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22 pages, 3273 KiB  
Article
Virtual Acoustic Environment Rehearsal and Performance in an Unknown Venue
by Charlotte Fernandez, Martin S. Lawless, David Poirier-Quinot and Brian F. G. Katz
Virtual Worlds 2025, 4(3), 35; https://doi.org/10.3390/virtualworlds4030035 (registering DOI) - 1 Aug 2025
Abstract
Due to the effect of room acoustics on musical interpretation, a musician’s rehearsal may be greatly enhanced by leveraging virtual and augmented reality technology. This paper presents a preliminary study on a rehearsal tool designed for musicians, enabling practice in a virtual acoustic [...] Read more.
Due to the effect of room acoustics on musical interpretation, a musician’s rehearsal may be greatly enhanced by leveraging virtual and augmented reality technology. This paper presents a preliminary study on a rehearsal tool designed for musicians, enabling practice in a virtual acoustic environment with audience-positioned playback. Fourteen participants, both professional and non-professional musicians, were recruited to practice with the rehearsal tool prior to performing in an unfamiliar venue. Throughout the rehearsal, the subjects either played in a virtual environment that matched the acoustics of the performance venue or one that was acoustically different. A control group rehearsed in an acoustically dry room with no virtual acoustic environment. The tool’s effectiveness was evaluated with two 16-item questionnaires that assessed quality, usefulness, satisfaction with the rehearsal, and aspects of the performance. Findings indicate that rehearsing in a virtual acoustic environment that matches the performance venue improves acoustic awareness during the performance and enhances ease and comfort on stage compared to practising in a different environment. These results support the integration of virtual acoustics in rehearsal tools to help musicians better adapt their performance to concert settings. Full article
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12 pages, 1747 KiB  
Article
The Effects of an Acute Exposure of Virtual vs. Real Slip and Trip Perturbations on Postural Control
by Nathan O. Conner, Harish Chander, Hunter Derby, William C. Pannell, Jacob B. Daniels and Adam C. Knight
Virtual Worlds 2025, 4(3), 34; https://doi.org/10.3390/virtualworlds4030034 - 21 Jul 2025
Viewed by 148
Abstract
Background: Current methods of postural control assessments and interventions to improve postural stability and thereby prevent falls often fail to incorporate the hazardous perturbation situations that frequently accompany falls. Virtual environments can safely incorporate these hazards. The purpose of the study was to [...] Read more.
Background: Current methods of postural control assessments and interventions to improve postural stability and thereby prevent falls often fail to incorporate the hazardous perturbation situations that frequently accompany falls. Virtual environments can safely incorporate these hazards. The purpose of the study was to identify if virtual slip and trip perturbations can be used as an exposure paradigm in place of real slip and trip perturbations to improve postural control. Methods: Fifteen healthy young adults were included in this study. Two paradigms, real gait exposure (real) and virtual environment gait exposure (virtual), consisting of real and virtual slip and trip trials, were performed by each participant in a counterbalanced order to avoid order effects. At baseline and following real and virtual paradigms, the modified clinical test for sensory integration and balance (mCTSIB), limits of stability (LOS), and single-leg stance (SLS) using BTracks balance plate were administered. Separate one-way (baseline vs. Real vs. Virtual) repeated measures analysis of variance were conducted on response variables. Results: In the posterior left quadrant of the LOS, significant differences were found after the real paradigm compared to baseline (p = 0.04). For the anterior left quadrant and total LOS, significant differences post real paradigm (p = 0.002 and p < 0.001) and virtual paradigm (p = 0.007 and p < 0.001) compared to baseline were observed. For the SLS, the left-leg significant differences were observed post real paradigm (p = 0.019) and virtual paradigm (p = 0.009) compared to BL in path length, while significant main effects were found for mean sway velocity for the left leg only (p = 0.004). For the right leg, significant differences were only observed after the virtual paradigm (p = 0.01) compared to BL. Conclusions: Both virtual and real paradigms were identified to improve postural control. The virtual paradigm led to increased postural control in the right-leg SLS condition, while the real paradigm did not, without any adverse effects. Findings suggest virtual reality perturbation exposure acutely improves postural control ability compared to baseline among healthy young adults. Full article
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16 pages, 6930 KiB  
Article
Planogen: A Procedural Generation Framework for Dynamic VR Research Environments
by Kaitlyn Tracy, Lazaros Rafail Kouzelis, Rami Dari and Ourania Spantidi
Virtual Worlds 2025, 4(3), 33; https://doi.org/10.3390/virtualworlds4030033 - 14 Jul 2025
Viewed by 255
Abstract
This paper introduces Planogen, a modular procedural generation plug-in for the Unity game engine, which is composed of two primary components: a character generation module (CharGen) and an airplane generation module (PlaneGen). Planogen facilitates the rapid generation of [...] Read more.
