Virtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, hand tracking can be used in VR applications to control virtual objects. This research developed VR intubation training as a case study and applied controllers and hand tracking for four interactions—namely collision, grabbing, pressing, and release. The quasi-experimental design assigned 30 medical students in clinical training to investigate the differences between using VR controller and hand tracking in medical interactions. The subjects were divided into two groups, one with VR controllers and the other with VR hand tracking, to study the interaction time and user satisfaction in seven procedures. System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) were used to measure user usability and satisfaction, respectively. The results showed that the interaction time of each procedure was not different. Similarly, according to SUS and USEQ scores, satisfaction and usability were also not different. Therefore, in VR intubation training, using hand tracking has no difference in results to using controllers. As medical training with free-hand gestures is more natural for real-world situations, hand tracking will play an important role as user input for VR medical training. This allows trainees to recognize and correct their postures intuitively, which is more beneficial for self-learning and practicing.
This study aimed to examine the use of light and color in digital paintings and their effect on audiences’ perceptions of environmental issues. Five digital paintings depicting environmental issues have been designed. Digital painting techniques created black-and-white, monochrome, and color images. Each image used utopian and dystopian visualization concepts to communicate hope and despair. In the experiment, 225 volunteers representing students in colleges were separated into three independent groups: the first group was offered black-and-white images, the second group was offered monochromatic images, and the third group was offered color images. After viewing each image, participants were asked to complete questionnaires about their emotions and cognitions regarding environmental issues, including identifying hope and despair and the artist’s perspective at the end. The analysis showed no differences in emotions and cognitions among participants. However, monochromatic images were the most emotionally expressive. The results indicated that the surrounding atmosphere of the images created despair, whereas objects inspired hope. Artists should emphasize the composition of the atmosphere and the objects in the image to convey the concepts of utopia and dystopia to raise awareness of environmental issues.
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