Movement in Virtual Time: How Virtual Reality Can Support Long-Term Thinking
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- Research Article
- 10.5204/mcj.1839
- May 1, 2000
- M/C Journal
Virtual Culture, Time and Images
- Research Article
- 10.21564/2663-5704.63.315213
- Dec 5, 2024
- The Bulletin of Yaroslav Mudryi National Law University Series Philosophy philosophies of law political science sociology
The development of computer and media communication technologies and the Internet create a variety of virtual reality. Virtual reality can be characterized as an ontological, anthropological, psychological, cultural and technological phenomenon and a type of symbolic reality. It opposes the obvious experience and constructs other dimensions of everyday life. At the same time, the events of today (war, epidemics) have made our lives truly virtual and actualized the very philosophical understanding of virtual reality. Virtual reality today is becoming part of the worldview of a modern person, and therefore, in the authors’ opinion, another formulation of the problem is more promising and interesting: virtual reality as real or virtual reality.
- Research Article
1
- 10.36311/jhgd.v32.12675
- Jan 31, 2022
- Journal of Human Growth and Development
Introduction: Virtual reality (VR) is used nowadays as an assessment and intervention tool in rehabilitation. One of the capabilities that can be assessed through VR is coincident timing, a perceptual-motor ability to execute a motor response in synchrony with an external stimulus. Visually impaired (VI) people need this synchronization of movements with external objects in their daily and leisure activities. Objective: To investigate the performance of VI individuals in a VR coincident timing task. Methods: Quantitative cross-sectional study with an interventional, quasi-experimental, descriptive, and explanatory nature. Sixty individuals participated in this study: 20 VI, 20 blindfolded and 20 non-VI, over 18 years of age. A semi-structured interview and a virtual coincident timing task were used. Results: VI individuals started the task with the worst performance (Absolute error = group VI 945ms x blindfolded group 591ms x control group 557ms), but they improved throughout the task, as well as all groups, reducing the number of errors (mean absolute error= 698ms to 408ms). Furthermore, all groups increased task speed (mean variable error= last acquisition block 408ms x immediate transfer 227ms x late transfer 247ms). Conclusion: It is concluded that VI individuals can develop motor learning from tasks in VR, showing the importance of taking advantage of these technological advances in this area, not only as a facilitator of task execution, but also as an instrument that enable rehabilitation programs to ensure functional improvements for real everyday tasks.
- Book Chapter
15
- 10.1007/978-3-642-33542-6_61
- Jan 1, 2012
This project aims at investigating how effective virtual reality is in manipulating and eventually training time perception for children with learning and/or behavior disorders. The interconnectivity of multiple brain regions is needed for time perception. Small dysfunctions in these brain regions may cause time perceiving problems. Likewise, children with attention deficit hyperactivity disorder (ADHD) appear to have comparable dysfunction in time orientation. However, the time perception can be trained in their early ages. In addition, research confirms the effectiveness of virtual reality in improving the sequential time perception of children with mental retardation. This paper presents the theoretical and empirical framework that uses a virtual reality time simulation game for training time perception of children with ADHD.KeywordsTime PerceptionVirtual RealityGameAttention Deficit Hyperactivity DisorderLearning Disorders
- Research Article
9
- 10.1371/journal.pone.0198759
- Jun 12, 2018
- PLOS ONE
The serial reaction time task is widely used to study learning and memory. The task is traditionally administered by showing target positions on a computer screen and collecting responses using a button box or keyboard. By comparing response times to random or sequenced items or by using different transition probabilities, various forms of learning can be studied. However, this traditional laboratory setting limits the number of possible experimental manipulations. Here, we present a virtual reality version of the serial reaction time task and show that learning effects emerge as expected despite the novel way in which responses are collected. We also show that response times are distributed as expected. The current experiment was conducted in a blank virtual reality room to verify these basic principles. For future applications, the technology can be used to modify the virtual reality environment in any conceivable way, permitting a wide range of previously impossible experimental manipulations.