This paper introduces Planogen, a modular procedural generation plug-in for the Unity game engine, which is composed of two primary components: a character generation module (CharGen) and an airplane generation module (PlaneGen). Planogen facilitates the rapid generation of varied and interactive aircraft cabin environments populated with diverse virtual passengers. The presented system is intended for use in research experiment scenarios, particularly those targeting the fear of flying (FoF), where environmental variety and realism are essential for user immersion. Leveraging Unity’s extensibility and procedural content generation techniques, Planogen allows for flexible scene customization, randomization, and scalability in real time. We further validate the realism and user appeal of Planogen-generated cabins in a user study with 33 participants, who rate their immersion and satisfaction, demonstrating that Planogen produces believable and engaging virtual environments. The modular architecture supports asynchronous updates and future extensions to other VR domains. By enabling on-demand, repeatable, and customizable VR content, Planogen offers a practical tool for developers and researchers aiming to construct responsive, scenario-specific virtual environments that can be adapted to any research domain. Full article
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16 pages, 1810 KiB  
Article
Virtual Reality Versus Conventional Exercise in Patients with Type 1 Diabetes: A Feasibility Randomized Crossover Trial
by Evlalia Touloudi, Vasileios T. Stavrou, Evangelos Galanis, Alexandra Bargiota, Marios Goudas, George Dafoulas, Mary Hassandra and Yannis Theodorakis
Virtual Worlds 2025, 4(3), 32; https://doi.org/10.3390/virtualworlds4030032 - 8 Jul 2025
Viewed by 787
Abstract
Exercise plays a key role in managing type 1 diabetes mellitus (T1DM), and virtual reality (VR)-based exercise offers an innovative solution to increase motivation and deliver meaningful health benefits to patients who are often hesitant to engage in physical activity. The purpose of [...] Read more.
Exercise plays a key role in managing type 1 diabetes mellitus (T1DM), and virtual reality (VR)-based exercise offers an innovative solution to increase motivation and deliver meaningful health benefits to patients who are often hesitant to engage in physical activity. The purpose of this study was to assess the acceptability, usability, intention for future use, and preference of a VR-based cycling application, as well as to investigate the effects of VR-based exercise on the physiological, biochemical, and psychological parameters of individuals with T1DM compared to conventional exercise. This study represents a preliminary investigation with a small sample size of 11 patients with T1DM. Each participant underwent two 20 min low-intensity exercise trials. One session involved conventional cycling on a stationary ergometer, while the other used a VR-based cycling application. The two exercise conditions were conducted 48 h apart, without a formal washout period. According to the results, high scores were observed for preference, acceptance, and usability of the VR-based cycling application, and statistically significant improvements in mood and enjoyment were observed following the VR-based cycling compared to conventional cycling. Additionally, while no statistically significant differences were found in physiological parameters (blood glucose, blood pressure, and heart rate) between the two conditions, the VR-based session showed a trend toward greater reductions. In conclusion, the use of VR technology in the field of cycling exercise has great significance in improving the mood and engagement of T1DM patients in exercise programs, providing a user-friendly and well-accepted VR cycling application; subsequently, it has also shown preliminary potential for the regulation of biological parameters. Healthcare professionals could easily expand exercise protocols with the strengths of the VR technologies along with other health-related programs. Full article
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18 pages, 2110 KiB  
Article
Evaluation of HoloLens 2 for Hand Tracking and Kinematic Features Assessment
by Jessica Bertolasi, Nadia Vanessa Garcia-Hernandez, Mariacarla Memeo, Marta Guarischi and Monica Gori
Virtual Worlds 2025, 4(3), 31; https://doi.org/10.3390/virtualworlds4030031 - 3 Jul 2025
Viewed by 505
Abstract
The advent of mixed reality (MR) systems has revolutionized human–computer interactions by seamlessly integrating virtual elements with the real world. Devices like the HoloLens 2 (HL2) enable intuitive, hands-free interactions through advanced hand-tracking technology, making them valuable in fields such as education, healthcare, [...] Read more.
