Background Therapeutic virtual reality (VR) has emerged as an effective treatment modality for cognitive and physical training in people with mild cognitive impairment (MCI). However, to replace existing nonpharmaceutical treatment training protocols, VR platforms need significant improvement if they are to appeal to older people with symptoms of cognitive decline and meet their specific needs. Objective This study aims to design and test the acceptability, usability, and tolerability of an immersive VR platform that allows older people with MCI symptoms to simultaneously practice physical and cognitive skills on a dual task. Methods On the basis of interviews with 20 older people with MCI symptoms (15 females; mean age 76.25, SD 5.03 years) and inputs from their health care providers (formative study VR1), an interdisciplinary group of experts developed a VR system called VRADA (VR Exercise App for Dementia and Alzheimer’s Patients). Using an identical training protocol, the VRADA system was first tested with a group of 30 university students (16 females; mean age 20.86, SD 1.17 years) and then with 27 older people (19 females; mean age 73.22, SD 9.26 years) who had been diagnosed with MCI (feasibility studies VR2a and VR2b). Those in the latter group attended two Hellenic Association Day Care Centers for Alzheimer’s Disease and Related Disorders. Participants in both groups were asked to perform a dual task training protocol that combined physical and cognitive exercises in two different training conditions. In condition A, participants performed a cycling task in a lab environment while being asked by the researcher to perform oral math calculations (single-digit additions and subtractions). In condition B, participants performed a cycling task in the virtual environment while performing calculations that appeared within the VR app. Participants in both groups were assessed in the same way; this included questionnaires and semistructured interviews immediately after the experiment to capture perceptions of acceptability, usability, and tolerability, and to determine which of the two training conditions each participant preferred. Results Participants in both groups showed a significant preference for the VR condition (students: mean 0.66, SD 0.41, t29=8.74, P<.001; patients with MCI: mean 0.72, SD 0.51, t26=7.36, P<.001), as well as high acceptance scores for intended future use, attitude toward VR training, and enjoyment. System usability scale scores (82.66 for the students and 77.96 for the older group) were well above the acceptability threshold (75/100). The perceived adverse effects were minimal, indicating a satisfactory tolerability. Conclusions The findings suggest that VRADA is an acceptable, usable, and tolerable system for physical and cognitive training of older people with MCI and university students. Randomized controlled trial studies are needed to assess the efficacy of VRADA as a tool to promote physical and cognitive health in patients with MCI.
Virtual reality (VR) has re-emerged as a low-cost, highly accessible consumer product, and training on simulators is rapidly becoming standard in many industrial sectors. However, the available systems are either focusing on gaming context, featuring limited capabilities or they support only content creation of virtual environments without any rapid prototyping and modification. In this project, we propose a code-free, visual scripting platform to replicate gamified training scenarios through rapid prototyping and VR software design patterns. We implemented and compared two authoring tools: a) visual scripting and b) VR editor for the rapid reconstruction of VR training scenarios. Our visual scripting module is capable of generating training applications utilizing a node-based scripting system, whereas the VR editor gives user/developer the ability to customize and populate new VR training scenarios directly from the virtual environment. We also introduce action prototypes, a new software design pattern suitable to replicate behavioral tasks for VR experiences. In addition, we present the training scenegraph architecture as the main model to represent training scenarios on a modular, dynamic and highly adaptive acyclic graph based on a structured educational curriculum. Finally, a user-based evaluation of the proposed solution indicated that users-regardless of their programming expertise-can effectively use the tools to create and modify training scenarios in VR.
In this work, we present MAGES 3.0, a novel Virtual Reality (VR)based authoring SDK platform for accelerated surgical training and assessment. The MAGES Software Development Kit (SDK) allows code-free prototyping of any VR psychomotor simulation of medical operations by medical professionals, who urgently need a tool to solve the issue of outdated medical training. Our platform encapsulates the following novel algorithmic techniques: a) collaborative networking layer with Geometric Algebra (GA) interpolation engine b) supervised machine learning analytics module for real-time recommendations and user profiling c) GA deformable cutting and tearing algorithm d) on-the-go configurable soft body simulation for deformable surfaces.
The primary mission of cultural institutions, including heritage sites and museums, is to perform and perpetuate Cultural Heritage (CH) by ideally transforming audiences into stewards of that heritage. In recent years, these institutions have increasingly turned to Mixed Reality (MR) technologies to expand and democratize public access to Cultural Heritage—a trend that is called upon to accelerate with COVID-19—because these technologies provide opportunities for more remote outreach, and moreover, can make partial remains or ruins more relatable to the public. But as emerging evaluations indicate, existing MR intangible and tangible Digital Cultural Heritage (DCH) applications are largely proving inadequate to engaging audiences beyond an initial fascination with the immersive 3D visualization of heritage sites and artefacts owing in part to misguided storytelling or non-compelling narratives. They fail to effectively communicate the significance of Cultural Heritage to audiences and impress upon them its value in a lasting way due to their overreliance on an education-entertainment-touristic consumption paradigm. Building on the recent case made for Literature-based MR Presence, this article examines how the literary tradition of travel narratives can be recruited to enhance presence and embodiment, and further elicit aesthetic experiences in Digital Cultural Heritage applications by drawing on recent findings from the fields of Extended Reality (XR), cognitive literary science and new museology. The projected effects of this innovative approach are not limited to an increase in audience engagement on account of a greater sense of presence and embodiment. This approach is also expected to prompt a different kind of public involvement characterized by a personal valuation of the heritage owing to aesthetic experience. As the paper ultimately discusses, this response is more compatible both with MR applications’ default mode of usership, and with newly emerging conceptions of a user-centered museum (e.g., the Museum 3.0), thereby providing a narrative roadmap for future Virtual Museum (VM) applications better suited to the primary mission of transmitting and perpetuating Cultural Heritage.
In this work, a new and innovative way of spatial computing that appeared recently in the bibliography called True Augmented Reality (AR), is employed in cultural heritage preservation. This innovation could be adapted by the Virtual Museums of the future to enhance the quality of experience. It emphasises, the fact that a visitor will not be able to tell, at a first glance, if the artefact that he/she is looking at is real or not and it is expected to draw the visitors' interest. True AR is not limited to artefacts but extends even to buildings or life-sized character simulations of statues. It provides the best visual quality possible so that the users will not be able to tell the real objects from the augmented ones. Such applications can be beneficial for future museums, as with True AR, 3D models of various exhibits, monuments, statues, characters and buildings can be reconstructed and presented to the visitors in a realistic and innovative way. We also propose our Virtual Reality Sample application, a True AR playground featuring basic components and tools for generating interactive Virtual Museum applications, alongside a 3D reconstructed character (the priest of Asinou church) facilitating the storyteller of the augmented experience.
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