Article
Hospitality, Leisure, Sport & Tourism
Jinwei Wang, Yue Sun, Liyan Zhang, Saiyin Zhang, Ling Feng, Alastair M. Morrison
Summary: This research used world-famous paintings as examples to study the application of virtual reality in museum tourism. The findings showed that the display methods of museum exhibits affected visitors' flow experience and intention to use VR. Flow experience had a significant mediating effect, and the familiarity with VR moderated the mediating effect. These findings contribute to the research literature on VR usage and display methods in museums and provide theoretical reference and strategic suggestions for enterprises.
JOURNAL OF TRAVEL RESEARCH
(2023)
Article
Chemistry, Multidisciplinary
Vensada Okanovic, Ivona Ivkovic-Kihic, Dusanka Boskovic, Bojan Mijatovic, Irfan Prazina, Edo Skaljo, Selma Rizvic
Summary: Digital technologies play a crucial role in presenting cultural heritage, and digital storytelling using multimedia techniques enhances user experience by providing both educational and entertaining content. Natural interaction and eXtended Reality applications enable interactive experiences with cultural heritage.
APPLIED SCIENCES-BASEL
(2022)
Article
Engineering, Electrical & Electronic
Sihuang Man, Ze Gao
Summary: With the rapid development of urban construction, public buildings such as museums have become a focal point as the city's business card. The introduction of high technology and new media has diversified the visual expression of museums. VR technology has been introduced into the design of museum exhibits to enhance the immersive experience for visitors and promote the dissemination of cultural heritage.
JOURNAL OF ELECTRONIC IMAGING
(2023)
Review
Education & Educational Research
Yuting Zhou, Juanjuan Chen, Minhong Wang
Summary: Virtual reality (VR) and augmented reality (AR) are increasingly used in museum learning to create engaging experiences. This study reviewed 51 relevant studies and conducted a meta-analysis of 17 studies to investigate the applications and effects of AR and VR in museum learning. The results showed that these technologies are mainly used in science, arts, and history museums to support conceptual knowledge learning. They are utilized to superimpose materials on physical exhibits, visualize complex phenomena, and simulate virtual exhibitions. The study also found that AR and VR have significant positive effects on learning achievement and perceptions in museum learning.
EDUCATIONAL RESEARCH REVIEW
(2022)
Article
Psychology, Multidisciplinary
Benjamin Schoene, Joanna Kisker, Leon Lange, Thomas Gruber, Sophia Sylvester, Roman Osinsky
Summary: Virtual reality (VR) is widely used for studying human behavior and brain functions, but it is unclear whether it represents actual reality or is just an advanced simulation. This study found that real-life and VR height exposures were mostly indistinguishable on a psychophysiological level, indicating that contemporary VR setups are capable of mimicking reality. This opens up possibilities for studying real-world cognitive and emotional processes in controlled laboratory conditions.
FRONTIERS IN PSYCHOLOGY
(2023)
Editorial Material
Geography
Emma Fraser
Summary: The rapid expansion of online worlds after the Covid-19 pandemic has led to a significant influx of individuals into real-time interactive digital spaces. This transformation raises questions about the future of geography as a discipline. In this commentary, the author explores the implications of the current trend towards "metaversal" thinking for geographical theory and the importance of virtual world-making in understanding digital space and place.
DIALOGUES IN HUMAN GEOGRAPHY
(2023)
Article
Computer Science, Information Systems
Yee Kiu Chan, Yuk Ming Tang, Long Teng
Summary: As the metaverse rapidly develops and traditional rehabilitation faces non-attendance issues, virtual reality in telerehabilitation has become increasingly important. This study aims to propose a new research model and comparative analysis on factors influencing public behavioral intention to adopt VR in telerehabilitation for different user groups. The proposed model was validated through an online questionnaire completed by 215 respondents, analyzed using SPSS and AMOS. The study found that effort expectancy, threat appraisals, and trust had a significant positive influence on behavioral intention, while performance expectancy and facilitating conditions did not. Notably, the average scores for older adults were higher than for younger adults.
