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Search Results (3,764)

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16 pages, 5286 KiB  
Article
Saliency-Guided Point Cloud Compression for 3D Live Reconstruction
by Pietro Ruiu, Lorenzo Mascia and Enrico Grosso
Multimodal Technol. Interact. 2024, 8(5), 36; https://doi.org/10.3390/mti8050036 (registering DOI) - 03 May 2024
Abstract
3D modeling and reconstruction are critical to creating immersive XR experiences, providing realistic virtual environments, objects, and interactions that increase user engagement and enable new forms of content manipulation. Today, 3D data can be easily captured using off-the-shelf, specialized headsets; very often, these [...] Read more.
3D modeling and reconstruction are critical to creating immersive XR experiences, providing realistic virtual environments, objects, and interactions that increase user engagement and enable new forms of content manipulation. Today, 3D data can be easily captured using off-the-shelf, specialized headsets; very often, these tools provide real-time, albeit low-resolution, integration of continuously captured depth maps. This approach is generally suitable for basic AR and MR applications, where users can easily direct their attention to points of interest and benefit from a fully user-centric perspective. However, it proves to be less effective in more complex scenarios such as multi-user telepresence or telerobotics, where real-time transmission of local surroundings to remote users is essential. Two primary questions emerge: (i) what strategies are available for achieving real-time 3D reconstruction in such systems? and (ii) how can the effectiveness of real-time 3D reconstruction methods be assessed? This paper explores various approaches to the challenge of live 3D reconstruction from typical point cloud data. It first introduces some common data flow patterns that characterize virtual reality applications and shows that achieving high-speed data transmission and efficient data compression is critical to maintaining visual continuity and ensuring a satisfactory user experience. The paper thus introduces the concept of saliency-driven compression/reconstruction and compares it with alternative state-of-the-art approaches. Full article
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15 pages, 4700 KiB  
Article
Development of Virtual Tours for Understanding the Built Environment of an Educational Building
by Simon Li, Winson Say and Sumiran Rao
Buildings 2024, 14(5), 1291; https://doi.org/10.3390/buildings14051291 - 02 May 2024
Viewed by 164
Abstract
Though we spend a significant amount of time in indoor and built environments as general occupants of residential or commercial spaces, we do not necessarily know how the heating, cooling, and ventilation services work in our occupied spaces. As the mechanical systems of [...] Read more.
Though we spend a significant amount of time in indoor and built environments as general occupants of residential or commercial spaces, we do not necessarily know how the heating, cooling, and ventilation services work in our occupied spaces. As the mechanical systems of buildings become more complex for energy saving and better indoor air quality, it is beneficial for occupants to learn more their built environment so that they can cooperate effectively for the building’s performance. In this context, the purpose of this research is to develop and evaluate how virtual reality (VR) technology can support occupants in understanding their built environment. An educational building on campus was selected for the development as it provides familiar spaces for potential participants in this research. This research was carried out in two stages. In Stage One, we, as researchers in mechanical engineering, explored the workflow for VR development and developed VR tours for four spaces: a classroom, an auditorium, a conference room, and a mechanical room. In Stage Two, we conducted a survey study to examine the VR experience from the perspective of users. In this survey study, we recruited 34 participants from engineering students/graduates, industry participants, and a sustainability group. The participants generally indicated a positive experience with the VR tours, although the quiz scores on the VR content were weak. From our reflection, we consider that positive and effective VR experiences for the education of the built environment require collaboration from three domains: (1) mechanical systems of buildings, (2) VR technology, and (3) pedagogy. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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18 pages, 1090 KiB  
Article
Edge Caching Data Distribution Strategy with Minimum Energy Consumption
by Zhi Lin and Jiarong Liang
Sensors 2024, 24(9), 2898; https://doi.org/10.3390/s24092898 - 01 May 2024
Viewed by 174
Abstract
In the context of the rapid development of the Internet of Vehicles, virtual reality, automatic driving and the industrial Internet, the terminal devices in the network show explosive growth. As a result, more and more information is generated from the edge of the [...] Read more.
