Virtual Reality: een technologie die de laatste jaren flink in opkomst is. Hoewel bijna iedereen wel een keer een VR bril heeft opgehad, blijft de vraag hoe deze technologie van waarde kan zijn in het onderwijs. Welke meerwaarde kan de inzet van VR bieden? Waar moet je rekening mee houden? En hoe zou je ermee aan de slag kunnen? Antwoord op onder andere deze vragen vind je in deze publicatie van het Lectoraat Teaching Learning & Technology| Hogeschool Inholland, zodat je in 7 minuten weer bent 'bijgepraat' over de inzet van VR technologie in het onderwijs.
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This qualitative research note reports two neglected themes in research on virtual reality tourism experiences, i.e. its potentially addictive nature and temporary sense of isolation. Existing work on virtual reality tourism experiences has applied existing knowledge and theories and has solely tested how VR applications can positively mediate or moderate the tourist experience. This study adopted an inductive approach, analyzing contents of reviews and blogs, and consequently uncovered a temporary sense of isolation and the addictive nature of virtual reality as hidden themes within virtual reality tourism experiences. We stress the importance of further work on addiction and a sense of isolation in terms of their nature, role, and effects
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Abstract Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment. Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User Experience, Usability, and Implementation. Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines and instructions. Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability. It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed reality neglect treatment. Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy of AR and VR training tools.
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De stichting Into D'mentia biedt virtual reality (VR)-ervaringen aan. Met een VR-bril kunnen deelnemers in een digitaal nagebootste huiselijke omgeving zien en ervaren waar mensen met dementie in dagelijkse situaties tegenaan lopen en hoe de omgeving op ze reageert. De VR-ervaring draagt bij aan een persoonsgerichte benadering van personen die leven met dementie. Het kwantitatieve onderzoek toont onder alle respondenten een groei aan van begrip van dementie en het beter kunnen ondersteunen. Uit de kwalitatieve data blijkt dat de VR-beleving doorleefde inzichten biedt waarmee respondenten zich beter kunnen inleven in de ander, wat het persoonsgericht handelingsrepertoire stimuleert.
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Vrijdag 12 mei wordt voor het eerst het Fontys XR Event gehouden. Een kans voor docenten en studenten om kennis te maken en te delen over de toepassingen in het onderwijs van deze virtuele toolbox. XR staat voor Extended Reality. En die bestaat uit de technologieën Virtual reality (VR) en Augmented Reality (AR) en Mixed Reality. De eerste kent iedereen wel via de VR-brillen waarbij je je afgesloten van de buitenwereld in een virtuele wereld begeeft. Bij AR zie je de echte wereld maar is er iets aan toegevoegd. Denk bijvoorbeeld aan Pokemon Go of, dichter bij huis, de AR waarbij je de nieuwbouw van Fontys op campus Rachelsmolen via je smartphone al kunt zien.
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In policing, Virtual Reality scenario-based training (VR SBT) is being explored to complement real-life scenario-based training (RL SBT). We investigated whether relevant training responses in VR SBT, namely heart rate (HR), level of physical activity, mental effort, and perceived stress, resemble those in RL SBT. Utilizing a within-subject study design, we investigated the training responses of 237 police officers of the Dutch National Police. We found that the maximum HR and average level of physical activity were significantly higher in RL SBT, whereas invested mental effort was significantly higher in VR SBT. No significant differences were found in average HR and perceived stress. We also found that perceived stress in VR was predicted by participants’ VR experiences such as engagement with VR and experience of negative effects, but not by participant characteristics. Participants’ mental effort in VR was predicted by their VR experiences and participant characteristics, particularly gaming frequency. In conclusion, VR SBT can elicit perceived stress, mental effort, and average HR that resemble or exceed responses in RL SBT, providing a promising tool to complement police training.
