TY - JOUR A1 - Fromm, Jennifer A1 - Stieglitz, Stefan A1 - Mirbabaie, Milad T1 - Virtual reality in digital education BT - an affordance network perspective on effective use behavior JF - ACM SIGMIS database N2 - Virtual reality promises high potential as an immersive, hands-on learning tool for training 21st-century skills. However, previous research revealed that the mere use of digital tools in higher education does not automatically translate into learning outcomes. Instead, information systems studies emphasized the importance of effective use behavior to achieve technology usage goals. Applying the affordance network approach, we investigated what constitutes effective usage behavior regarding a virtual reality collaboration system in digital education. Therefore, we conducted 18 interviews with students and observations of six course sessions. The results uncover how affordance actualization contributed to the achievement of learning goals. A comparison with findings of previous studies on other information systems (i.e., electronic medical record systems, big data analytics, fitness wearables) allowed us to highlight system-specific differences in effective use behavior. We also demonstrated a clear distinction between concepts surrounding effective use theory facilitating the application of the affordance network approach in information systems research. KW - virtual reality KW - effective use behavior KW - affordance network approach KW - digital education KW - qualitative research Y1 - 2024 U6 - https://doi.org/10.1145/3663682.3663685 SN - 0095-0033 SN - 1532-0936 VL - 55 IS - 2 SP - 14 EP - 41 PB - ACM CY - New York, NY ER - TY - JOUR A1 - de Carvalho Souza, Alyson Matheus A1 - Barrocas, Roberta A1 - Fischer, Martin H. A1 - Arnaud, Emanuel A1 - Moeller, Korbinian A1 - Rennó-Costa, César T1 - Combining virtual reality and tactile stimulation to investigate embodied finger-based numerical representations JF - Frontiers in psychology / Frontiers Research Foundation N2 - Finger-based representation of numbers is a high-level cognitive strategy to assist numerical and arithmetic processing in children and adults. It is unclear whether this paradigm builds on simple perceptual features or comprises several attributes through embodiment. Here we describe the development and initial testing of an experimental setup to study embodiment during a finger-based numerical task using Virtual Reality (VR) and a low-cost tactile stimulator that is easy to build. Using VR allows us to create new ways to study finger-based numerical representation using a virtual hand that can be manipulated in ways our hand cannot, such as decoupling tactile and visual stimuli. The goal is to present a new methodology that can allow researchers to study embodiment through this new approach, maybe shedding new light on the cognitive strategy behind the finger-based representation of numbers. In this case, a critical methodological requirement is delivering precisely targeted sensory stimuli to specific effectors while simultaneously recording their behavior and engaging the participant in a simulated experience. We tested the device's capability by stimulating users in different experimental configurations. Results indicate that our device delivers reliable tactile stimulation to all fingers of a participant's hand without losing motion tracking quality during an ongoing task. This is reflected by an accuracy of over 95% in participants detecting stimulation of a single finger or multiple fingers in sequential stimulation as indicated by experiments with sixteen participants. We discuss possible application scenarios, explain how to apply our methodology to study the embodiment of finger-based numerical representations and other high-level cognitive functions, and discuss potential further developments of the device based on the data obtained in our testing. KW - virtual reality KW - numerical cognition KW - finger counting KW - embodied cognition KW - cognitive science KW - virtual environment Y1 - 2023 U6 - https://doi.org/10.3389/fpsyg.2023.1119561 SN - 1664-1078 VL - 14 PB - Frontiers Research Foundation CY - Lausanne ER - TY - JOUR A1 - Hörmann, Simon A1 - dos Santos, Luara Ferreira A1 - Morkisch, Nadine A1 - Jettkowski, Katrin A1 - Sillis, Moran A1 - Devan, Hemakumar A1 - Kanagasabai, Parimala S. A1 - Schmidt, Henning A1 - Krüger, Jörg A1 - Dohle, Christian A1 - Regenbrecht, Holger A1 - Hale, Leigh A1 - Cutfield, Nicholas J. T1 - Computerised mirror therapy with Augmented Reflection Technology for early stroke rehabilitation BT - clinical feasibility and integration as an adjunct therapy JF - Disability and rehabilitation : an international, multidisciplinary journal N2 - Purpose: New rehabilitation strategies for post-stroke upper limb rehabilitation employing visual stimulation show promising results, however, cost-efficient and clinically feasible ways to provide these interventions are still lacking. An integral step is to translate recent technological advances, such as in virtual and augmented reality, into therapeutic practice to improve outcomes for patients. This requires research on the adaptation of the technology for clinical use as well as on the appropriate guidelines and protocols for sustainable integration into therapeutic routines. Here, we present and evaluate a novel and affordable augmented reality system (Augmented Reflection Technology, ART) in combination with a validated mirror therapy protocol for upper limb rehabilitation after stroke. Results: The results showed that the combination and application of the Berlin Protocol for Mirror Therapy together with ART was feasible for clinical use. This combination was integrated into the therapeutic plan of subacute stroke patients at the two clinical locations where the second part of this research was conducted. Conclusions: Our findings pave the way for using technology to provide mirror therapy in clinical settings and show potential for the more effective use of inpatient time and enhanced recoveries for patients. IMPLICATIONS FOR REHABILITATION Computerised Mirror Therapy is feasible for clinical use Augmented Reflection Technology can be integrated as an adjunctive therapeutic intervention for subacute stroke patients in an inpatient setting Virtual Rehabilitation devices such as Augmented Reflection Technology have considerable potential to enhance stroke rehabilitation KW - Augmented reality KW - virtual reality KW - usability KW - user experience KW - upper limb KW - visual illusion Y1 - 2017 U6 - https://doi.org/10.1080/09638288.2017.1291765 SN - 0963-8288 SN - 1464-5165 VL - 39 SP - 1503 EP - 1514 PB - Routledge, Taylor & Francis Group CY - Abingdon ER - TY - JOUR A1 - Wiepke, Axel P. A1 - Miklashevsky, Alex T1 - Imaginary Worlds and Their Borders: An Opinion Article JF - Frontiers Media SA KW - imaginary world KW - fiction KW - narrative KW - embodied cognition KW - virtual reality KW - feeling of presence KW - mental simulation Y1 - 2021 U6 - https://doi.org/10.3389/fpsyg.2021.793764 SN - 1664-1078 VL - 12 SP - 1 EP - 2 PB - Frontiers Research Foundation CY - Lausanne, Schweiz ER - TY - JOUR A1 - Pawassar, Christian Matthias A1 - Tiberius, Victor T1 - Virtual reality in health care BT - Bibliometric analysis JF - JMIR Serious Games N2 - Background: Research into the application of virtual reality technology in the health care sector has rapidly increased, resulting in a large body of research that is difficult to keep up with. Objective: We will provide an overview of the annual publication numbers in this field and the most productive and influential countries, journals, and authors, as well as the most used, most co-occurring, and most recent keywords. Methods: Based on a data set of 356 publications and 20,363 citations derived from Web of Science, we conducted a bibliometric analysis using BibExcel, HistCite, and VOSviewer. Results: The strongest growth in publications occurred in 2020, accounting for 29.49% of all publications so far. The most productive countries are the United States, the United Kingdom, and Spain; the most influential countries are the United States, Canada, and the United Kingdom. The most productive journals are the Journal of Medical Internet Research (JMIR), JMIR Serious Games, and the Games for Health Journal; the most influential journals are Patient Education and Counselling, Medical Education, and Quality of Life Research. The most productive authors are Riva, del Piccolo, and Schwebel; the most influential authors are Finset, del Piccolo, and Eide. The most frequently occurring keywords other than “virtual” and “reality” are “training,” “trial,” and “patients.” The most relevant research themes are communication, education, and novel treatments; the most recent research trends are fitness and exergames. Conclusions: The analysis shows that the field has left its infant state and its specialization is advancing, with a clear focus on patient usability. KW - virtual reality KW - healthcare KW - bibliometric analysis KW - literature review KW - citation analysis KW - VR KW - usability KW - review KW - health care Y1 - 2021 U6 - https://doi.org/10.2196/32721 SN - 2291-9279 VL - 9 SP - 1 EP - 19 PB - JMIR Publications CY - Toronto, Kanada ET - 4 ER -