In the context of the rapid development of the Internet of Vehicles, virtual reality, automatic driving and the industrial Internet, the terminal devices in the network show explosive growth. As a result, more and more information is generated from the edge of the network, which makes the data throughput increase dramatically in the mobile communication network. As the key technology of the fifth-generation mobile communication network, mobile edge caching technology which caches popular data to the edge server deployed at the edge of the network avoids the data transmission delay of the backhaul link and the occurrence of network congestion. With the growing scale of the network, distributing hot data from cloud servers to edge servers will generate huge energy consumption. To realize the green and sustainable development of the communication industry and reduce the energy consumption of distribution of data that needs to be cached in edge servers, we make the first attempt to propose and solve the problem of edge caching data distribution with minimum energy consumption (ECDDMEC) in this paper. First, we model and formulate the problem as a constrained optimization problem and then prove its NP-hardness. Subsequently, we design a greedy algorithm with computational complexity of O(n2) to solve the problem approximately. Experimental results show that compared with the distribution strategy of each edge server directly requesting data from the cloud server, the strategy obtained by the algorithm can significantly reduce the energy consumption of data distribution. Full article
(This article belongs to the Section Internet of Things)
16 pages, 3414 KiB  
Article
A Cyber–Physical System Based on Digital Twin and 3D SCADA for Real-Time Monitoring of Olive Oil Mills
by Cristina Martinez-Ruedas, Jose-Maria Flores-Arias, Isabel M. Moreno-Garcia, Matias Linan-Reyes and Francisco Jose Bellido-Outeiriño
Technologies 2024, 12(5), 60; https://doi.org/10.3390/technologies12050060 - 30 Apr 2024
Viewed by 276
Abstract
Cyber–physical systems involve the creation, continuous updating, and monitoring of virtual replicas that closely mirror their physical counterparts. These virtual representations are fed by real-time data from sensors, Internet of Things (IoT) devices, and other sources, enabling a dynamic and accurate reflection of [...] Read more.
Cyber–physical systems involve the creation, continuous updating, and monitoring of virtual replicas that closely mirror their physical counterparts. These virtual representations are fed by real-time data from sensors, Internet of Things (IoT) devices, and other sources, enabling a dynamic and accurate reflection of the state of the physical system. This emphasizes the importance of data synchronization, visualization, and interaction within virtual environments as a means to improve decision-making, training, maintenance, and overall operational efficiency. This paper presents a novel approach to a cyber–physical system that integrates virtual reality (VR)-based digital twins and 3D SCADA in the context of Industry 4.0 for the monitoring and optimization of an olive mill. The methodology leverages virtual reality to create a digital twin that enables immersive data-driven simulations for olive mill monitoring. The proposed CPS takes data from the physical environment through the existing sensors and measurement elements in the olive mill, concentrates them, and exposes them to the virtual environment through the Open Platform Communication United Architecture (OPC-UA) protocol, thus establishing bidirectional and real-time communication. Furthermore, in the proposed virtual environment, the digital twin is interfaced with the 3D SCADA system, allowing it to create virtual models of the process. This innovative approach has the potential to revolutionize the olive oil industry by improving operational efficiency, product quality, and sustainability while optimizing maintenance practices. Full article
(This article belongs to the Topic Cyber-Physical Security for IoT Systems)
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40 pages, 2806 KiB  
Review
Radiological Crossroads: Navigating the Intersection of Virtual Reality and Digital Radiology through a Comprehensive Narrative Review of Reviews
by Andrea Lastrucci and Daniele Giansanti
Robotics 2024, 13(5), 69; https://doi.org/10.3390/robotics13050069 - 30 Apr 2024
Viewed by 218
Abstract
The integration of Virtual Reality with radiology is the focus of this study. A narrative review has been proposed to delve into emerging themes within the integration of Virtual Reality in radiology by scrutinizing reviews gathered from PubMed and Scopus. The proposed approach [...] Read more.
The integration of Virtual Reality with radiology is the focus of this study. A narrative review has been proposed to delve into emerging themes within the integration of Virtual Reality in radiology by scrutinizing reviews gathered from PubMed and Scopus. The proposed approach was based on a standard narrative checklist and a qualification process. The selection process identified 20 review studies. Integration of Virtual Reality (VR) in radiology offers potential transformative opportunities also integrated with other emerging technologies. In medical education, VR and AR, using 3D images from radiology, can enhance learning, emphasizing the need for standardized integration. In radiology, VR combined with Artificial Intelligence (AI) and Augmented Reality (AR) shows promising prospectives to give a complimentary contribution to diagnosis, treatment planning, and education. Challenges in clinical integration and User Interface design must be addressed. Innovations in medical education, like 3D modeling and AI, has the potential to enable personalized learning, but face standardization challenges. While robotics play a minor role, advancements and potential perspectives are observed in neurosurgery and endovascular systems. Ongoing research and standardization efforts are crucial for maximizing the potential of these integrative technologies in healthcare. In conclusion, the synthesis of these findings underscores the opportunities for advancements in digital radiology and healthcare through the integration of VR. However, challenges exist, and continuous research, coupled with technological refinements, is imperative to unlock the full potential of these integrative approaches in the dynamic and evolving field of medical imaging. Full article
(This article belongs to the Special Issue Robots and Artificial Intelligence for a Better Future of Health Care)
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23 pages, 12642 KiB  
Article
Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education
by Sam Qorbani, Shadi Dalili, Ali Arya and Christopher Joslin
Educ. Sci. 2024, 14(5), 476; https://doi.org/10.3390/educsci14050476 (registering DOI) - 30 Apr 2024
Viewed by 252
Abstract
Despite the recent advances in Virtual Reality technology and its use in education, the review of the literature shows several gaps in research on how immersive virtual environments impact the learning process. In particular, the lack of curriculum-specific experiments along with investigations of [...] Read more.