INTERNATIONAL JOURNAL OF MEDICAL INFORMATICS
(2023)
Article
Computer Science, Interdisciplinary Applications
Mara Fuchs, Florian Beckert, Joern Biedermann, Bjorn Nagel
Summary: Progressive digitization in system development phase reduces development time and costs, but increases complexity and challenges in understanding and modeling system dependencies. This paper proposes a conceptual design method for cabin systems layout based on preliminary aircraft design data, utilizing a central data model and ontology to automate layout and generate missing information. The use of a virtual development platform and VR technology enables iterative, evaluative, and optimized cabin system designs at low cost.
COMPUTERS IN INDUSTRY
(2022)
Article
Computer Science, Interdisciplinary Applications
Hamza A. Al-Jundi, Emad Y. Tanbour
Summary: This paper discusses the technical infrastructure necessary for designing a collaborative virtual manufacturing planning system, as well as the evaluation of the VR simulation using objective and subjective assessment methods. The results indicate that realism and sensory systems are the main factors affecting the fidelity of the VR system.
Article
Social Sciences, Interdisciplinary
Yue Wu, Qianling Jiang, Hui'e Liang, ShiYu Ni
Summary: Technological innovations have provided creative ideas for online communication and protection of cultural heritage in costume museums. This study expands the technology acceptance model and finds that information quality and information richness positively influence visitors' experience and behavior intention. The research findings have practical implications for constructing and innovating digital costume museums.
Article
Computer Science, Cybernetics
Alberto Martinez-Gutierrez, Javier Diez-Gonzalez, Paula Verde, Hilde Perez
Summary: This paper introduces the convergence of Digital Twins and Virtual Reality to enhance the digital learning process of driving an industrial mobile robot. Experimental results demonstrate that VR-supported training can significantly improve digital learning.
INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES
(2023)
Article
Computer Science, Hardware & Architecture
D. A. Buentello-Montoya, M. G. Lomeli-Plascencia, L. M. Medina-Herrera
Summary: The use of virtual reality and augmented reality in teaching mathematics is gaining attention, with high acceptance rates among students. However, complications may arise if the instructional content is not well-designed. The number of publications on the topic is increasing, and the technology is becoming prevalent in developing countries.
COMPUTERS & ELECTRICAL ENGINEERING
(2021)
Review
Computer Science, Information Systems
Mohammed A. M. Algerafi, Yueliang Zhou, Mohamed Oubibi, Tommy Tanu Wijaya
Summary: Augmented Reality (AR) and Virtual Reality (VR) have the potential to revolutionize education by offering immersive and interactive learning experiences. This research evaluates the educational applications of AR and VR, emphasizing their impact on student motivation, learning outcomes, engagement, and overall learning experiences.
Article
Chemistry, Multidisciplinary
Selma Rizvic, Dusanka Boskovic, Vensada Okanovic, Ivona Ivkovic Kihic, Irfan Prazina, Bojan Mijatovic
Summary: The paper discusses the latest applications using VR and AR technologies for interactive digital storytelling about the history of Bosnia and Herzegovina, including the first BH VR documentary "Nine dissidents" and the Virtual Museum of Old Crafts that aims to preserve intangible heritage through Virtual Reality.
APPLIED SCIENCES-BASEL
(2021)
Article
Oncology
Kaisa Liimatainen, Leena Latonen, Masi Valkonen, Kimmo Kartasalo, Pekka Ruusuvuori
Summary: Virtual reality enables immersive data visualization for exploring scientific data, with this study using VR to visualize 3D histology data for digital pathology in cancer research. The interactive VR application allows users to manipulate visualization properties and interact with various objects in a way not possible with traditional 2D images. Automated processing of histology data enables easy adaptation of the application to visualize data from different organs and pathologies.