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"VR technology"
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Research on the Creative Structure of 3D Animation Art Design Based on VR Technology
2025
With the rapid development of digital technology, virtual and reality are fused, and the combination of animation and VR technology brings opportunities for new changes in animation. Three-dimensional animation is a popular art form, and VR technology has gradually gained widespread attention in the field of three-dimensional animation research. In this paper, the theoretical analysis method, survey method, and empirical research method are mainly used to study the application of VR technology in animation art design creation. It has been found that VR technology’s perception function can have certain cognitive abilities and innovative thinking, and the creation of 3D animation art design can be enhanced in experience by relying on VR technology. In addition, through the comparison of creation effect, the P-value of each dimension of creation effect is less than 0.05, which confirms that the creation of 3D animation art design based on VR technology has better advantages. On the basis of the above research, combining the interactive experience advantages of VR technology, the integration of VR technology and 3D animation art enhances the animation expression and infectious force. The creation structure model that utilizes the characteristics of VR technology to enhance the mutual experience and immersion of 3D animation art design is constructed to promote the updating progress of VR technology in the field of 3D animation.
Journal Article
Effectiveness of Virtual Reality Technology Interventions in Improving the Social Skills of Children and Adolescents With Autism: Systematic Review
2025
Virtual reality (VR) technology has shown significant potential in improving the social skills of children and adolescents with autism spectrum disorder (ASD).
This study aimed to systematically review the evidence supporting the effectiveness of VR technology in improving the social skills of children and adolescents with ASD.
The search for eligible studies encompassed 4 databases: PubMed, Web of Science, IEEE, and Scopus. Two (XY and JW) researchers independently assessed the extracted studies according to predefined criteria for inclusion and exclusion. These researchers also independently extracted information regarding gathered data on the sources, samples, measurement methods, primary results, and data related to the main results of the studies that met the inclusion criteria. The quality of the studies was further evaluated using the Physiotherapy Evidence Database scale.
This review analyzed 14 studies on using VR technology interventions to improve social skills in children and adolescents with ASD. Our findings indicate that VR interventions have a positive effect on improving social skills in children and adolescents with ASD. Compared with individuals with low-functioning autism (LFA), those with high-functioning autism (HFA) benefited more from the intervention. The duration and frequency of the intervention may also influence its effectiveness. In addition, immersive VR is more suitable for training complex skills in individuals with HFA. At the same time, nonimmersive VR stands out in terms of lower cost and flexibility, making it more appropriate for basic skill interventions for people with LFA. Finally, while VR technology positively enhances social skills, some studies have reported potential adverse side effects. According to the quality assessment using the Physiotherapy Evidence Database scale, of the 14 studies, 6 (43%) were classified as high quality, 4 (29%) as moderate quality, and 4 (29%) as low quality.
This systematic review found that VR technology interventions positively impact social skills in children and adolescents with ASD, with particularly significant effects on the enhancement of complex social skills in individuals with HFA. For children and adolescents with LFA, progress was mainly observed in basic skills. Immersive VR interventions are more suitable for the development of complex skills. At the same time, nonimmersive VR, due to its lower cost and greater flexibility, also holds potential for application in specific contexts. However, the use of VR technology may lead to side effects such as dizziness, eye fatigue, and sensory overload, particularly in immersive settings. These potential issues should be carefully addressed in intervention designs to ensure user comfort and safety. Future research should focus on optimizing individualized interventions and further exploring the long-term effects of VR interventions.
International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202420079U1; https://inplasy.com/inplasy-2024-2-0079/.
Journal Article
Virtual reality in tourism: adoption scepticism and resistance
2024
Purpose
Since its inception, virtual reality (VR) technologies have been widely applied in the tourism industry, given their competitive advantages in offering users a novel experience that makes an artificial environment or scene feel like the real world. As a result, VR has been reported as a highly sought-after technology, as it can offer a new way to engage tourists and enhance their travel experience. However, the adoption of VR by senior tourists (who are one of the potential groups of tourists) is still relatively low in the tourism context. Against this backdrop, this study aims to respond to the deficiency in the literature by examining the impact of barriers that contribute to senior tourists’ resistance and scepticism towards VR in tourism.
