Challenges and practical considerations in applying virtual reality in medical education and treatment

T Baniasadi, SM Ayyoubzadeh… - Oman medical …, 2020 - pmc.ncbi.nlm.nih.gov
Despite the benefits of using virtual reality (VR) in medical education and treatment, some
challenges and limitations result in the uselessness or misuse of this technology. Therefore …

Artificial Intelligence and User Experience in reciprocity: Contributions and state of the art

M Virvou - Intelligent Decision Technologies, 2023 - journals.sagepub.com
Among the primary aims of Artificial Intelligence (AI) is the enhancement of User Experience
(UX) by providing deep understanding, profound empathy, tailored assistance, useful …

The challenges of entering the metaverse: An experiment on the effect of extended reality on workload

N **, J Chen, F Gama, M Riar, J Hamari - Information Systems Frontiers, 2023 - Springer
Abstract Information technologies exist to enable us to either do things we have not done
before or do familiar things more efficiently. Metaverse (ie extended reality: XR) enables …

Gameplay engagement and learning in game-based learning: A systematic review

AI Abdul Jabbar, P Felicia - Review of educational research, 2015 - journals.sagepub.com
In this review, we investigated game design features that promote engagement and learning
in game-based learning (GBL) settings. The aim was to address the lack of empirical …

Influence of students' learning style, sense of presence, and cognitive load on learning outcomes in an immersive virtual reality learning environment

CL Huang, YF Luo, SC Yang, CM Lu… - Journal of …, 2020 - journals.sagepub.com
The purpose of this study was to investigate the relationship among Taiwanese high school
students' learning style, sense of presence, cognitive load, and affective and cognitive …

[HTML][HTML] Usability testing of virtual reality applications—the pilot study

D Kamińska, G Zwoliński, A Laska-Leśniewicz - Sensors, 2022 - mdpi.com
The need for objective data-driven usability testing of VR applications is becoming more
tangible with the rapid development of numerous VR applications and their increased …

Perceived satisfaction, perceived usefulness and interactive learning environments as predictors to self-regulation in e-learning environments

SS Liaw, HM Huang - Computers & education, 2013 - Elsevier
The research purpose is to investigate learner self-regulation in e-learning environments. In
order to better understand learner attitudes toward e-learning, 196 university students …

Enabling people with visual impairments to navigate virtual reality with a haptic and auditory cane simulation

Y Zhao, CL Bennett, H Benko, E Cutrell… - Proceedings of the …, 2018 - dl.acm.org
Traditional virtual reality (VR) mainly focuses on visual feedback, which is not accessible for
people with visual impairments. We created Canetroller, a haptic cane controller that …

Educational virtual environments: A ten-year review of empirical research (1999–2009)

TA Mikropoulos, A Natsis - Computers & education, 2011 - Elsevier
This study is a ten-year critical review of empirical research on the educational applications
of Virtual Reality (VR). Results show that although the majority of the 53 reviewed articles …

Disrupting the narrative: Immersive journalism in virtual reality

S Jones - Journal of media practice, 2017 - Taylor & Francis
This paper conceptualises immersive journalism, and discusses the implications of the
technology for users who then get a first-hand experience of being at a news event through …