Despite the recent advances in Virtual Reality technology and its use in education, the review of the literature shows several gaps in research on how immersive virtual environments impact the learning process. In particular, the lack of curriculum-specific experiments along with investigations of the effects of different content, activity, and interaction types in the current VR studies has been identified as a significant shortcoming. This has been more significant in STEM fields, where VR has the potential to offer engaging experiential learning opportunities. The study reported here was designed to address this gap by assessing the effect of authentic visualization and interaction types on learning a particular scientific concept. A use case scenario of “orbital hybridization” in chemistry education was selected to create this experiment and to collect data for analysis. We collected data on learning outcomes, task-completion efficiency, accuracy, and subjective usability. A combination of learning content and tasks designed based on the relevant educational theories was presented to three groups: 2D, VR interaction type 1 (hand gestures), and VR interaction type 2 (ray casting). The results showed that VR could improve learning and that interaction type could influence efficiency and accuracy depending on the task. Full article
(This article belongs to the Special Issue Teaching and Learning with Virtual/Augmented Reality)
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21 pages, 9226 KiB  
Article
Moving Object Detection in Freely Moving Camera via Global Motion Compensation and Local Spatial Information Fusion
by Zhongyu Chen, Rong Zhao, Xindong Guo, Jianbin Xie and Xie Han
Sensors 2024, 24(9), 2859; https://doi.org/10.3390/s24092859 - 30 Apr 2024
Viewed by 205
Abstract
Motion object detection (MOD) with freely moving cameras is a challenging task in computer vision. To extract moving objects, most studies have focused on the difference in motion features between foreground and background, which works well for dynamic scenes with relatively regular movements [...] Read more.
Motion object detection (MOD) with freely moving cameras is a challenging task in computer vision. To extract moving objects, most studies have focused on the difference in motion features between foreground and background, which works well for dynamic scenes with relatively regular movements and variations. However, abrupt illumination changes and occlusions often occur in real-world scenes, and the camera may also pan, tilt, rotate, and jitter, etc., resulting in local irregular variations and global discontinuities in motion features. Such complex and changing scenes bring great difficulty in detecting moving objects. To solve this problem, this paper proposes a new MOD method that effectively leverages local and global visual information for foreground/background segmentation. Specifically, on the global side, to support a wider range of camera motion, the relative inter-frame transformations are optimized to absolute transformations referenced to intermediate frames in a global form after enriching the inter-frame matching pairs. The global transformation is fine-tuned using the spatial transformer network (STN). On the local side, to address the problem of dynamic background scenes, foreground object detection is optimized by utilizing the pixel differences between the current frame and the local background model, as well as the consistency of local spatial variations. Then, the spatial information is combined using optical flow segmentation methods, enhancing the precision of the object information. The experimental results show that our method achieves a detection accuracy improvement of over 1.5% compared with the state-of-the-art methods on the datasets of CDNET2014, FBMS-59, and CBD. It demonstrates significant effectiveness in challenging scenarios such as shadows, abrupt changes in illumination, camera jitter, occlusion, and moving backgrounds. Full article
(This article belongs to the Section Sensing and Imaging)
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16 pages, 6263 KiB  
Article
Implementation and Evaluation of Walk-in-Place Using a Low-Cost Motion-Capture Device for Virtual Reality Applications
by Rawoo Shin, Bogyu Choi, Sang-Min Choi and Suwon Lee
Sensors 2024, 24(9), 2848; https://doi.org/10.3390/s24092848 - 30 Apr 2024
Viewed by 221
Abstract
Virtual reality (VR) is used in many fields, including entertainment, education, training, and healthcare, because it allows users to experience challenging and dangerous situations that may be impossible in real life. Advances in head-mounted display technology have enhanced visual immersion, offering content that [...] Read more.