Design/methodology/approach
Using a cross-sectional approach, the data for this study was collected from 600 eligible senior tourists through survey questionnaires. To obtain valid and reliable responses, a purposive sampling technique with screening criteria was undertaken in this study. Upon data cleaning, the data analysis was performed on 546 samples using statistical software packages such as SPSS and the AMOS covariance-based structural equation modelling technique.
Findings
Grounded on the innovation resistance theory, the outcome of this study put forward the significance of technical and psychological barriers in explaining senior tourists’ resistance and scepticism towards the use of VR in tourism. In particular, perceived risk, perceived incompatibility, technology anxiety, inertia and a lack of human interaction were found to be associated with senior tourists’ scepticism and resistance towards VR usage in tourism. However, perceived complexity was not found to have a significant relationship with resistance. Moreover, both scepticism and resistance were reported to influence non-adoption intentions on VR.
Originality/value
This study is one of the few studies that examined the less explored territory of the tourism literature concerning the non-adoption of contemporary innovation (i.e. VR technology) for virtual tourism purposes. Moreover, this study also focuses on the perspective of senior tourists, which represents a promising market segment in the tourism sector. This study successfully contributed to the existing literature by offering empirical insights and highlighting the barriers that lead to users’ scepticism and resistance towards using VR for tourism, which could directly influence their non-adoption intention and the success of virtual tourism.
研究目的
自问世以来, 虚拟现实 (VR) 技术已在旅游业中得到广泛应用因为它在为用户提供新颖体验方面具有竞争优势, 使人工环境或场景感觉像真实世界。由于VR可以提供一种新的方式来吸引游客并提升他们的旅行体验, 它被视为一项备受追捧的科技。然而, 在旅游背景下, 老年游客(潜在游客群体之一)对 VR 的采用率仍然较低。在此背景下, 本研究旨在通过探究导致老年游客对VR旅游应用产生抵制和怀疑的原因来回应文献中的不足。
研究设计/方法
基于横断面方法, 本研究通过调查问卷从600名符合条件的老年游客中收集了数据。为了获得有效和可靠的答复, 本研究采用了具有筛选标准的目的抽样技术。数据清理后, 本研究使用SPSS等统计软件包和基于AMOS协方差的结构方程建模技术对546个样本进行了数据分析。
结果
基于创新阻力理论, 本研究结果提出了技术和心理障碍在解释老年游客对VR旅游应用抵制和怀疑的重要性。具体而言, 感知风险、感知不相容性、技术焦虑、惰性和缺乏人际互动被发现与老年游客对VR旅游应用抵制和怀疑有关。然而, 本研究并未发现感知复杂性与VR旅游应用抵制有显着关系。此外, 怀疑和抵制都会影响 VR 的不采用意图。
原创性/价值结果
此研究是为数不多探索了旅游文献中关于未将当代创新(即VR技术)用于旅游目的研究。此外, 这项研究侧重于老年游客(作为旅游业中一个有前景的细分市场)的视角。本研究成功地为现有文献做出了贡献, 提供了实证见解, 并强调了导致用户怀疑和抵制将VR用于旅游的障碍。这些障碍可以直接影响用户的不采用意图和虚拟旅游的成功。
Propósito
Desde sus inicios, las tecnologías de realidad virtual (RV) se han aplicado ampliamente en el sector turístico, dadas sus ventajas competitivas al ofrecer a los usuarios una experiencia novedosa que hace que un entorno o escena artificial parezca el mundo real. Como resultado, la RV se ha considerado una tecnología muy solicitada, ya que puede ofrecer una nueva forma de involucrar a los turistas y mejorar su experiencia de viaje. Sin embargo, la adopción de la RV por parte de los turistas senior (que son uno de los grupos potenciales de turistas) aún es relativamente baja en el contexto del turismo. El presente estudio se propuso responder a este déficit en la literatura examinando el impacto de las barreras que contribuyen a la resistencia y el escepticismo de los turistas mayores hacia la RV en el turismo.