The advent of mixed reality (MR) systems has revolutionized human–computer interactions by seamlessly integrating virtual elements with the real world. Devices like the HoloLens 2 (HL2) enable intuitive, hands-free interactions through advanced hand-tracking technology, making them valuable in fields such as education, healthcare, engineering, and training simulations. However, despite the growing adoption of MR, there is a noticeable lack of comprehensive comparisons between the hand-tracking accuracy of the HL2 and high-precision benchmarks like motion capture systems. Such evaluations are essential to assess the reliability of MR interactions, identify potential tracking limitations, and improve the overall precision of hand-based input in immersive applications. This study aims to assess the accuracy of HL2 in tracking hand position and measuring kinematic hand parameters, including joint angles and lateral pinch span (distance between thumb and index fingertips), using its tracking data. To achieve this, the Vicon motion capture system (VM) was used as a gold-standard reference. Three tasks were designed: (1) finger tracing of a 2D pattern in 3D space, (2) grasping various common objects, and (3) lateral pinching of objects with varying sizes. Task 1 tests fingertip tracking, Task 2 evaluates joint angle accuracy, and Task 3 examines the accuracy of pinch span measurement. In all tasks, HL2 and VM simultaneously recorded hand positions and movements. The data captured in Task 1 were analyzed to evaluate HL2’s hand-tracking capabilities against VM. Finger rotation angles from Task 2 and lateral pinch span from Task 3 were then used to assess HL2’s accuracy compared to VM. The results indicate that the HL2 exhibits millimeter-level errors compared to Vicon’s tracking system in Task 1, spanning in a range from 2 mm to 4 mm, suggesting that HL2’s hand-tracking system demonstrates good accuracy. Additionally, the reconstructed grasping positions in Task 2 from both systems show a strong correlation and an average error of 5°, while in Task 3, the accuracy of the HL2 is comparable to that of VM, improving performance as the object thickness increases. Full article
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39 pages, 25928 KiB  
Article
Interaction Design Strategies for Socio-Spatial Embodiment in Virtual World Learning
by Arghavan (Nova) Ebrahimi and Harini Ramaprasad
Virtual Worlds 2025, 4(3), 30; https://doi.org/10.3390/virtualworlds4030030 - 1 Jul 2025
Cited by 1 | Viewed by 659
Abstract
Desktop Virtual Worlds (DVWs) offer unique spatial affordances for education, yet understanding of how these environments support meaningful learning experiences remains limited. This study introduces the Socio-Spatial Embodiment Model, a novel framework conceptualizing learning in DVWs as shaped by the interconnection of embodied [...] Read more.
Desktop Virtual Worlds (DVWs) offer unique spatial affordances for education, yet understanding of how these environments support meaningful learning experiences remains limited. This study introduces the Socio-Spatial Embodiment Model, a novel framework conceptualizing learning in DVWs as shaped by the interconnection of embodied presence, place-making, and community formation. Through semi-structured interviews conducted with 14 experienced educators from the Virtual Worlds Education Consortium, we investigated how these dimensions intersect and what design strategies facilitate this integration. Thematic analysis revealed that strategic design employs cognitive offloading techniques and biophilic metaphors to enhance embodied presence, balance familiar elements with spatial innovations to create meaningful places, and leverage synchronous engagement with institutional identity markers to facilitate learning communities. Our findings identified design strategies that facilitate stronger perceived student connections to the learning environment and community, when DVW designs address spatial, emotional, social, and cultural factors while reinforcing both cognitive and perceptual processes. This research advances understanding of embodied learning in virtual environments by identifying the dynamic interdependence among presence, place, and community, providing practical strategies for educators in creating more meaningful virtual learning experiences. Full article
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17 pages, 2627 KiB  
Review
360-Degree Videos in Healthcare: A Bibliometric Analysis of Research Trends and Emerging Topics
by Maram A. Alammary, Lesley E. Halliday and Stathis Th. Konstantinidis
Virtual Worlds 2025, 4(3), 29; https://doi.org/10.3390/virtualworlds4030029 - 23 Jun 2025
Viewed by 470
Abstract
This bibliometric analysis aims to provide a comprehensive overview of the use of 360-degree video in healthcare, identifying key research trends and emerging topics in this field. Data was sourced from the Web of Science Core Collection, Scopus, and PubMed, and analyses were [...] Read more.
