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26 pages, 4899 KiB  
Article
Material Perception in Virtual Environments: Impacts on Thermal Perception, Emotions, and Functionality in Industrial Renovation
by Long He, Minjia Wu, Yue Ma, Di Cui, Yongjiang Wu and Yang Wei
Buildings 2025, 15(15), 2698; https://doi.org/10.3390/buildings15152698 - 31 Jul 2025
Viewed by 236
Abstract
Industrial building renovation is a sustainable strategy to preserve urban heritage while meeting modern needs. However, how interior material scenes affect users’ emotions, thermal perception, and functional preferences remains underexplored in adaptive reuse contexts. This study used virtual reality (VR) to examine four [...] Read more.
Industrial building renovation is a sustainable strategy to preserve urban heritage while meeting modern needs. However, how interior material scenes affect users’ emotions, thermal perception, and functional preferences remains underexplored in adaptive reuse contexts. This study used virtual reality (VR) to examine four common material scenes—wood, concrete, red brick, and white-painted surfaces—within industrial renovation settings. A total of 159 participants experienced four Lumion-rendered VR environments and rated them on thermal perception (visual warmth, thermal sensation, comfort), emotional response (arousal, pleasure, restoration), and functional preference. Data were analyzed using repeated measures ANOVA and Pearson correlation. Wood and red brick scenes were associated with warm visuals; wood scenes received the highest ratings for thermal comfort and pleasure, white-painted scenes for restoration and arousal, and concrete scenes, the lowest scores overall. Functional preferences varied by space: white-painted and concrete scenes were most preferred in study/work settings, wood in social spaces, wood and red brick in rest areas, and concrete in exhibition spaces. By isolating material variables in VR, this study offers a novel empirical approach and practical guidance for material selection in adaptive reuse to enhance user comfort, emotional well-being, and spatial functionality in industrial heritage renovations. Full article
(This article belongs to the Section Building Materials, and Repair & Renovation)
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15 pages, 2127 KiB  
Article
Accessible Interface for Museum Geological Exhibitions: PETRA—A Gesture-Controlled Experience of Three-Dimensional Rocks and Minerals
by Andrei Ionuţ Apopei
Minerals 2025, 15(8), 775; https://doi.org/10.3390/min15080775 - 24 Jul 2025
Viewed by 468
Abstract
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as [...] Read more.
The increasing integration of 3D technologies and machine learning is fundamentally reshaping mineral sciences and cultural heritage, establishing the foundation for an emerging “Mineralogy 4.0” framework. However, public engagement with digital 3D collections is often limited by complex or costly interfaces, such as VR/AR systems and traditional touchscreen kiosks, creating a clear need for more intuitive, accessible, and more engaging and inclusive solutions. This paper presents PETRA, an open-source, gesture-controlled system for exploring 3D rocks and minerals. Developed in the TouchDesigner environment, PETRA utilizes a standard webcam and the MediaPipe framework to translate natural hand movements into real-time manipulation of digital specimens, requiring no specialized hardware. The system provides a customizable, node-based framework for creating touchless, interactive exhibits. Successfully evaluated during a “Long Night of Museums” public event with 550 visitors, direct qualitative observations confirmed high user engagement, rapid instruction-free learnability across diverse age groups, and robust system stability in a continuous-use setting. As a practical case study, PETRA demonstrates that low-cost, webcam-based gesture control is a viable solution for creating accessible and immersive learning experiences. This work offers a significant contribution to the fields of digital mineralogy, human–machine interaction, and cultural heritage by providing a hygienic, scalable, and socially engaging method for interacting with geological collections. This research confirms that as digital archives grow, the development of human-centered interfaces is paramount in unlocking their full scientific and educational potential. Full article
(This article belongs to the Special Issue 3D Technologies and Machine Learning in Mineral Sciences)
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18 pages, 2268 KiB  
Article
Effects of a Novel Mechanical Vibration Technology on the Internal Stress Distribution and Macrostructure of Continuously Cast Billets
by Shuai Liu, Jianliang Zhang, Hui Zhang and Minglin Wang
Metals 2025, 15(7), 794; https://doi.org/10.3390/met15070794 - 14 Jul 2025
Viewed by 262
Abstract
In this paper, a new mechanical vibration technology applied to continuous casting production is studied, which is used to break the dendrite at the solidification front, expand the equiaxed dendrite zone, and improve the center quality of the billet. The exciting force of [...] Read more.