Diseño/metodología/enfoque
Utilizando un enfoque transversal, los datos para este estudio se recopilaron de 600 turistas de la tercera edad elegibles a través de una encuesta mediante cuestionario. Para obtener respuestas válidas y fiables, se llevó a cabo una técnica de muestreo intencional con criterios de selección. Una vez depurados los datos y eliminados los sujetos no válidos, se procedió a su análisis en una muestra de 546 individuos utilizando paquetes de software estadístico como SPSS y la técnica de modelado de ecuaciones estructurales basada en la covarianza AMOS.
Hallazgos
En el marco de la teoría de la resistencia a la innovación, los resultados del estudio ponen de manifiesto la importancia de las barreras técnicas y psicológicas para explicar la resistencia y el escepticismo de los turistas de la tercera edad hacia el uso de la RV en el turismo. En concreto, el riesgo percibido, la incompatibilidad percibida, la ansiedad tecnológica, la inercia y la falta de interacción humana se asociaron con el escepticismo y la resistencia de los turistas mayores hacia el uso de la RV en el turismo. Sin embargo, no se encontró ninguna relación significativa entre la complejidad percibida y la resistencia. Además, tanto el escepticismo como la resistencia influyen en las intenciones de no adoptar la RV.
Originalidad/valor
Este estudio es uno de los pocos que examinan el territorio menos explorado de la literatura turística en relación con la no adopción de la innovación contemporánea (es decir, la tecnología de RV) para fines de turismo virtual. Además, esta investigación también se centra en la perspectiva de los turistas senior, que representan un segmento de mercado prometedor en el sector turístico. El presente estudio contribuye con éxito a la literatura existente al ofrecer una perspectiva empírica y poner de relieve las barreras u obstáculos que provocan el escepticismo y la resistencia de los usuarios hacia el uso de la RV con fines turísticos, lo que podría influir directamente en su intención de no adopción y en el éxito del turismo virtual.
Journal Article
Development of a Residential Space Design Module Based on Virtual Reality (VR) Applications
2024
The adoption of virtual reality (VR) in architectural design is increasing, driven by its ability to create immersive simulated environments. This is particularly advantageous in residential space design, where understanding and evaluating solutions is critical. Although extensive research has focused on basic VR applications, few have explored VR modules tailored for residential design. Our study fills this gap by developing a VR module designed specifically for this purpose. We use a mixed-methods approach, blending quantitative analysis with qualitative feedback, to demonstrate how this VR module can improve design quality, efficiency, and user engagement.
Journal Article
Researching Influences of Learner Experience on AR/VR Adoption - The Case of Vietnamese Universities
2024
Aim/Purpose: The study aims to analyze the elements/factors that impact students’ augmented reality/virtual reality (AR/VR) adoption through their behavior in Vietnamese higher education. In particular, the research demonstrates the influences of and relationships between multiple goals, learner experience, and barriers to adopting AR/VR. Background: The widespread adoption of digital transformation in numerous industries demonstrates its prospects and potential for growth. Many cutting-edge technologies, including AR and VR, have been included in educational activities because they have the potential to elevate academic standards across numerous colleges. However, their implementation and practice within higher education appear confusing to lecturers, organizations, and, in particular, students. Their innovative nature and differences are the fundamental causes. Hence, thoroughly elaborating the elements that impact the adoption of students – the target audience – through investigating the behavior if these factors are crucial to ensure the benefits of AR/VR are leveraged while the implementation procedures are enhanced. Methodology: By integrating earlier research, the research proposes a theoretical framework to explore how learners of AR/VR adopt these technologies. Discussion group interviews with professionals, namely four lecturers at Vietnam universities, were conducted. The professionals adjusted elements and changed the scales in order to optimize them in accordance with the context of Vietnamese universities. Additionally, the authors surveyed 200 students whose responses were transformed into numerical data. SmartPLS-SEM 4.0.9.3 software was used to test whether specific hypotheses were accepted or rejected. Contribution: The research holds immense significance as it employs customer behavior as the foundational theory to construct a proposed model delineating the influence of learner experience on multiple goals and AR/VR adoption. Moreover, the study’s findings empower educational establishments to strategically allocate resources toward enhancing student experiences, aligning with learner goals, and consequently augmenting the adoption of AR/VR technologies. Findings: Regarding the relationship between learner experience and multiple goals, the findings indicate that convenience experience