This bibliometric analysis aims to provide a comprehensive overview of the use of 360-degree video in healthcare, identifying key research trends and emerging topics in this field. Data was sourced from the Web of Science Core Collection, Scopus, and PubMed, and analyses were performed using the Biblioshiny package. Network visualization was conducted using VOSviewer. A total of 272 studies on 360-degree video were included in the analysis. The number of publications has shown a consistent upward trend from 2009 to 2024. Most publications (n = 234) were articles, indicating a maturing field. Institutions in North America and Germany lead the list of top affiliations. Research areas reflect interdisciplinary use of 360-video in healthcare, led by computer science (20.2%), followed by education (14.3%), healthcare sciences (10.7%), psychology (10.3%), and nursing (8.1%), demonstrating broad applicability across sectors. Recent emerging topics, such as empathy, stress, and well-being, indicate a growing research interest in the holistic aspects of healthcare interventions, particularly the psychological and emotional dimensions. Additionally, the concept of “presence” has gained increasing attention, reflecting its psychological and emotional impact. The findings suggest that further research is needed to evaluate the effectiveness of interactive learning and user engagement in 360-degree video experiences. Full article
(This article belongs to the Special Issue Empowering Health Education: Digital Transformation Frontiers for All)
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18 pages, 2155 KiB  
Article
Exploring Mixed-Interaction Mode in a Virtual Cockpit: Controller and Hand Gesture Integration
by Yemon Lee, Andy M. Connor and Stefan Marks
Virtual Worlds 2025, 4(2), 28; https://doi.org/10.3390/virtualworlds4020028 - 19 Jun 2025
Viewed by 259
Abstract
This paper evaluates a new interaction mode for object manipulation tasks in virtual reality (VR) utilizing an aircraft cockpit simulation. Building on prior research, this study examines the effectiveness and user experience of a mixed-interaction mode that involves the combination of handheld controllers [...] Read more.
This paper evaluates a new interaction mode for object manipulation tasks in virtual reality (VR) utilizing an aircraft cockpit simulation. Building on prior research, this study examines the effectiveness and user experience of a mixed-interaction mode that involves the combination of handheld controllers with hand gestures. Qualitative interviews with participants provided detailed feedback on the combined input approach. The analysis highlights the strengths and challenges of the mixed-interaction mode, indicating a perceived increase in task completion efficacy and enhanced user experience. As an outcome of the research, design guidelines were developed based on participants’ insights, focusing on the optimal balance of naturalness and precision for mixed interaction in VR that can also be utilized more generally. This study offers practical implications for creating immersive virtual environments and informs future research in VR interaction modes and user experience. Full article
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16 pages, 1569 KiB  
Article
Virtual Reality-Assisted, Single-Session Exposure for Public Speaking Anxiety: Improved Self-Reports and Heart Rate but No Significant Change in Heart Rate Variability
by Tonia-Flery Artemi, Thekla Konstantinou, Stephany Naziri and Georgia Panayiotou
Virtual Worlds 2025, 4(2), 27; https://doi.org/10.3390/virtualworlds4020027 - 19 Jun 2025
Viewed by 583
Abstract
Introduction: This study examines the combined use of objective physiological measures (heart rate [HR], heart rate variability [HRV]) and subjective self-reports to gain a comprehensive understanding of anxiety reduction mechanisms—specifically, habituation—in the context of Virtual Reality Exposure (VRE) for public speaking anxiety (PSA). [...] Read more.