- Research Article
2
- 10.1016/j.sbspro.2013.08.766
- Oct 1, 2013
- Procedia - Social and Behavioral Sciences
Virtual Reality: The Effects and Phenomenon of Sign
- Abstract
- 10.1182/blood-2022-165189
- Nov 15, 2022
- Blood
The Areal Project: How Virtual Reality Application Could Enhance Patient's Quality Time during Transfusion Therapy in Adult Patients with Thalassemia and Sickle Cell Disease
- Research Article
32
- 10.5937/straman1801011k
- Jan 1, 2018
- Strategic Management
The purpose of this article is to examine the contemporary developments of the global digital trends and investigate the most perspective digital technologies crucial for international companies. The relevance of foresight methodology application is justified. The paper's focus is on future trends of digital technologies by providing a brief literature review in the fields of digital technologies and relevant marketing resources. Key assumptions, expectations and uncertainties about the future are re-evaluated. It is justified that long-term thinking is crucial to frame future strategies not only for governments and citizens but also for both small and international companies. Three global trends within the field of digital technologies are investigated: artificial intelligence, block chain and big data. The marketing resources which are currently arising and developing with the highest potential of dominating and revolutionizing the future of marketing are described: internet of things, social media, virtual and augmented reality. The author used the example of augmented reality expansion and development as one of the most promising global trends. Survey methodology was applied to evaluate the potential of augmented reality (AR) application using one of the most promising international industry adopters: the tourism industry. The AR mobile apps generated $ 2 billion in revenue as of the end of 2016 and according to the investigations the AR market could grow to $120 billion by 2020. The research results have shown that 84% to 100% of generation Y & Z consumers, whose consumption patterns would shape future demand, see clear benefits in using augmented reality applications in tourism industry.
- Conference Article
3
- 10.1109/cimca.2008.49
- Jan 1, 2008
On-line games have become a new way of entertainment. In order to analyze why people choose to enter an online game which might harm their real life and job, and how they allocate time between real world and virtual world, this paper proposed a Multi-Extended Meta-Utility Function where people get physiological, psychological and monetary satisfaction from the real world (main utility function) and the virtual world (auxiliary utility function). People will balance their time allocation between the two worlds to maximize their meta-utility. We also proposed a method of survey on the lowest monetary compensation for people cutting online game-play time, to indirectly measure the relative psychological satisfaction and utility value from virtual games compared with that from the real world. Results from survey show that pure psychological utility from virtual activities is much higher than that from the real world, which drives people into the virtual games.
- Research Article
31
- 10.1371/journal.pone.0127156
- May 18, 2015
- PLoS ONE
Virtual Reality (VR) has successfully been used in the research of human behavior for more than twenty years. The main advantage of VR is its capability to induce a high sense of presence. This results in emotions and behavior which are very close to those shown in real situations. In the context of sex research, only a few studies have used high-immersive VR so far. The ones that did can be found mostly in the field of forensic psychology. Nevertheless, the relationship between presence and sexual interest still remains unclear. The present study is the first to examine the advantages of high-immersive VR in comparison to a conventional standard desktop system regarding their capability to measure sexual interest. 25 gynephilic and 20 androphilic healthy men underwent three experimental conditions, which differed in their ability to induce a sense of presence. In each condition, participants were asked to rate ten male and ten female virtual human characters regarding their sexual attractiveness. Without their knowledge, the subjects’ viewing time was assessed throughout the rating. Subjects were then asked to rate the sense of presence they had experienced as well as their perceived realism of the characters. Results suggested that stereoscopic viewing can significantly enhance the subjective sexual attractiveness of sexually relevant characters. Furthermore, in all three conditions participants looked significantly longer at sexually relevant virtual characters than at sexually non-relevant ones. The high immersion condition provided the best discriminant validity. From a statistical point of view, however, the sense of presence had no significant influence on the discriminant validity of the viewing time task. The study showed that high-immersive virtual environments enhance realism ratings as well as ratings of sexual attractiveness of three-dimensional human stimuli in comparison to standard desktop systems. Results also show that viewing time seems to be influenced neither by sexual attractiveness nor by realism of stimuli. This indicates how important task specific mechanisms of the viewing time effect are.