Virtual reality (VR) is used in many fields, including entertainment, education, training, and healthcare, because it allows users to experience challenging and dangerous situations that may be impossible in real life. Advances in head-mounted display technology have enhanced visual immersion, offering content that closely resembles reality. However, several factors can reduce VR immersion, particularly issues with the interactions in the virtual world, such as locomotion. Additionally, the development of locomotion technology is occurring at a moderate pace. Continuous research is being conducted using hardware such as treadmills, and motion tracking using depth cameras, but they are costly and space-intensive. This paper presents a walk-in-place (WIP) algorithm that uses Mocopi, a low-cost motion-capture device, to track user movements in real time. Additionally, its feasibility for VR applications was evaluated by comparing its performance with that of a treadmill using the absolute trajectory error metric and survey data collected from human participants. The proposed WIP algorithm with low-cost Mocopi exhibited performance similar to that of the high-cost treadmill, with significantly positive results for spatial awareness. This study is expected to contribute to solving the issue of spatial constraints when experiencing infinite virtual spaces. Full article
(This article belongs to the Section Navigation and Positioning)
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24 pages, 959 KiB  
Systematic Review
Environmental Education: A Systematic Review on the Use of Digital Tools for Fostering Sustainability Awareness
by Mira Hajj-Hassan, Rawad Chaker and Anne-Marie Cederqvist
Sustainability 2024, 16(9), 3733; https://doi.org/10.3390/su16093733 - 29 Apr 2024
Viewed by 304
Abstract
Recently, sustainable development practices have increased attention as climate change and environmental impacts have increased. Interventions to encourage sustainability awareness are developing, so fostering them through education is crucial. Evidence-based studies conducted in this field have suggested the use of different digital tools [...] Read more.
Recently, sustainable development practices have increased attention as climate change and environmental impacts have increased. Interventions to encourage sustainability awareness are developing, so fostering them through education is crucial. Evidence-based studies conducted in this field have suggested the use of different digital tools to promote environmental learning gains and to foster better sustainability awareness among students. Following the PRISMA method, we found 21 articles published between 2013 and 2023 showing an interest in the use of digital tools in environmental education to foster sustainability awareness among learners. Findings indicate that virtual reality tools and climate change topics are the most trending in this research area. Further, the results show a positive impact of the use of digital tools on students’ concern for the sustainability of the planet. Full article
(This article belongs to the Collection E-learning and Sustainability in Higher Education)
23 pages, 32356 KiB  
Article
Enriching User-Visitor Experiences in Digital Museology: Combining Social and Virtual Interaction within a Metaverse Environment
by Alba Alabau, Lidia Fabra, Ana Martí-Testón, Adolfo Muñoz, J. Ernesto Solanes and Luis Gracia
Appl. Sci. 2024, 14(9), 3769; https://doi.org/10.3390/app14093769 - 28 Apr 2024
Viewed by 378
Abstract
This study investigates the potential of integrating multilayer animations and sophisticated shader technologies to enhance visitor social interactions within metaverse exhibition spaces. It is part of a broader initiative aimed at developing innovative digital museology strategies that foster social engagement through virtual reality [...] Read more.
This study investigates the potential of integrating multilayer animations and sophisticated shader technologies to enhance visitor social interactions within metaverse exhibition spaces. It is part of a broader initiative aimed at developing innovative digital museology strategies that foster social engagement through virtual reality (VR) experiences. The methodology adopted seeks to provide a more immersive and human-centric exploration of 3D digital environments by blending elements of physical spaces with the interactive dynamics common in video games. A virtual exhibition space themed around Mars was created as a testbed to facilitate social interactions among users, who navigate the environment via avatars. This digital space was developed using a specialized Unity template designed by the metaverse platform Spatial.io. Overcoming the programming constraints imposed by Spatial.io, which limits the use of external scripts for security and stability, posed a significant challenge. Nonetheless, by leveraging the ability to modify shader codes used for material creation and employing advanced animation techniques with layered effects, the authors of this work achieved dynamic material responses to lighting changes and initiated complex asset interactions beyond simple linear animations. Full article
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20 pages, 4771 KiB  
Article
Advancing the Decarbonization of the Construction Sector: Lifecycle Quality and Performance Assurance of Nearly Zero-Energy Buildings
by Emanuele Piaia, Beatrice Turillazzi, Roberto Di Giulio and Rizal Sebastian
Sustainability 2024, 16(9), 3687; https://doi.org/10.3390/su16093687 - 28 Apr 2024
Viewed by 358
Abstract
Dealing with and maintaining high-quality standards in the design and construction phases is challenging, especially for on-site construction. Issues like improper implementation of building components and poor communication can widen the gap between design specifications and actual conditions. To prevent this, particularly for [...] Read more.