Introduction: This study examines the combined use of objective physiological measures (heart rate [HR], heart rate variability [HRV]) and subjective self-reports to gain a comprehensive understanding of anxiety reduction mechanisms—specifically, habituation—in the context of Virtual Reality Exposure (VRE) for public speaking anxiety (PSA). The present study evaluated whether a single-session, personalized VRE intervention could effectively reduce PSA. Methods: A total of 39 university students (mean age = 20.97, SD = 3.05) with clinically significant PSA were randomly assigned to a VRE group or a control group. Participants completed a 2 min speech task before and after the intervention and reported subjective distress (Subjective Units of Distress, SUDs), public speaking confidence (Personal Report of Confidence as a Speaker, PRCS), and willingness to speak in public. Heart rate (HR) and heart rate variability (HRV; RMSSD) were recorded at baseline and during speech tasks. The VRE protocol used personalized, hierarchical exposure to virtual audiences, with repeated trials until a criterion reduction in SUDs was achieved. Non-parametric analyses assessed group and time effects. Results: VRE participants showed significant reductions in subjective distress (p < 0.001) and HR (p < 0.001), with HR returning to baseline post-intervention. No such reductions were observed in the control group. Willingness to speak improved significantly only in the VRE group (p = 0.001). HRV did not differ significantly across time or groups. Conclusions: A single, personalized VRE session can produce measurable reductions in PSA, particularly in subjective distress and autonomic arousal, supporting habituation as a primary mechanism of change, even after one session. The lack of HRV change suggests that emotion regulation may require more prolonged interventions. These findings support VRE’s potential as an efficient and scalable treatment option for PSA. Full article
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29 pages, 790 KiB  
Review
Self-Directed Learning and Consensus Decision-Making in the Co-Creation of Virtual Worlds Promoting Student Mental Health Through Mobile Technology Use: A Scoping Review
by Carol Nash
Virtual Worlds 2025, 4(2), 26; https://doi.org/10.3390/virtualworlds4020026 - 4 Jun 2025
Viewed by 614
Abstract
Mobile technology advancements have led to cellphone bans in some school jurisdictions. The basis of these bans is judging their utilization by students as unhealthy, antisocial, and educationally controversial. Banning student cellphones neglects the positive mental health of cellphone use that comes from [...] Read more.
Mobile technology advancements have led to cellphone bans in some school jurisdictions. The basis of these bans is judging their utilization by students as unhealthy, antisocial, and educationally controversial. Banning student cellphones neglects the positive mental health of cellphone use that comes from self-directed learning in students using them in the co-creation of virtual worlds through online communities. This scoping review examines peer-reviewed research from 2021–2025 demonstrating positive mental health value in self-directed mobile technology use through co-creating virtual worlds. The searches are of seven primary databases and one supplementary database, using the keywords “self-directed learning AND mobile technology AND co-creation AND virtual worlds”. Excluded are reviews, book chapters, abstracts, and conference proceedings. The assessment of the findings is that cellphone use promotes a combination of self-directed learning and consensus decision-making, and provides mental health benefits when virtual worlds are co-created by students permitted their use. Appraising these results—regarding self-directed learning, consensus decision-making, and student mental health—the conclusion is that in contemplating the school cellphone use of mobile technology, educators rethink banning their classroom use. The aim would be to support the co-creation of virtual worlds to promote increased self-direction, consensus decision-making, and positive mental health. Full article
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55 pages, 552 KiB  
Article
Creating Non-Visual Non-Verbal Social Interactions in Virtual Reality
by Brandon Biggs, Steve Murgaski, Peter Coppin and Bruce N. Walker
Virtual Worlds 2025, 4(2), 25; https://doi.org/10.3390/virtualworlds4020025 - 4 Jun 2025
Viewed by 582
Abstract
Although virtual reality (VR) was originally conceived of as a multi-sensory experience, most developers of the technology have focused on its visual aspects to the detriment of other senses such as hearing. This paper presents design patterns to make virtual reality fully accessible [...] Read more.
