriculture production. The study may help build up VR technology in emerging economies which may take years to be established.Research limitations/implicationsThe perception of the future perspective of VR technology study conducted has limitations. The findings are well established on technology adoption; however, the technology used will take many extra years to find its application in the agriculture sector. The study offers insightful theoretical, managerial and policy implications for sustainable quality in agriculture production through the adoption of virtual reality (VR) technology. The authors found very few works that focused on VR technology adoption.Originality/valueThe study discusses VR, which has an impact on sustaining the quality of agriculture production. The study has notable managerial and policy implications that suggest the future perspective for VR technology in agriculture production. The study is an unexplored area that needs research to capture future perspectives.

  • Research Article
  • 10.23939/cds2024.01.028
Integration of Virtual Reality and Motion Tracking Technologies for Enhanced Physical Rehabilitation: a Narrative Review
  • Jan 1, 2024
  • Computer Design Systems. Theory and Practice
  • Mykhailo Lobur + 1 more

The recent application of Virtual reality (VR) and Motion Tracking Technologies (MTT) in physical rehabilitation is an emerging area addressing the insufficiencies of conventional methods. In this review paper, we describe how VR and MTT interact with each other and elaborate on their mutual capacities to improve treatment results in physical rehabilitation. This problem can be specified as the limited effectiveness of conventional rehabilitation methods in promoting patient motivation and engagement. VR and MTT are emerging innovations; however, their combined utilization for rehabilitation needs a detailed analysis to reveal their applicability and benefits. The primary purpose of this review is to assemble recent studies on VR and MTT application in physical rehabilitation, emphasizing the efficacy, specific domains where they can be used, and the peculiarities of their application in clinical practice. A narrative review method was employed for this paper, which covered a wide range of peer-reviewed articles, clinical trials, and metaanalyses. A significant finding of this study shows that VR and MTT, when used in combination, contribute to the substantial improvement in patient outcomes in motor function, balance, and cognitive recovery. The article's novelty is that it analyses the integrated use of virtual reality and mobile training technologies in rehabilitation, thus revealing its potential to overcome the limitations inherent in traditional therapies and ensure more intensive involvement and individualized treatment. The empirical significance of this study can be helpful for healthcare professionals and physical therapists who seek new ways and directions in their work with patients. Scope of Further Investigations: In terms of future research, this paper suggests the necessity of large-scale, randomized controlled trials to identify standard protocols, explore long-term impacts of the integration, and investigate applications in less-known rehabilitation domains. The authors emphasize that successful implementation requires a collaborative effort between healthcare professionals, engineers, and researchers to design appropriate protocols tailored to individual patient needs.

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  • Cite Count Icon 5
  • 10.1016/j.neuroscience.2024.12.040
Virtual reality modulating dynamics of neuroplasticity: Innovations in neuro-motor rehabilitation.
  • Feb 1, 2025
  • Neuroscience
  • Nitu L Wankhede + 15 more

Virtual reality modulating dynamics of neuroplasticity: Innovations in neuro-motor rehabilitation.

  • Research Article
  • Cite Count Icon 5
  • 10.1049/icp.2021.0914
The application of virtual and augmented reality technologies in the real estate industry in bahrain
  • Jun 7, 2021
  • IET Conference Proceedings
  • A Alaseeri + 2 more

Modern technologies continue to evolve in the Real Estate sector in attempts to increase profit and efficiency. Virtual Reality (VR) and Augmented Reality (AR) technologies are no exception, streamlining the way business is done. Today, more than ever, developers claim that the technology can provide an efficient means of visualizing, marketing and selling real estate project. VR and AR technologies fill the imagination gap in the real estate market, enabling investors to visualize the result of an on-plan project and to imagine how the space will look like after being built, refurbished or emptied. Through a set of semi-structured interviews, this research investigates the role of real estate developers as clients for these technologies and explores the contribution of technology providers in revolutionizing the real estate sector. Ten semi-structured in-depth interviews were conducted with seven developers and three suppliers to study the potentials and challenges of employing the technology in the real estate sector in Bahrain. The results showed the effectiveness of the technologies with younger clients and investors and the challenges that faces its adoption with the older generation. The research showcases the usefulness of employing AR and VR technologies in enabling better visualization and facilitating higher sales in the real estate sector. The study showed that even though VR and AR technologies provide people with a simulated lifelike experience, it cannot be identified as a replacement of the brochures, 2D and 3D drawings, and physical models. There seems to be still a gap between the developer, the consultant and the VR specialist concerning taste, sale potentials and the costs associated with the design. The technology still suffers from many shortcomings including its unjustifiable high cost for small projects, its heavy size, and its tendency to crash or jam often. In addition, the technology is still Internet dependent which requires a strong connection at the display venue.