In this paper, a new mechanical vibration technology applied to continuous casting production is studied, which is used to break the dendrite at the solidification front, expand the equiaxed dendrite zone, and improve the center quality of the billet. The exciting force of this vibration technology is provided by a new type of vibration equipment (Vibration roll) independently developed and designed. Firstly, an investigation is conducted into the impacts of vibration acceleration, vibration frequency, and the contact area between the Vibration roll (VR) and the billet surface on the internal stress distribution within the billet shell, respectively. Secondly, the billet with and without vibration treatment was sampled and analyzed through industrial tests. The results show that the area ratio of equiaxed dendrites in transverse specimens treated with vibration technology was 11.96%, compared to 6.55% in untreated specimens. Similarly, for longitudinal samples, the linear ratio of equiaxed dendrites was observed to be 34.56% in treated samples and 22.95% in untreated samples. Compared to the specimens without mechanical vibration, the billet treated with mechanical vibration exhibits an increase in the area ratio and linear ratio of equiaxed dendrite ratio by 5.41% and 11.61%, respectively. Moreover, the probability of bridging at the end of solidification of the billet treated by vibration technology was significantly reduced, and the central porosity and shrinkage cavities of the billet were significantly improved. This study provides the first definitive evidence that the novel mechanical vibration technology can enhance the quality of the billet during the continuous casting process. Full article
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25 pages, 1854 KiB  
Article
How Action Shapes Temporal Judgments: A Study in Brain Damaged Patients Through Immersive Virtual Reality
by Greta Vianello, Michela Candini, Giuliana Vezzadini, Valentina Varalta, Gennaro Ruggiero, Tina Iachini and Francesca Frassinetti
J. Clin. Med. 2025, 14(14), 4825; https://doi.org/10.3390/jcm14144825 - 8 Jul 2025
Viewed by 284
Abstract
Background/Objectives: Time processing is crucial for managing several aspects of our daily experiences: the continuous interaction with a changing environment requires individuals to make precise temporal judgments. Following right hemisphere damage, patients exhibited a significant alteration in perceiving temporal duration. However, this [...] Read more.
Background/Objectives: Time processing is crucial for managing several aspects of our daily experiences: the continuous interaction with a changing environment requires individuals to make precise temporal judgments. Following right hemisphere damage, patients exhibited a significant alteration in perceiving temporal duration. However, this impairment usually emerges with “abstract” computerized tasks, not in everyday contexts. This study investigates estimation and reproduction of time intervals in left (LBD) and right brain damaged (RBD) patients compared to healthy controls. Methods: We adopt computerized tasks (Experiment 1) and novel virtual reality (VR) tasks where participants judged the duration of their own actions framed within a realistic VR context (Experiment 2). Results: RBD but not LBD patients underestimated time intervals, and reproduced time intervals as longer than they are. Crucially, when participants judged the temporal duration of meaningful actions performed in a realistic context through the VR scenarios, the impairment in processing time observed in RBD patients was reduced. The Voxel-lesion-symptom-mapping (VLSM) analysis revealed the neurocognitive basis of time perception. Conclusions: Our results show that meaningful actions within familiar contexts can provide a channel of information that is essential for optimal time processing, suggesting the importance of assessing time processing in an ecologically controlled manner using VR. Full article
(This article belongs to the Section Brain Injury)
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15 pages, 1530 KiB  
Article
Effect of Virtual-Reality-Based Training, Including Preceding Trunk Stabilization Education, on Postural Control and Balance in Patients with Stroke: A Randomized Controlled Trial
by SeongMin Lee and JongEun Yim
Appl. Sci. 2025, 15(13), 7620; https://doi.org/10.3390/app15137620 - 7 Jul 2025
Viewed by 385
Abstract
This study investigated the effects of virtual reality (VR)-based training combined with preliminary trunk stabilization education on postural control and balance in stroke patients. A single-blind randomized controlled trial enrolled 30 participants, randomly divided into a trunk stabilization group (n = 15) [...] Read more.