greatly impacts academic goals and social goals. Immersive experience also has a remarkable influence on academic goals, social goals, and practical goals. As regards the impact of multiple goals on AR/VR adoption, the research reveals that academic, social, and practical goals have a significant effect on such adoption. Concerning the correlation between learner experience and AR/VR adoption, it can be seen that usage experience and entertainment experience have a beneficial effect on such adoption. Recommendations for Practitioners: In terms of practical contributions, educational organizations in Vietnam can use the research during AR/VR implementation processes to maximize the benefits of AR/VR in education. Recommendation for Researchers: The authors conduct a theoretical research framework for the adoption of AR/VR technology into Vietnam’s higher education digital platform. The research approaches a different aspect in the context of higher education, which considers students as customers based on prior research on customer behaviors through multiple goals and learner experiences to evaluate their impacts on the AR/VR adoption of students. Impact on Society: AR/VR has achieved extensive utilization and widespread acclaim across various sectors, notably education. Within the context of higher education institutions, the integration of AR/VR applications not only has advantages but also presents associated challenges. Therefore, the present inquiry was undertaken to elucidate the determinants influencing students’ receptiveness toward AR/VR utilization. Educational establishments can leverage the insights gained from analyzing the learner experience and multifaceted objectives of, as well as impediments to, AR/VR assimilation to enhance favorable elements and mitigate unfavorable aspects during the process of AR/VR implementation. The overarching objective is to elevate the degree of AR/VR adoption among students. Future Research: Further research can consult the customer behavior approach regarding technological adoption in educational contexts. In addition, apart from adoption, dependent variables can be studied, such as satisfaction with or decision to use AR/VR in future research.
Journal Article
The analysis of English language teaching with machine translation based on virtual reality technology
2025
This study focuses on the application of virtual reality (VR) technology in English language teaching (ELT), and discusses the effect of combining VR with machine translation (MT) technology. VR technology is introduced into the study to provide innovative teaching methods for English teachers and create an immersive learning environment for students. Based on the latest development of deep learning (DL), a new MT model is proposed in this study, and it is successfully integrated with VR technology to optimize the quality of ELT. The experimental results show that the translation accuracy of the MT model designed in this study reaches 98.5%, the F1 score is stable at around 93%, and the semantic information recall rate is as high as 92%, all of which are better than the traditional model. In the preliminary test, the comparative experiment of 40 English majors further verified the effectiveness of the model in improving translation efficiency and quality. This study shows the great potential of the integration of VR and MT technology in ELT, and also proves its advantages by using experimental data, which provides technical support for ELT and provides reference for future practice.
Journal Article
Leveraging Virtual Reality in Engineering Education to Optimize Manufacturing Sustainability in Industry 4.0
by
Alomar, Madani Abdu
,
Alotaibi, Faisal Mohammed
,
Serbaya, Suhail H.
in
Climate change
,
Cognitive load
,
Decision making
2024
Industry 4.0 emphasizes the importance of sustainable manufacturing practices. Accordingly, engineering education has increasingly incorporated virtual reality (VR) technology. This study aims to identify the potential usage of VR as an educational tool to enhance manufacturing sustainability within Industry 4.0. The methodology used an experimental design, a structured survey, and a multilevel modeling analysis to measure the effects of VR interventions. The findings show that the learning outcomes of VR treatments and post-test scores are significantly impacted by two crucial factors: age (β = 0.35, p < 0.01) and VR experience (r = 0.42, p < 0.01). Furthermore, sustainability attitudes moderately affected academic development (β = 0.25, p < 0.05). According to descriptive statistics, virtual reality treatment resulted in a 25% improvement in the post-test results. According to MLM, the combined effects of virtual reality experience and sustainability attitudes on learning outcomes account for 45% of the total variation (R2 = 0.45, p < 0.01). The study’s findings highlight the importance of VR in enhancing educational outcomes and fostering sustainable production practices within Industry 4.0. This research is unique in its simultaneous investigation of VR technology, engineering education, and sustainability, providing valuable insights into how VR can contribute to preparing engineers for the challenges of Industry 4.0 and advancing sustainable initiatives in the manufacturing field.
Journal Article