  • Conference Article
  • Cite Count Icon 2
  • 10.2991/meita-15.2015.192
A New Research Approach on the Application of Virtual Reality Technology in Civil Engineering
  • Jan 1, 2015
  • Changchang Fu

Virtual reality technology is constantly developing, dedicated to computer graphics and multimedia information processing, high-performance chip can increase a hundred times the processing power, three-dimensional graphics algorithms and parametric modeling algorithm enables virtual reality technology is more mature. This paper, the application of virtual reality technology in civil engineering were studied, the results from the demonstration and validation, planning and design, engineering, construction technology and engineering safety management are discussed in this paper. Introduction With the steady growth of China's economy and infrastructure added scale, the scale of construction projects is growing, increasingly complex structure, scientific management of civil engineering, precision increasingly demanding. Realization of civil engineering, information technology, intelligence, visualization and integration become civil construction project management demands of modernization and research focus in this field [1]. Virtual Reality (Virtual Reality, VR) is a comprehensive and highly integrated high-tech, in many areas the military, medicine, design, art, entertainment and other fields have been widely used. Civil Engineering Virtual reality technology in various disciplines involved in civil engineering, has demonstrated some practical, technical potential is huge, very broad application prospects [2-3]. In civil engineering, a long time people had to use abstract concepts represent very rich content, such as using plans, sections, elevations, floor plan and other provisions the formation of some symbols to represent the three dimensional architecture, with more abstract graphics and concise The language used to describe complex scenarios to deliver a lot of information. But this kind of information processing and delivery methods affected employment, knowledge and understanding of the structure of the recipients are engaged in information, communication is very difficult. VR technology development for us to overcome this difficulty provides an extremely effective means. Virtual reality both represent the real world, it can also represent a virtual world. Virtual Reality Technology Overview Virtual reality (VR) a blend of digital image processing, computer graphics, multimedia technology, sensor technology and other information technology branch, greatly promoted the development of computer technology. VR technology is abstract, complex computer data space into an intuitive, user-familiar things. Its essence is to provide an advanced technology of man-machine interface. It is in an analog mode for the user to create a real-time interaction with physical objects reflect changes in the three-dimensional image of the world, in lifelike experience vision, hearing, touch, smell and other acts of perception, so that the participants can directly participate and explore virtual objects and changes in the role of the environment, like being in the real world [4-5]. The architecture is shown in figure 1. International Conference on Materials Engineering and Information Technology Applications (MEITA 2015) © 2015. The authors Published by Atlantis Press 1014 Figure 1.Generic virtual reality software systems architecture Virtual reality technology has the characteristics of the following three aspects. Is sex. Virtual reality technology is based on human vision, hearing the physiological and psychological characteristics, lifelike three-dimensional image generated by the computer, users wear the helmet mounted display and data gloves and other interactive devices, and can be yourself in a virtual environment, become a member of the virtual environment. The user interaction with various objects in the virtual environment, like in the real world, all feeling is so real, have a feeling of intimacy. Interactivity. Human-computer interaction in virtual reality system is a kind of close to natural interaction, users not only can use the computer keyboard, mouse to interact, but also through the special helmet, such as data glove sensing devices to interact. Users through their natural skills such as language, body movement or action, can for inspection or operation of objects in the virtual environment. More perceptual. Due to see, hear, touch, are installed in the virtual reality system, and kinesthetic The virtual reality on civil engineering design based on 3D modeling Virtual reality on civil engineering based on 3D modeling technology using geometric design, geometric virtual reality technology, is through the 3D and 3D object model scene, usually with the help of a professional modeling software (3ds Max, Maya, etc.) to complete civil engineering design approach that more practical performance scenes and objects in the real world [6], but also to create animations. The effect of virtual reality display rich, powerful, and the interactive is strong. Virtual reality on civil engineering design based on 3D modeling Multimedia virtual interaction design 3D virtual scene design Make 3D model

  • Book Chapter
  • Cite Count Icon 10
  • 10.1108/s1571-504320190000025007
Virtual Reality and Space Tourism
  • Sep 6, 2019
  • Katarina Damjanov + 1 more

Virtual reality technologies have given rise to a new breed of space travel, enabling touring of cosmic environments without leaving the Earth. These tours democratize participation in space tourism and expand its itineraries – reproducing while also altering the practices of tourism itself. The chapter explores the ways in which they alter modes of establishing “authentic” tourism destinations and experiences, rendering outer space into a stage for the performance of space travel, while themselves facilitating novel avenues for its social organization and technological assertion. Virtual space tourism not only reflects the progression and metamorphoses in tourist practice and production but also has the potential to influence both the aspirations and prospects of our space futures.

  • Book Chapter
  • 10.1007/978-3-030-62746-1_53
Three-Dimensional Scenic Spot Roaming System Based on Virtual Reality Technology
  • Nov 5, 2020
  • Yujuan Yan + 3 more

With the development of human civilization and the progress of society, some intelligent technologies such as computer software technology and electronic information technology are gradually improved. Data virtual technology has become a new development direction. In this context, virtual reality technology came into being. In this era of rapid economic development, tourism has become a way of life accepted and practiced by people. Therefore, in this information age, many scenic spots began to use the Internet to promote scenic spots, and the research of three-dimensional scenic spot roaming system based on virtual reality technology has started. In this paper, through the method of virtual reality modeling and roaming, combined with the specific situation of the scenic spot, the three-dimensional roaming model of the scenic spot is established, and the real-time three-dimensional roaming of multiple scenes and the humanized design of the system are realized. In the previous research, we found that virtual and augmented reality technology can directly use computer technology to generate a more realistic three-dimensional roaming environment of human-computer simulation, which makes users completely immersed in the virtual environment. The direct interaction between users and virtual environment has been realized through the virtual human-computer interaction interface. Through data analysis, it can be found that the overall success rate of transaction completion and successful transaction reaches 100%.

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