2020
DOI: 10.3389/fpsyg.2020.593466
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The Evaluation of Virtual Reality Fire Extinguisher Training

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Cited by 40 publications
(29 citation statements)
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“…Higher level of immersion and sense of presence have been observed to elicit similar brain activity to the responses in real-life setting [ 58 ]. In a VR-based fire extinguishing training, the level of realism during the VR experience improve the interaction and sense of presence in users [ 38 ].…”
Section: Discussionmentioning
confidence: 99%
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“…Higher level of immersion and sense of presence have been observed to elicit similar brain activity to the responses in real-life setting [ 58 ]. In a VR-based fire extinguishing training, the level of realism during the VR experience improve the interaction and sense of presence in users [ 38 ].…”
Section: Discussionmentioning
confidence: 99%
“…Fadeev et al reported that VR with extreme stress scenarios can elicit autonomic and EEG responses due to high emotional stress [ 21 ]. Saghafian et al also suggested the need to measure realism with emotions within a stressful VR experience [ 38 ]. Motion sickness, disorientation and discomfort are also potential stressors when experiencing the VR [ 47 , 59 ].…”
Section: Discussionmentioning
confidence: 99%
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“…Virtual Reality (VR) is a computer-generated environment that allows immersion in a virtual world through computational graphics applications [1]. The aim purpose of this graphics implementation is that the virtual world has a real aspect (virtual realism), real sound (auditive realism), and the user feels like part of that environment (haptic realism) [2]. Therefore, these aspects could be carried out through optic devices, electronics, and computational implementations to have a visual representation and a hand simulation to realize different tasks inside the virtual environment such as pick up, place, alter and order objects taking into consideration their hand position and movements [3].…”
Section: Introductionmentioning
confidence: 99%
“…Optical devices such as deep vision cameras (Leap Motion Controller™, Leap Motion Inc., San Francisco, CA, USA, Kinect™, Microsoft, WA, USA, Oculus Rift™, Oculus VR LLC, San Francisco, CA, USA), infrared cameras, pressure sensors, motion sensors, joysticks, and accelerometers, among others, complement the perception of the simulated environment. Because of this, Virtual Reality 2 of 17 application has grown, making this technology a useful tool to satisfy current needs in several areas of knowledge such as education [4][5][6][7], industry [2,8], music [9], medicine [10,11], architecture [12], and Virtual Laboratories [13,14], where it is possible to reproduce the conditions of a real environment with visual, tactile, and auditive stimulus [15,16].…”
Section: Introductionmentioning
confidence: 99%