Article
Computer Science, Interdisciplinary Applications
Ahmet Berk Ustun, Fatma Gizem Karaoglan-Yilmaz, Ramazan Yilmaz
Summary: This study developed a valid and reliable educational virtual reality acceptance scale to measure students' acceptance and use of VR systems. The scale was validated with 440 undergraduate students, demonstrating its effectiveness and reliability.
Article
Education & Educational Research
Nicolas Mascret, Kane Marlin, Patrice Laisney, Jeremy Castera, Pascale Brandt-Pomares
Summary: Based on the Technology Acceptance Model (TAM), this cross-sectional study aimed to investigate the acceptance of an open-source, collaborative, free m-learning app named Artefac among teachers. It also examined whether teachers' self-approach goals could be a relevant variable to include in the TAM and investigated potential differences in acceptance between school subjects, status, and contexts. The results showed that Artefac was well accepted by teachers, regardless of their school subject, status, and teaching context. Teachers' self-approach goals positively predicted perceived enjoyment and perceived ease of use but did not predict perceived usefulness for teaching.
EDUCATION AND INFORMATION TECHNOLOGIES
(2023)
Editorial Material
Public, Environmental & Occupational Health
Olga Perski, Camille E. Short
Summary: This article discusses the importance of acceptability, including its differences from user engagement, its utility in digital health research and practice, and the social and cultural norms that influence acceptability. The article points out that acceptability is a complex concept that needs to be studied with a complexity science lens.
TRANSLATIONAL BEHAVIORAL MEDICINE
(2021)
Article
Geriatrics & Gerontology
Noorolla Zahedian-Nasab, Azita Jaberi, Fatemeh Shirazi, Somayyeh Kavousipor
Summary: The present study aimed to investigate the impact of Virtual Reality (VR) exercises based on Xbox Kinect on balance and fear of falling among elderly people living in nursing homes. The results demonstrated that 6 weeks of VR balance exercises significantly improved balance and reduced fear of falling in the elderly participants.
Article
Computer Science, Information Systems
Jaehong Jang, Yujung Ko, Won Sug Shin, Insook Han
Summary: The study found that TPACK has a significant influence on perceived usefulness and perceived ease of use, while social norm influences perceived usefulness; additionally, motivational support has an impact on perceived ease of use, which then affects attitudes and behavioral intention.
Article
Education & Educational Research
Lauren Eutsler, Christopher S. Long
Summary: This study revealed that before engaging in virtual reality practice, most preservice teachers focused on their personal concerns regarding VR teaching. However, as the practice progressed, some preservice teachers shifted their focus to management concerns and showed interest in learning specific ways to implement virtual reality in the classroom.
EDUCATIONAL TECHNOLOGY & SOCIETY
(2021)
Article
Hospitality, Leisure, Sport & Tourism
Nicolas Mascret, Gilles Montagne, Antoine Devriese-Sence, Alexandre Vu, Richard Kulpa
Summary: This study aims to test the acceptance of virtual reality head-mounted displays (VR-HMD) designed to enhance sport performance among athletes, and examine the influence of practice level and sport type on acceptance. The results indicate that perceived usefulness, perceived ease of use, perceived enjoyment, and subjective norms are positive predictors of athletes' intention to use VR-HMD.
PSYCHOLOGY OF SPORT AND EXERCISE
(2022)
Article
Computer Science, Interdisciplinary Applications
J. C. Desiron, D. Petko, V Lapaire, C. Ullrich, L. Clack
Summary: This exploratory study investigates how preexisting technology acceptance and in-training engagement predict VR hand hygiene performance scores in medical professionals. The results show that training in the VR environment can improve performance and increase intention to further use VR training. Future research should assess the long-term effectiveness and transferability of VR training in actual patient care.
Article
Computer Science, Artificial Intelligence
Laura Alicia Hernandez Moreno, Juan Gabriel Lopez Solorzano, Maria Teresa Tovar Morales, Osslan Osiris Vergara Villegas, Vianey Guadalupe Cruz Sanchez
Summary: The study introduces and evaluates a prototype called Simple Interest Computation with Mobile Augmented Reality (SICMAR) to help students learn about simple interest, with planning, hypothesis development, software development, and data collection tool design as the four key stages.
PEERJ COMPUTER SCIENCE
(2021)
Article
Food Science & Technology
Xiao Song, Federico J. A. Perez-Cueto, Wender L. P. Bredie
Summary: This study explored the application of immersive virtual reality (VR) in food product evaluation by comparing the effects of congruent and incongruent VR contexts on consumer acceptance. The results showed that immersive VR induced positive sensations of presence and engagement, and congruent contexts were more effective in enhancing desire and liking for the food product. This highlights the importance of VR as a tool for evaluating contextual factors in new product development.
Article
Computer Science, Interdisciplinary Applications
Luis Eduardo Garrido, Maite Frias-Hiciano, Mariano Moreno-Jimenez, Gabriella Nicole Cruz, Zoilo Emilio Garcia-Batista, Kiero Guerra-Pena, Leonardo Adrian Medrano
Summary: This study provides a comprehensive examination of cybersickness in virtual reality (VR) usage, finding that it is pervasive and has a negative impact on the user experience and intentions to adopt VR technology. The latent trajectories of cybersickness are positive and curvilinear, with significant heterogeneity among individuals. Factors such as motion sickness susceptibility, cognitive stress, and recent headaches predict greater severity of cybersickness.
Article
Education & Educational Research
Alex Barrett, Austin Pack, Yajing Guo, Ningjuan (Joanne) Wang
Summary: This study investigated learner attitudes towards using virtual reality learning environments to learn Chinese. The results showed that learners had a positive attitude towards using virtual environments for Chinese language learning. However, difficulties in interaction within the virtual environment seemed to affect learners' perceived ease of use of the technology, suggesting that consideration for learners' virtual literacies is important in designing VR learning environments.