- Conference Article
7
- 10.2312/egve.20151318
- Oct 28, 2015
- Eurographics
What would it be like to be able to time travel to the past, meet your previous self, and override your previous actions in order to achieve a better outcome? While we cannot (yet?) achieve physical time travel, digital technologies now allow us to experience virtual time travel. We have developed a method for implementing time travel in highly immersive virtual reality (VR) and here we describe the underlying technology in the context of a scenario that involves a shooting event in a virtual gallery. Our method includes two layers of abstraction: i) a narrative layer that represents scenarios as a set of events and state transitions, and uses preconditions to enforce consistency, and ii) a VR layer that includes low level controllers for low level synchronization and animation. The narrative layer is designed to ensure that following time travel the events would unfold exactly as they did in the previous time around, except for the specific changes resulting from the actions of the time traveling participant. The VR layer controls the fine details, including recording and replaying motion capture data and audio, which allows the participants to experience their own previous selves as animated avatars. The system was used for a psychological experiment, and in this paper we focus on the technical method and on the lessons learned from implementing VR time travel.
- Research Article
- 10.51889/2959-5894.2024.85.1.030
- May 26, 2024
- BULLETIN Series Physical and Mathematical Sciences
Виртуальные компьютерные модели открывают новые возможности для демонстрацииобъектов, процессов или явлений, избегая при этом преждеупомянутых ограничений. Цельработы заключается в изучении вопросов моделирования подготовки педагогов к использованию иммерсивных систем в качестве объекта и средства обучения.В статье отмечается потенциал иммерсивных технологий, таких как виртуальная и дополненная реальность, для улучшения образования и производительности в различных сферах деятельности.Виртуальная и дополненная реальность позволяют создавать интерактивные уроки и симуляции, которые делают обучение более увлекательным и позволяют учащимся буквально погрузиться в учебный материал. Иммерсивные технологии позволяют студентам практиковаться в реалистичных сценариях, например, в медицинском симуляторе или виртуальной лаборатории, что способствует лучшему пониманию и усвоению материала. Иммерсивные технологии позволяют людям путешествовать в виртуальные места и времена, которые им недоступны из-за физических ограничений или исторических причин. В сферах, где требуется профессиональный тренинг, таких как авиация, медицина, инженерия и производство, иммерсивные технологии могут использоваться для симуляции сложных сценариев и тренинга. Иммерсивные технологии могут поддерживать совместное обучение и сотрудничество, даже если участники находятся на больших расстояниях друг от друга. Виртуалды компьютерлік модельдер, объектілерді, процестерді немесе құбылыстарды көрсету үшін жаңа мүмкіндіктерді ашады. Жұмыстың мақсаты –иммерсивті жүйелерді оқытудың объектісі мен құралыретінде мұғалімдерді дайындауда мәселелерін зерттеу.Мақалада әртүрлі салалардағы білім мен өнімділікті жақсарту үшін виртуалды және толықтырылған шынайылық сияқты иммерсивті технологиялардың мүмкіндіктері көрсетілген. Виртуалды және толықтырылған шынайылықты оқытуды қызықты ететін және студенттердің оқу материалына енуіне мүмкіндік беретін интерактивті сабақтар мен модельдеулерді жасауға мүмкіндік береді. Иммерсивті технологиялар студенттерге түсіну мен есте сақтауды жақсарту үшін медициналық модельдеу немесе виртуалды зертхана сияқты нақты сценарийлерде тәжірибе жасауға мүмкіндік береді. Иммерсивті технологиялар адамдарға физикалық шектеулерге немесе тарихи себептерге байланысты қол жетімсіз виртуалды орындарға және онлайн саяхаттауға мүмкіндік береді. Авиация, медицина, инженерия және өндіріс сияқты кәсіби дайындық қажет салаларда күрделі сценарийлер мен оқытуды имитациялау үшін иммерсивті технологияларды қолдануға болады. Иммерсивті технологиялар, тіпті қатысушылар бір-бірінен үлкен қашықтықтаорналасса да, ортақ оқу мен ынтымақтастықты қолдай алады. Virtual computer models open up new opportunities for demonstrating objects, processes or phenomena, while avoiding the previously mentioned limitations. The purpose of the work is to study the issues of modeling the preparation of teachers for the use of immersive systems as an object and means ofteaching.The article highlights the potential of immersive technologies such as virtual and augmented reality to improve education and productivity in various fields. Virtual and augmented reality enable the creation of interactive lessons and simulations that make learning more engaging and allow students to become immersed in the learning material. Immersive technologies allow students to practice in realistic scenarios, such as a medical simulation or virtual laboratory, to enhance understanding and retention. Immersive technologies allow people to travel to virtual places and times that are inaccessible to them due to physical limitations or historical reasons. In areas where professional training is required, such as aviation, medicine, engineering and manufacturing, immersive technologies can be used to simulate complex scenarios and training. Immersive technologies can support shared learning and collaboration, even when participants are located at great distances from each other.