Although virtual reality (VR) was originally conceived of as a multi-sensory experience, most developers of the technology have focused on its visual aspects to the detriment of other senses such as hearing. This paper presents design patterns to make virtual reality fully accessible to non-visual users, including totally blind users, especially with non-verbal social interactions. Non-visual VR has been present in the blindness audio game community since the early 2000s, but the conventions from those interfaces have never been described to a sighted audience, outside of a few limited sonification interface papers. This paper presents non-visual design patterns created by five of the top English-speaking audio game developers through a three round Delphi method, encompassing 29 non-verbal social interactions grouped into 12 categories in VR, including movement, emotes, and self-expression. This paper will be useful to developers of VR experiences who wish to represent non-verbal social information to their users through non-visual conventions. These methods have only been rigorously tested through the commercial market, and not through scientific approaches. These design patterns can serve as the foundation for future investigation in exploring non-visual non-verbal social interactions in VR. Full article
27 pages, 19764 KiB  
Article
Enabling Exploratory Yet Systematic Investigation of Presence Factors in Virtual Reality: Proposed Methodology, Research Tool Development, and Practical Application
by Markus Dresel, Rafael Bennet Wortmann, Paul Siraf, Lennart Fuchs and Nicole Jochems
Virtual Worlds 2025, 4(2), 24; https://doi.org/10.3390/virtualworlds4020024 - 4 Jun 2025
Viewed by 386
Abstract
Presence is widely recognized as a key quality metric for immersive virtual reality (IVR) experiences. However, research on factors contributing to presence is impeded by the plethora of identified factors, contradictory results, and unclear interactions. Based on the analysis of the current literature, [...] Read more.
Presence is widely recognized as a key quality metric for immersive virtual reality (IVR) experiences. However, research on factors contributing to presence is impeded by the plethora of identified factors, contradictory results, and unclear interactions. Based on the analysis of the current literature, we propose a two-step research methodology combining exploratory and confirmatory paradigms to address these issues. As existing IVR study tools do not focus on presence and its determinants, we developed our own tool consisting of two components: an IVR app, based on Unreal Engine for designing and displaying IVR scenarios, and a browser-based experimenter interface using Vue.js, enabling precise control over presence factors and study procedure. The methodology and study tool underwent a formative expert evaluation (N = 6) and a first practical application within the AgeVR research project (N = 115). Their feasibility was confirmed by expert feedback, as well as data from 115 successfully completed exploratory studies with participants of various ages. The exploratory study procedure works for general presence, involvement, and plausibility illusion. Measures that will enable the seamless investigation of the remaining presence subcomponents are proposed. Our next step is to develop and test hypotheses in the confirmatory studies. The study tool was made publicly available as an open source project. Full article
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19 pages, 628 KiB  
Article
Annotating the Field: Investigating the Affordances of Mixed Reality for Learning Beyond the Classroom
by Kenneth Y. T. Lim, Aaron J. C. Liang, Yuyue Fang and Bryan Z. W. Kuok
Virtual Worlds 2025, 4(2), 23; https://doi.org/10.3390/virtualworlds4020023 - 3 Jun 2025
Viewed by 616
Abstract
While educational excursions are widely acknowledged to enhance student learning through immersive, real-world experiences, there is limited research on how students can best capture and retain knowledge during such activities. Traditional note-taking methods, such as pen and paper or digital devices, may be [...] Read more.