INTERACTIVE LEARNING ENVIRONMENTS
(2023)
Article
Psychology, Social
Yoori Hwang, Hana Shin, Kayoung Kim, Se-Hoon Jeong
Summary: In this experiment, we investigated the effects of augmented reality (AR) and how these effects could be influenced by privacy perceptions. Using a between-subject experimental design with 114 Korean adults, we found that AR had a significant impact on perceived ease of use but not on perceived usefulness. However, the positive effect of AR on perceived usefulness was weakened when participants were primed with privacy concerns. The results also supported a moderated mediation model, showing that the indirect effect of AR on app usage intention via perceived usefulness was moderated by privacy priming.
CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING
(2023)
Article
Computer Science, Interdisciplinary Applications
Stephanie G. Fussell, Dothang Truong
Summary: Virtual reality technology is being incorporated into educational settings, but research on students' perceptions and intentions to use this technology has been lacking. This study identified factors influencing students' intention to use VR in a dynamic learning environment, providing guidance for educators interested in integrating VR into their teaching practices.
Article
Education & Educational Research
Stephanie G. Fussell, Dothang Truong
Summary: This study explored students' intentions to use virtual reality (VR) for training, expanding the Technology Acceptance Model (TAM) to include factors relevant to using VR in dynamic learning environments. Results showed positive relationships between perceived ease of use and perceived usefulness, perceived enjoyment and ease of use positively influencing attitude, and attitude positively influencing behavioral intention to use VR.
INTERACTIVE LEARNING ENVIRONMENTS
(2021)
Article
Neurosciences
Geoffrey Marti, Antoine H. P. Morice, Gilles Montagne
FRONTIERS IN HUMAN NEUROSCIENCE
(2015)
Article
Sport Sciences
Jorge Ibanez-Gijon, Martinus Buekers, Antoine Morice, Guillaume Rao, Nicolas Mascret, Jerome Laurin, Gilles Montagne
JOURNAL OF SPORTS SCIENCES
(2017)
Article
Education & Educational Research
Martinus Buekers, Jorge Ibanez-Gijon, Antoine H. P. Morice, Guillaume Rao, Nicolas Mascret, Jerome Laurin, Gilles Montagne
Article
Multidisciplinary Sciences
Nicolas Mascret, Jorge Ibanez-Gijon, Vincent Brejard, Martinus Buekers, Remy Casanova, Tanguy Marqueste, Gilles Montagne, Guillaume Rao, Yannick Roux, Francois Cury
Article
Neurosciences
Marta Maria Torre, Antoine Langeard, Nicolas Hugues, Jerome Laurin, Jean-Jacques Temprado
Summary: The study compares the effects of different cognitive-motor training programs on physical and cognitive performance, focusing on the differences between traditional training and fitness gaming technology. Forty-five healthy older adults aged 65-80 will be tested for cognitive functions, motor fitness, and physical fitness.
Article
Entomology
Aimie Berger Dauxere, Julien R. Serres, Gilles Montagne
Summary: This paper discusses the definition of optic flow and the application of Gibson's ecological approach in the field of perception and action, emphasizing the importance of this method in research and suggesting directions for further study.
Article
Health Care Sciences & Services
Jean-Jacques Temprado, Marta Maria Torre
Summary: Combining physical, motor, and cognitive exercises can effectively attenuate age-related declines in brain and cognition in older adults. Conventional combined training interventions are more effective than separated physical and motor training, but their superiority over cognitive training alone is still uncertain. Exergames rarely lead to cognitive benefits surpassing those observed after physical, motor, or cognitive training alone.
JMIR SERIOUS GAMES
(2022)
Article
Psychology, Experimental
Lola Tran Van, Catherine Berthelon, Jordan Navarro, Cedric Goulon, Gilles Montagne
Summary: The aim of this study was to compare the behavior of older people and younger people when intercepting a moving gap. The results showed similarities in functional speed regulations and visual strategies between the two populations, but also revealed differences in the timing of speed regulations, which could lead to unsafe behavior in older drivers. The findings are important for the design of driver assistance systems for older drivers.
ECOLOGICAL PSYCHOLOGY
(2022)
Article
Multidisciplinary Sciences
Rita Sleimen-Malkoun, Louise Devillers-Reolon, Jean-Jacques Temprado
Summary: This study compared the cognitive effects of mindfulness meditation and an active control intervention in both meditators and novices. The results showed that both groups had improved reaction times after the interventions, but mindfulness meditation appeared to have larger benefits in attention, inhibition, and cognitive flexibility.
Article
Entomology
Aimie Berger Dauxere, Gilles Montagne, Julien R. Serres
Summary: This study aims to understand how bees utilize optical invariants to navigate safely during changes in altitude. The experiment demonstrated that when both invariants were available, bees primarily relied on the optical speed rate of change to control their altitude. However, when the optical speed rate of change was less accessible, the splay angle rate of change was prioritized, unless impending danger was perceived. These findings illustrate how the joint use of multiple invariants enables bees to navigate adaptively in unknown or cluttered environments.
Article
Biology
Julien R. Serres, Antoine H. P. Morice, Constance Blary, Romain Miot, Gilles Montagne, Franck Ruffier
Summary: A study was conducted to investigate the altitude control mechanism in honeybees. An optical configuration was designed to mimic the conditions experienced by honeybees over a natural water body. The results confirmed that a reduction or absence of ventral optic flow in honeybees leads to a loss in altitude and eventual collision with the floor.
Article
Psychology, Experimental
Julie Mathieu, Reinoud J. Bootsma, Catherine Berthelon, Gilles Montagne