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Item Active Virtual Reality Games Reduce Pain Sensitivity in Young, Healthy Adults(Frontiers, 2021-11) Evans, Eric; Naugle, Keith E.; Ovispo, Alex; Kaleth, Anthony S.; Arnold, Brent; Naugle, Kelly M.; Kinesiology, School of Health and Human SciencesSeparately, both physical activity and virtual reality can attenuate pain sensitivity in healthy adults. What is unknown is whether virtual reality combined with physical activity (active virtual reality) could have a greater hypoalgesic effect compared to non-active virtual reality distraction (passive virtual reality engagement). Objective: The purpose of this study was to determine whether playing physically active virtual reality games exert a greater hypoalgesic effect than a non-active virtual reality game. Methods: Participants (n = 36) played three different active virtual reality games (Beat Saber, Holopoint, and Hot Squat) and one non-active virtual reality game (Relax Walk) for 15 min on four different visits. During gameplay, participants wore accelerometers on the thigh, wrist, and waist to measure movement intensity and quantity. Pressure pain thresholds were measured on the forearm and thigh immediately prior to gameplay (pretest) and immediately following each gaming bout (posttest). Results: Analysis of the accelerometer data indicated that Hot Squat elicited greater whole-body and lower body moderate to vigorous physical activity compared to the other games. The ANOVA revealed an overall hypoalgesic effect of the virtual reality games on the forearm, regardless of game type. Results also showed a significant hypoalgesic effect on the thigh following gameplay for Hot Squat, Holopoint, and Relax Walk VR. The magnitude of pain reduction was significantly greater during Hot Squat compared to the other games. Conclusion: Virtual reality gameplay exerted a hypoalgesic effect on experimental pressure pain. Additionally, the data provided evidence of a potential enhanced hypoalgesic effect of physically active virtual reality compared to non-active VR on pressure pain sensitivity.Item Assessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environment(ASEE, 2018) Rogers, Christian B.; El-Mounayri, Hazim; Wasfy, Tamer; Satterwhite, Jesse; Computer and Information Science, School of ScienceThis paper shows the early research findings of utilizing a virtual reality environment as an educational tool for the operation of a computerized numerical control (CNC) milling machine. Based off of previous work, the Advanced Virtual Machining Lab (AVML), this project features an environment in which a virtual CNC machine is fully operable, designed to allow STEM students and training professionals to learn the use of the CNC machine without the need to be in a physical lab. Users operate in the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard input devices (i.e. mouse and keyboard), both of which combined make for easy movement and realistic visuals. On-screen tutorials allow users to learn about what they need to do to operate the machine without the need for outside instruction. While designing and perfecting this environment has been the primary focus of this project thus far, the research goal is to test the ease of use and the pedagogical effectiveness of the immersive technology as it relates to education in STEM fields. Initial usability studies for this environment featured students from a CAD/CAM-Theory and Advanced Applications (ME 54600) course at a Midwestern urban institution. Results from the study were tabulated with a survey using a four-point Likert scale and several open-ended questions. Findings from the survey indicated that the majority of users found the environment realistic and easy to navigate, in addition to finding the immersive technology to be beneficial. Many also indicated that they felt comfortable navigating the environment without the need for additional assistance from the survey proctors. Full details on the usability study, including data and discussion, can be found in this paper. The general consensus from the study was that, while some features needed refinement, the immersive environment helped them learn about the operation of a CNC machine. An additional comparative study will be undertaken to evaluate pedagogical effectiveness.Item Assessment of STEM e-Learning in an Immersive Virtual Reality (VR) Environment(American Society for Engineering Education, 2016-06) El-Mounayri, Hazim; Rogers, Christian; Fernandez, Eugenia; Satterwhite, Jesse Connor; Department of Engineering Technology, School of Engineering and TechnologyThis paper shows the early research findings of utilizing a virtual reality environment as an educational tool for the operation of a computerized numerical control (CNC) milling machine. Based off of a previous work, the Advanced Virtual Machining Lab (AVML), this project features a virtual environment in which a virtual CNC machine is fully operable, designed to allow STEM students and training professionals to learn the use of the CNC machine without the need to be in a physical lab. Users operate in the virtual environment using an immersive virtual reality headset (i.e. Oculus Rift) and standard input devices (i.e. mouse and keyboard), both of which combined make for easy movement and realistic visuals. On-screen tutorials allow users to learn about what they need to do to operate the machine without the need for outside instruction. While designing and perfecting this environment has been the primary focus of this project thus far, the research goal is to test the ease of use and the pedagogical effectiveness of the immersive technology as it relates to education in STEM fields. Initial usability studies for this environment featured students from the graduate level CAD/CAM-Theory and Advanced Applications (ME 54600) course at IUPUI. Results from the study were tabulated with a survey using a four-point Likert scale and several open-ended questions. Findings from the survey indicate that the majority of users found the environment realistic and easy to navigate, in addition to finding the immersive technology to be beneficial. Many also indicated that they felt comfortable navigating the environment without the need for additional assistance from the survey proctors. Full details on the first usability study, including data and discussion, can be found in this paper. The general consensus from the study was that, while some features needed refinement, the immersive environment helped them learn about the operation of a CNC machine. Additional usability studies will need to be undergone to refine said features before beginning the final study, in which students