This study investigated the effects of virtual reality (VR)-based training combined with preliminary trunk stabilization education on postural control and balance in stroke patients. A single-blind randomized controlled trial enrolled 30 participants, randomly divided into a trunk stabilization group (n = 15) and a control group (n = 15). The trunk stabilization group engaged in 10 min of trunk stabilization education followed by 20 min of VR-based training, three times weekly for three weeks. The control group participated only in VR-based training. Outcomes were assessed using the Korean Trunk Impairment Scale (K-TIS), Postural Assessment Scale for Stroke (PASS), Berg Balance Scale (BBS), limit of stability (LOS), and center of pressure (COP) measurements. Both groups significantly improved in all measured outcomes post-intervention (p < 0.05). Notably, the trunk stabilization group exhibited significantly superior improvements in the K-TIS, PASS, BBS, LOS, and COP path length compared to the control group (p < 0.05). These results highlight the enhanced effectiveness of integrating trunk stabilization education with VR-based training, suggesting that it not only yields statistically significant improvements but also provides clinically meaningful benefits for functional postural control and balance recovery in stroke rehabilitation. Full article
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17 pages, 2783 KiB  
Article
Performance Evaluation of Four Deep Learning-Based CAD Systems and Manual Reading for Pulmonary Nodules Detection, Volume Measurement, and Lung-RADS Classification Under Varying Radiation Doses and Reconstruction Methods
by Sifan Chen, Lingqi Gao, Maolu Tan, Ke Zhang and Fajin Lv
Diagnostics 2025, 15(13), 1623; https://doi.org/10.3390/diagnostics15131623 - 26 Jun 2025
Viewed by 477
Abstract
Background: Optimization of pulmonary nodule detection across varied imaging protocols remains challenging. We evaluated four DL-CAD systems and manual reading with volume rendering (VR) for performance under varying radiation doses and reconstruction methods. VR refers to a post-processing technique that generates 3D images [...] Read more.
Background: Optimization of pulmonary nodule detection across varied imaging protocols remains challenging. We evaluated four DL-CAD systems and manual reading with volume rendering (VR) for performance under varying radiation doses and reconstruction methods. VR refers to a post-processing technique that generates 3D images by assigning opacity and color to CT voxels based on Hounsfield units. Methods: An anthropomorphic phantom with 169 artificial nodules was scanned at three dose levels using two kernels and three reconstruction algorithms (1080 image sets). Performance metrics included sensitivity, specificity, volume error (AVE), and Lung-RADS classification accuracy. Results: DL-CAD systems demonstrated high sensitivity across dose levels and reconstruction settings, with three fully automatic DL-CAD systems (0.92–0.95) outperforming manual CT readings (0.72), particularly for sub-centimeter nodules. However, DL-CAD systems exhibited limitations in volume measurement and Lung-RADS classification accuracy, especially for part-solid nodules. VR-enhanced manual reading outperformed original CT interpretation in nodule detection, particularly benefiting less-experienced radiologists under suboptimal imaging conditions. Conclusions: These findings underscore the potential of DL-CAD for lung cancer screening and the clinical value of VR in low-dose settings, but they highlight the need for improved classification algorithms. Full article
(This article belongs to the Section Machine Learning and Artificial Intelligence in Diagnostics)
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18 pages, 561 KiB  
Article
Eco-Efficiency in the Agricultural Sector: A Cross-Country Comparison Between the European Union and Türkiye
by Derya İlkay Yılmaz
Sustainability 2025, 17(13), 5713; https://doi.org/10.3390/su17135713 - 21 Jun 2025
Viewed by 459
Abstract
This study conducts a macro-level comparative analysis of the eco-efficiency in the agricultural sectors of the European Union (EU) member states and Türkiye from 2003 to 2022. By treating countries as decision-making units, this research offers a holistic overview of how national-level inputs [...] Read more.