Dealing with and maintaining high-quality standards in the design and construction phases is challenging, especially for on-site construction. Issues like improper implementation of building components and poor communication can widen the gap between design specifications and actual conditions. To prevent this, particularly for energy-efficient buildings, it is vital to develop resilient, sustainable strategies. These should optimize resource use, minimize environmental impact, and enhance livability, contributing to carbon neutrality by 2050 and climate change mitigation. Traditional post-occupancy evaluations, which identify defects after construction, are impractical for addressing energy performance gaps. A new, real-time inspection approach is necessary throughout the construction process. This paper suggests an innovative guideline for prefabricated buildings, emphasizing digital ‘self-instruction’ and ‘self-inspection’. These procedures ensure activities impacting quality adhere to specific instructions, drawings, and 3D models, incorporating the relevant acceptance criteria to verify completion. This methodology, promoting alignment with planned energy-efficient features, is supported by BIM-based software and Augmented Reality (AR) tools, embodying Industry 4.0 principles. BIM (Building Information Modeling) and AR bridge the gap between virtual design and actual construction, improving stakeholder communication and enabling real-time monitoring and adjustments. This integration fosters accuracy and efficiency, which are key for energy-efficient and nearly zero-energy buildings, marking a shift towards a more precise, collaborative, and environmentally sensible construction industry. Full article
14 pages, 5855 KiB  
Article
Rock Slope Stability Analysis Using Terrestrial Photogrammetry and Virtual Reality on Ignimbritic Deposits
by Tania Peralta, Melanie Menoscal, Gianella Bravo, Victoria Rosado, Valeria Vaca, Diego Capa, Maurizio Mulas and Luis Jordá-Bordehore
J. Imaging 2024, 10(5), 106; https://doi.org/10.3390/jimaging10050106 - 28 Apr 2024
Viewed by 265
Abstract
Puerto de Cajas serves as a vital high-altitude passage in Ecuador, connecting the coastal region to the city of Cuenca. The stability of this rocky massif is carefully managed through the assessment of blocks and discontinuities, ensuring safe travel. This study presents a [...] Read more.
Puerto de Cajas serves as a vital high-altitude passage in Ecuador, connecting the coastal region to the city of Cuenca. The stability of this rocky massif is carefully managed through the assessment of blocks and discontinuities, ensuring safe travel. This study presents a novel approach, employing rapid and cost-effective methods to evaluate an unexplored area within the protected expanse of Cajas. Using terrestrial photogrammetry and strategically positioned geomechanical stations along the slopes, we generated a detailed point cloud capturing elusive terrain features. We have used terrestrial photogrammetry for digitalization of the slope. Validation of the collected data was achieved by comparing directional data from Cloud Compare software with manual readings using a digital compass integrated in a phone at control points. The analysis encompasses three slopes, employing the SMR, Q-slope, and kinematic methodologies. Results from the SMR system closely align with kinematic analysis, indicating satisfactory slope quality. Nonetheless, continued vigilance in stability control remains imperative for ensuring road safety and preserving the site’s integrity. Moreover, this research lays the groundwork for the creation of a publicly accessible 3D repository, enhancing visualization capabilities through Google Virtual Reality. This initiative not only aids in replicating the findings but also facilitates access to an augmented reality environment, thereby fostering collaborative research endeavors. Full article
(This article belongs to the Special Issue Exploring Challenges and Innovations in 3D Point Cloud Processing)
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36 pages, 7366 KiB  
Article
An Audio-Based SLAM for Indoor Environments: A Robotic Mixed Reality Presentation
by Elfituri S. F. Lahemer and Ahmad Rad
Sensors 2024, 24(9), 2796; https://doi.org/10.3390/s24092796 - 27 Apr 2024
Viewed by 348
Abstract
In this paper, we present a novel approach referred to as the audio-based virtual landmark-based HoloSLAM. This innovative method leverages a single sound source and microphone arrays to estimate the voice-printed speaker’s direction. The system allows an autonomous robot equipped with a single [...] Read more.