- Research Article
31
- 10.1007/s00464-024-10915-7
- May 30, 2024
- Surgical Endoscopy
IntroductionThe variety of robotic surgery systems, training modalities, and assessment tools within robotic surgery training is extensive. This systematic review aimed to comprehensively overview different training modalities and assessment methods for teaching and assessing surgical skills in robotic surgery, with a specific focus on comparing objective and subjective assessment methods.MethodsA systematic review was conducted following the PRISMA guidelines. The electronic databases Pubmed, EMBASE, and Cochrane were searched from inception until February 1, 2022. Included studies consisted of robotic-assisted surgery training (e.g., box training, virtual reality training, cadaver training and animal tissue training) with an assessment method (objective or subjective), such as assessment forms, virtual reality scores, peer-to-peer feedback or time recording.ResultsThe search identified 1591 studies. After abstract screening and full-texts examination, 209 studies were identified that focused on robotic surgery training and included an assessment tool. The majority of the studies utilized the da Vinci Surgical System, with dry lab training being the most common approach, followed by the da Vinci Surgical Skills Simulator. The most frequently used assessment methods included simulator scoring system (e.g., dVSS score), and assessment forms (e.g., GEARS and OSATS).ConclusionThis systematic review provides an overview of training modalities and assessment methods in robotic-assisted surgery. Dry lab training on the da Vinci Surgical System and training on the da Vinci Skills Simulator are the predominant approaches. However, focused training on tissue handling, manipulation, and force interaction is lacking, despite the absence of haptic feedback. Future research should focus on developing universal objective assessment and feedback methods to address these limitations as the field continues to evolve.
- Supplementary Content
- 10.1016/j.jpra.2025.11.025
- Nov 24, 2025
- JPRAS Open
BackgroundExtended Reality (XR) technology is rapidly advancing and has shown promise in improving perioperative outcomes across various surgical specialties.ObjectiveThis systematic review aimed to evaluate the use of XR for perforator vessel visualization in autologous breast reconstruction.MethodA systematic search was conducted following PRISMA guidelines, consulting Embase, Medline (Ovid), Web-of-Science, Cochrane, and Google Scholar on June 23, 2025. Articles describing the use of XR for perioperative perforator visualization in free flap breast reconstruction were included. Outcome measures included perforator identification rate, virtual model construction time, preoperative planning duration, flap dissection time, usability, complications, and costs.ResultsTen articles were included, all focused on XR in deep inferior epigastric perforator (DIEP) flap breast reconstruction. Three XR modalities were identified: virtual reality (VR), augmented reality (AR) projection, and AR glasses. Perforator identification using XR ranged from 61.7 % to 100 %, with AR outperforming handheld Doppler ultrasound (US) in several studies. XR use decreased operative time, with AR reducing intraoperative perforator localization time from 20 min using handheld Doppler US to 2.3 min. The use of XR did not result in significant additional costs, and no differences in complication rates were identified.ConclusionXR may assist surgeons in perioperative perforator visualization during DIEP flap breast reconstruction by enhancing anatomical understanding. However, current evidence is constrained by small, low-quality studies and comparisons with handheld Doppler rather than the gold standard computed tomography angiography (CTA). Whether XR offers clinically meaningful advantages over conventional CTA imaging remains uncertain, as this was not explored in the included articles. Larger, high-quality comparative studies are needed to establish its true clinical value.
- Conference Article
1
- 10.1109/digitalheritage.2015.7413910
- Sep 1, 2015
- 2015 Digital Heritage
The virtual reality and real time 3D technology in addition to many other display technologies are getting more and more into our life nowadays. The spread of smart portable devices is changing our style of life, day after day with very rapid advance in technology and capabilities. It is very common now to have VR application either for standalone U; desktop, Web, mobile apps, or even special immersive systems like cave, simulators etc. The usual practice especially for immersive display systems is that a separate application being developed for that specific platform. Accordingly, a lot of repeated work has to be done. In this paper we are going to illustrate our experience in the development of Virtual Reality applications, with the methodology of developing a single application for multiple platforms with slight modifications. Then a Unity 3D plug-in developed to convert any VR application developed using Unity 3D to our immersive display system Culturama, is presented.