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Tijdens het Futurelab VR Maestros is door het Expertisecentrum Creatieve Technologie onderzocht wat virtual reality-ervaringen kunnen toevoegen aan de praktijk van musici. Het lab vond plaats van 11 tot en met 13 april 2017 op HKU Utrechts Conservatorium.Aan het driedaagse experiment deden docenten, studenten en onderzoekers van HKU mee. Eén van de doelen was testen of het mogelijk is een muzikant met behulp van virtual reality plaats te laten nemen in een eerder opgenomen orkestomgeving of ensemble. Ook vergeleken de deelnemers verschillende microfoon-, opname-, streaming- en mixage-technieken in de context van Virtual Reality.
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Wednesday 17th of January MediaLAB Amsterdam arranged LABFEST, a final expo where we could showcase our protypes and talk to people in the industry about our projects. We got a lot of nice feedback and are happy with the end-product we came up with. Quite a lot of people showed up and we were excited to talk to people about our prototype and the future possibilities of our Virtual Reality Exposure Therapy!
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Chronic itching is a serious and uncomfortable condition. The scratch response might result in a vicious cycle of alternating itching and scratching. To develop psychological interventions for people suffering from chronic itching and to break the vicious itch-scratching-itch cycle, it is important to elucidate which environmental factors trigger itch sensations. Virtual reality (VR) techniques provide a useful tool to examine specific content characteristics in a three-dimensional (3D VR) environment and their influences on itch sensations and scratching behaviour. This article describes two experiments in which we focused on the effects of environmental information on itching and scratching behaviour. Additionally, in the second experiment, we examined the influence of having a chronic skin condition on sensitivity to itch induction. We found evidence for the importance of the content of audio–visual materials for the effectiveness in inducing feelings of itch in the observers. In both experiments, we observed significantly higher levels of perceived itch in the itch-inducing conditions than in the control condition. Moreover, the results showed that elevated levels of perceived itch were associated with an increase in scratching behaviours, which was especially salient in the contagious itch condition, in which perceived itch was accompanied by a significant increase in the number of scratches. Experiment 2 additionally showed increased perceived itch levels in participants who reported having a chronic skin condition, reflecting higher sensitivity to itch-inducing audio–visual stimuli in this group than in participants without a chronic skin condition. Based on the results we concluded that directing attention towards itch- or scratch aspects of related information in the environment and to the consequences for one’s own skin are effective tools to induce itch sensations and scratching behaviour. This knowledge provides tools for developing novel strategies in advising and treating people suffering from chronic itching and breaking the vicious itch-scratching-itch cycle.
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Abstract Background People with epilepsy and mild intellectual disability have a limited adaptive capacity resulting in difficulties in communication and social skills. Virtual Reality (VR) has the potential to help this group of people to learn how to manage difficult situations. SEIN (Expertise Center for Epilepsy) provides training to the residents to improve their social and communication skills. The purpose of the exploratory study was to establish whether VR could be a suitable digital means to provide a more efficient blended training. Methods Online interviews were conducted with healthcare professionals from SEIN: two coordinators, three psychologists and two coaches. The participants were asked about their ideas for improving the social skills of the residents and their view on using VR to do so. Interviews were recorded, transcribed and analyzed using thematic analysis approach. In addition, observations were conducted during a training session to get a realistic sense of its process and contents. Observations were noted in a logbook. Findings The participants are positive to use VR in the training but point out that it is not suitable for all the residents. VR glasses were ruled out because it put the resident alone in a virtual setting. VR with a tablet is preferred to allow the residents and the healthcare professional to simultaneously view 3D simulated situations and allowing opportunities to talk about it. The development of VR contents and simulations using tablet will need to take into account relevant VR guidelines dedicated to people with epilepsy. Appropriate training for the healthcare professionals also needs to be provided. Conclusions The use of Virtual Reality in training programs to improve communication and social skills of adults with intellectual disabilities and epilepsy is promising, We advocate to utilize user-centered design and co-creation approaches with all concerned parties for further development of tablet-based VR solutions
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