While educational excursions are widely acknowledged to enhance student learning through immersive, real-world experiences, there is limited research on how students can best capture and retain knowledge during such activities. Traditional note-taking methods, such as pen and paper or digital devices, may be inadequate for recording spatial or multimodal information encountered in these dynamic environments. With the emergence of mixed reality (MR) technologies, there is an opportunity to explore spatial, immersive note-taking that aligns with the dynamic nature of field-based learning. This study compares the effectiveness of mixed reality, pen and paper, and digital note-taking during educational excursions. A total of 50 participants in grades 7 through 12 used the Apple Vision Pro headset for mixed reality notes, mobile phones for digital notes, and clipboards paired with a pen and paper for traditional notes. The information encountered was categorised as physical, textual, or video-based. The effectiveness was evaluated through three measures: content extracted and organised in notes, post-activity quizzes on retention and critical thinking, and participant feedback. For physical information, mixed reality significantly improved the content extraction and retention. For textual information, mixed reality yielded more content, but pen and paper outperformed it in terms of organisation. Statistically, all the note-taking methods were equally effective in the remaining aspects. Although mixed reality shows potential to be integrated into educational excursions, participant feedback highlighted discomfort with the headset, suggesting that mixed reality should complement, not replace, traditional approaches. Full article
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18 pages, 601 KiB  
Article
Drivers of the Integration of Virtual Reality into Construction Safety Training in Ghana
by Hutton Addy, Clinton Aigbavboa, Simon Ofori Ametepey, Rexford Henaku Aboagye and Wellington Didibhuku Thwala
Virtual Worlds 2025, 4(2), 22; https://doi.org/10.3390/virtualworlds4020022 - 27 May 2025
Viewed by 510
Abstract
The utilization of virtual reality (VR) in safety training in the construction industry is increasingly driven by the requirement to enhance both the level of safety and the effectiveness of safety training. The research takes a quantitative approach toward the determination and exploration [...] Read more.
The utilization of virtual reality (VR) in safety training in the construction industry is increasingly driven by the requirement to enhance both the level of safety and the effectiveness of safety training. The research takes a quantitative approach toward the determination and exploration of the determinants for VR uptake for safety training. Standardized questionnaires were distributed to sample a cross-section of Ghanaian construction professionals to find areas of commonality regarding the drivers of VR use in construction safety training. Technological advancement and boosting the culture of safety were found to be the highest drivers based on exploratory factor analysis (EFA). Technological advancement and boosting safety culture are the two highest drivers the research recommends. Technological advancements facilitate the creation of realistic simulation and training environments, significantly enhancing the learning process. The improvement in safety culture is facilitated by VR-based training, which renders safety proactive and enables a higher level of knowledge retention through frequent safety-free simulations. This study provides industry stakeholders with valuable insights into how the advantages of VR applications should be maximized to enhance the level of safety standards and train efficiency. The findings provide a foundation for formulating new ways to effectively utilize VR in safety training construction industries of developing nations. Full article
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12 pages, 496 KiB  
Article
The Use of Different Technologies to Provide a Virtual Grocery Store Tour for Nutrition Education
by Shelley Woodall, Jennessa Sharratt and James H. Hollis
Virtual Worlds 2025, 4(2), 21; https://doi.org/10.3390/virtualworlds4020021 - 22 May 2025
Viewed by 354
Abstract
Dietitian-led grocery store tours (GSTs) educate consumers about nutrition. Virtual GSTs could increase access to nutrition education. A feasibility study was conducted to determine participant acceptability and their physiological responses to a virtual GST using immersive virtual reality (IVR), a desktop monitor (PC), [...] Read more.
Dietitian-led grocery store tours (GSTs) educate consumers about nutrition. Virtual GSTs could increase access to nutrition education. A feasibility study was conducted to determine participant acceptability and their physiological responses to a virtual GST using immersive virtual reality (IVR), a desktop monitor (PC), or a tablet. Participants were asked to report to the laboratory on three occasions to view a virtual GST. Physiological measurements were collected, and participants completed questionnaires about their feelings of presence, nausea, mood, and enjoyment during the virtual GST. Participants experienced a greater sense of presence (IVR = 5.8, PC = 2.6, tablet = 2.6; p < 0.05) with a greater feeling of nausea (IVR = 1.7, PC = 0.4, tablet = 0.4; p < 0.05) in the IVR treatment. Participants enjoyed the IVR GST more than the tablet GST (IVR = 5.3, PC = 4.6, tablet = 4.1; p < 0.05). There were marginal effects of treatment on heart rate (p < 0.05) but not on other physiological measures. There were no differences in the participants’ willingness to recommend a virtual GST given the use of different technologies to a friend or in the participants’ reported mood. Virtual GSTs, using different technologies, may be a feasible approach to provide nutrition education Full article
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