In this paper, we present a novel approach referred to as the audio-based virtual landmark-based HoloSLAM. This innovative method leverages a single sound source and microphone arrays to estimate the voice-printed speaker’s direction. The system allows an autonomous robot equipped with a single microphone array to navigate within indoor environments, interact with specific sound sources, and simultaneously determine its own location while mapping the environment. The proposed method does not require multiple audio sources in the environment nor sensor fusion to extract pertinent information and make accurate sound source estimations. Furthermore, the approach incorporates Robotic Mixed Reality using Microsoft HoloLens to superimpose landmarks, effectively mitigating the audio landmark-related issues of conventional audio-based landmark SLAM, particularly in situations where audio landmarks cannot be discerned, are limited in number, or are completely missing. The paper also evaluates an active speaker detection method, demonstrating its ability to achieve high accuracy in scenarios where audio data are the sole input. Real-time experiments validate the effectiveness of this method, emphasizing its precision and comprehensive mapping capabilities. The results of these experiments showcase the accuracy and efficiency of the proposed system, surpassing the constraints associated with traditional audio-based SLAM techniques, ultimately leading to a more detailed and precise mapping of the robot’s surroundings. Full article
(This article belongs to the Section Navigation and Positioning)
18 pages, 2117 KiB  
Article
A Comparison of the Immediate Effects of Verbal and Virtual Reality Feedback on Gait in Children with Cerebral Palsy
by Tine De Mulder, Heleen Adams, Tijl Dewit, Guy Molenaers, Anja Van Campenhout and Kaat Desloovere
Children 2024, 11(5), 524; https://doi.org/10.3390/children11050524 - 27 Apr 2024
Viewed by 212
Abstract
Different types of feedback are used during gait training in children with cerebral palsy (CP), including verbal (VB) and virtual reality (VR) feedback. Previous studies on VR feedback showed positive effects on the targeted gait parameter. However, both positive and negative side effects [...] Read more.
Different types of feedback are used during gait training in children with cerebral palsy (CP), including verbal (VB) and virtual reality (VR) feedback. Previous studies on VR feedback showed positive effects on the targeted gait parameter. However, both positive and negative side effects on other parameters were seen as well. The literature on the effect of VB feedback is lacking and, to our knowledge, both feedback methods have not yet been compared. In this monocentric study with a single-session intervention protocol, children with CP completed a training session on the Gait Real-Time Analysis Interactive Lab (GRAIL) and received both VB and VR feedback on hip extension, in randomized order. Outcome parameters were continuous gait curves of sagittal kinematics and hip kinetics, specific features of hip angle and moment, sagittal gait variable scores and gait profile scores. Improvement of the targeted gait parameter was seen both after VB and VR feedback, with a small advantage for VR over VB feedback. Furthermore, positive side effects on knee and ankle sagittal kinematics were seen. However, the overall gait profile score did not improve, most likely due to negative compensatory strategies. In conclusion, children with CP can adapt gait in response to both VB and VR feedback, with VR feedback producing a slightly better effect. Due to secondary effects on parameters other than the targeted parameter, the overall gait did not improve. Full article
(This article belongs to the Special Issue Clinical Gait Analysis in Children: Progress and Relevance)
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38 pages, 1799 KiB  
Review
Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
by Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del-Puerto-Flores, Ramon A. Briseño and José Varela-Aldás
Electronics 2024, 13(9), 1683; https://doi.org/10.3390/electronics13091683 - 26 Apr 2024
Viewed by 378
Abstract
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking [...] Read more.
This work marks a significant advancement in the field of cognitive science and gaming technology. It offers an in-depth analysis of the effects of various video game genres on brainwave patterns and concentration levels in virtual reality (VR) settings. The study is groundbreaking in its approach, employing electroencephalograms (EEGs) to explore the neural correlates of gaming, thus bridging the gap between technology, psychology, and neuroscience. This review enriches the dialogue on the potential of video games as a therapeutic tool in mental health. The study’s findings illuminate the capacity of different game genres to elicit varied brainwave responses, paving the way for tailored video game therapies. This review contributes meaningfully to the state of the art by offering empirical insights into the interaction between gaming environments and brain activity, highlighting the potential applications in therapeutic settings, cognitive training, and educational tools. The findings are especially relevant for developing VR gaming content and therapeutic games, enhancing the understanding of cognitive processes, and aiding in mental healthcare strategies. Full article
(This article belongs to the Special Issue Serious Games and Extended Reality (XR))
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