Helminths or worm infestations refer to worms that live as parasites in the human body and are a fundamental cause of disease associated with health and nutrition problems beyond gastrointestinal tract disturbances. Globally, over 3.5 billion people are infected with intestinal worms, of which 1.47 billion are with roundworm, 1.3 billion people with hookworm and 1.05 billion with whipworm. School children aged 5 - 15 years suffer the highest infection rate and worm burden that attributes to poor sanitation and hygiene. About 400 million school-age children are infected with roundworm, whipworm and hookworm worldwide, a large proportion of whom are found in the East Asia region (Cambodia, China, Lao PDR, Thailand and Vietnam). These parasites consume nutrients from children they infect, thus retarding their physical development. They destroy tissues and organs, cause abdominal pain, diarrhoea, intestinal obstruction, anaemia, ulcers and other health problems. All of these consequences of infection can slow cognitive development and thus impair learning. De-worming school children by anthelmintic drug treatment is a curative approach for expelling the heavy worm load. However, drug therapy alone is only a short-term measure of reducing worm infection and re-infection is frequent. Control measures through improved sanitation, hygiene and de-worming are needed to prevent infection and re-infection. UNICEF has supported many governments in this (and other) regions to assist in the provision of water supply and sanitary facilities and intensive hygiene education in many schools through the Water, Environment and Sanitation (WES) programme. The UNICEF supported school sanitation and hygiene education (SSHE) programme, and other programmes, could effectively enhance behaviour change in children to break the routes of worm transmission and other waterborne diseases.
Vaccine hesitancy poses one of the largest threats to global health. Informing people about the collective benefit of vaccination has great potential in increasing vaccination intentions. This research investigates the potential for engaging experiences in immersive virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated. In a pre-registered lab-in-the-field intervention study, participants were recruited in a public park (tested: $$n = 232$$ n = 232 , analyzed: $$n = 222$$ n = 222 ). They were randomly assigned to experience the collective benefit of community immunity in a gamified immersive virtual reality environment ($$\frac{2}{3}$$ 2 3 of sample), or to receive the same information via text and images ($$\frac{1}{3}$$ 1 3 of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). The study employs a crossover design (participants later received a second treatment), but the primary outcome is the effect of the first treatment on vaccination intention. After the VR treatment, for participants with less-than-maximal vaccination intention, intention increases by 9.3 points (95% CI: 7.0 to $$11.5,\, p < 0.001$$ 11.5 , p < 0.001 ). The text-and-image treatment raises vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to $$9.5,\, p = 0.003$$ 9.5 , p = 0.003 ). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to $$1.27,\, p < 0.001$$ 1.27 , p < 0.001 ). The results suggest that VR interventions are an effective tool for boosting vaccination intention, and that they can be applied “in the wild”—providing a complementary method for vaccine advocacy.
Is there an effect of Virtual Reality (VR) Head-Mounted Display (HMD) on the user's mental effort? In this paper, we compare the mental effort in VR versus in real environments. An experiment (N=27) was conducted to assess the effect of being immersed in a virtual environment (VE) using an HMD on the user's mental effort while performing a standardized cognitive task (the wellknown N-back task, with three levels of difficulty, N ∈ {1, 2, 3}). In addition to test the effect of the environment (i.e., virtual versus real), we also explored the impact of performing a dual task (i.e., sitting versus walking) in both environments on mental effort. The mental effort was assessed through self-reports, task performance, behavioural and physiological measures. In a nutshell, the analysis of all measurements revealed no significant effect of being immersed in the VE on the users' mental effort. In contrast, natural walking significantly increased the users' mental effort. Taken together, our results support the fact there is no specific additional mental effort related to the immersion in a VE using a VR HMD.
HAL is a multi-disciplinary open access archive for the deposit and dissemination of scientific research documents, whether they are published or not. The documents may come from teaching and research institutions in France or abroad, or from public or private research centers. L'archive ouverte pluridisciplinaire HAL, est destinée au dépôt et à la diffusion de documents scientifiques de niveau recherche, publiés ou non, émanant des établissements d'enseignement et de recherche français ou étrangers, des laboratoires publics ou privés.
Training is one of the major use cases of Virtual Reality (VR) due to the flexibility and reproducibility of VR simulations. However, the use of the user's cognitive state, and in particular mental workload (MWL), remains largely unexplored in the design of training scenarios. In this paper, we propose to consider MWL for the design of complex training scenarios involving multiple parallel tasks in VR. The proposed approach is based on the assessment of the MWL elicited by each potential task configuration in the training application. Following the assessment, the resulting model is then used to create training scenarios able to modulate the user's MWL over time. This approach is illustrated by a VR flight training simulator based on the Multi-Attribute Task Battery II, which solicits different cognitive resources, able to generate 12 different tasks configurations. A first user study (N = 38) was conducted to assess the MWL for each task configuration using self-reports and performance measurements. This assessment was then used to generate three training scenarios in order to induce different levels of MWL over time. A second user study (N = 14) confirmed that the proposed approach was able to induce the expected mental workload over time for each training scenario. These results pave the way to further studies exploring how MWL modulation can be used to improve VR training applications.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
hi@scite.ai
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.