learning from the immersive virtual environment will be tested against students learning from traditional methods. Details on this last study will be discussed in the final paper, which will also discuss the methods used for preparing the environment, full results and detailed discussion on each of the usability studies, and conclusions on the usability and educational effectiveness of the immersive virtual reality technology in STEM education.Item Augmented Reality in Medical Education and Training(Taylor & Francis, 2016) Herron, Jennifer; Ruth Lilly Medical LibraryAugmented reality, while not necessarily a new technology, is becoming more well-known and gaining some momentum in medical education through Google Glass and Microsoft’s HoloLens. Not only can augmented reality aid in student education, but it also can impact patient care through its ability to enhance medical training. Medical libraries can partake in this new endeavor by being aware of applications in augmented reality that can benefit students and educators.Item Beyond cute: exploring user types and design opportunities of virtual reality pet games(ACM, 2017-11) Lin, Chaolan; Dombrowski, Lynn; Faas, Travis; Brady, Erin; Human-Centered Computing, School of Informatics and ComputingVirtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games.Item Can virtual reality be a ‘killer app’ for journalists to tell great stories?(Indianapolis Business Journal, 2015-05-30) Faklaris, CoriThe author discusses the application of virtual reality in mass media industry and notes its use in storytelling technique for journalism. Written for IBJ's first-ever Innovation issue. A distillation of research done as part of studies in IUPUI's Media Arts and Science master's degree program.Item A Content-Analysis Approach for Exploring Usability Problems in a Collaborative Virtual Environment(Springer, 2018) Geszten, Dalma; Komlódi, Anita; Hercegfi, Károly; Hámornik, Balázs; Young, Alyson; Köles, Máté; Lutters, Wayne G.; Human-Centered Computing, School of Informatics and ComputingAs Virtual Reality (VR) products are becoming more widely available in the consumer market, improving the usability of these devices and environments is crucial. In this paper, we are going to introduce a framework for the usability evaluation of collaborative 3D virtual environments based on a large-scale usability study of a mixedmodality collaborative VR system. We first review previous literature about important usability issues related to collaborative 3D virtual environments, supplemented with our research in which we conducted 122 interviews after participants solved a collaborative virtual reality task. Then, building on the literature review and our results, we extend previous usability frameworks. We identified twelve different usability problems, and based on the causes of the problems, we grouped them into three main categories: VR environment-, device interaction-, and task-specific problems. The framework can be used to guide the usability evaluation of collaborative VR environments.Item Creating a new “reality” for medical education: the Nexus Reality Lab for virtual reality(2019-10-01) Lilly, Jason; Kaneshiro, Kellie N.; Misquith, Chelsea; Dennett, BrandonBackground: The Technology Team at the Ruth Lilly Medical Library, Indiana University (IU), first started exploring virtual reality (VR) in 2016. In 2017, we began offering weekly sessions dubbed VRidays (“VR Fridays”) to give students an opportunity to experience the technology. We also purchased a portable VR setup that allowed us to demonstrate VR at our regional campuses. Description: To lower the entry barrier to VR, the Technology Team collaborated with the IU Advanced Visualization Lab to establish a reality lab in our collaborative learning space. The lab opened in the fall of 2018 and consists of four high-end VR stations that are accessible to students at any time, but they can also make an appointment for a more guided experience. Information and instructions are available on a LibGuide. Conclusion: We are currently collecting data on the number of unique users and evaluating application usage. We are working on a feedback mechanism and looking to develop collaborative partnerships across the university.Item Developing Virtual Reality Module to Improve Student Learning Experience in Additive Manufacturing Curriculum(ASEE, 2020) Zhang, Jing; Singui, Glorio; Hansraj Wadghule, Shambhuraj; Frend, Chauncey Eugene; Dube, Tejesh Charles; Golub, Michael; Mechanical and Energy Engineering, School of Engineering and TechnologyIn our current additive manufacturing (AM) curriculum, the study relies on taking lectures and physical lab experiments. With the advance of virtual reality (VR) technologies in terms of both software and hardware, there is a need to advance the education with adopting advanced VR technologies. In this project, we present our latest results of developing new VR modules in AM curriculum. Specifically, the developed VR modules for fusion deposition modeling and fatigue testing will be presented. In the on-going research, students will be required to use the VR modules in comparison with the physical lab experiments. The focus will be understanding the effectiveness of VR technology on engineering curriculum.Item Effect of Virtual Reality Interventions on Occupational Participation in Stroke Patients: A Rapid Systematic Review(2023-05-04) Gillen, Grace; Huff, Nichole; Messenger, Elizabeth; Russell, Rachel; Butcher, Madison; Chase, Tony; Sego, Daniel; Department of Occupational Therapy, School of Health and Human SciencesThis rapid systematic review of the literature examines the literature on effective occupational therapy virtual reality (VR) interventions in rehabilitation of individuals poststroke. This review provides a comprehensive overview and analysis of 25 studies that addressed common themes, including: upper extremity (UE) mobility, functional outcomes, Quality of Life (QoL), and functional performance, related to increasing occupational participation through VR. Findings reveal moderate strength of evidence for the use of VR interventions, in addition to conventional occupational therapy (OT), in supporting individuals’ occupational performance and relative, functional factors contributing to participation in occupations, among individuals following a stroke. This review supports the use of VR interventions for individuals poststroke due to their innovativeness, adaptability, and ability to simulate real-life activities of daily living (ADLs), and supports the use of occupation-based VR interventions which can inform and guide intervention approaches for OT practitioners working in stroke rehabilitation.