This study conducts a macro-level comparative analysis of the eco-efficiency in the agricultural sectors of the European Union (EU) member states and Türkiye from 2003 to 2022. By treating countries as decision-making units, this research offers a holistic overview of how national-level inputs and outputs shape the aggregate performance, focusing on the trade-offs between economic value generation and environmental pressures. An input-oriented Data Envelopment Analysis (DEA) model, based on Variable Returns to Scale (VRS), was employed. The model employs three inputs—compensation of employees (COE), energy consumption (EC), and gross fixed capital formation (GFC)—and two outputs—agricultural gross domestic product (GDP) and GHG emissions (GGEs). All variables were normalized by agricultural land area per country to account for scale differences. The findings reveal significant disparities in the eco-efficiency across countries and over time. Notably, Türkiye consistently demonstrated a high performance, frequently serving as a benchmark. In contrast, several Eastern European countries exhibited lower scores, suggesting significant room for structural improvement at the national level. The results point to the considerable potential for reducing energy and labor inputs in many countries. Instead of offering specific policy prescriptions, this study provides a diagnostic tool that identifies national-level performance gaps, informs policy discussions on resource allocation, and highlights priority areas for more detailed investigation. Full article
(This article belongs to the Section Environmental Sustainability and Applications)
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17 pages, 658 KiB  
Article
Feasibility of Using New Technologies and Artificial Intelligence in Preventive Measures in Building Works
by Mercedes del Río Merino, María Segarra Cañamares, Miriam Zamora Calleja, Antonio Ros Serrano and Rafael Alberto Heredia Morante
Buildings 2025, 15(12), 2132; https://doi.org/10.3390/buildings15122132 - 19 Jun 2025
Viewed by 576
Abstract
The construction sector represents approximately 13% of global gross domestic product (GDP) and over 5% in Spain, employing more than one million workers. Despite its economic importance, the sector exhibits low digitalization levels and persistently high accident rates, contrasting with other industries that [...] Read more.
The construction sector represents approximately 13% of global gross domestic product (GDP) and over 5% in Spain, employing more than one million workers. Despite its economic importance, the sector exhibits low digitalization levels and persistently high accident rates, contrasting with other industries that have successfully integrated digital technologies for safety improvement. Objective: This study evaluates the technical, operational, and regulatory feasibility of implementing digital tools and artificial intelligence (AI) in occupational risk prevention (ORP) within the Spanish construction sector. It focuses on identifying applicable technologies, assessing professionals’ perceptions of their practical utility, and analyzing key implementation barriers. Methodology: A mixed-method approach was employed in four stages: (1) a systematic literature review of digital safety tools; (2) a survey of 97 construction professionals using purposive sampling and validated through pretesting (Cronbach’s α = 0.82); (3) an analysis of official accident statistics; and (4) expert consensus using the Delphi method (three rounds, 75% consensus threshold). Results: Virtual reality (VR), augmented reality (AR), and mixed reality (MR) applications were identified as highly beneficial for training and awareness, with 78.2% of professionals supporting their use for safety training. Building Information Modeling (BIM) and drones were highlighted as the most valued tools for risk management and site supervision. Main implementation barriers include a lack of digital skills (35%), insufficient budget (30%), and high tool costs (25%). Contribution: This study proposes a mixed-method methodological framework—quantitative and qualitative—adapted to national contexts and validated through a Delphi consensus process. The framework prioritizes key technologies and identifies targeted strategies to overcome critical implementation barriers. Full article
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19 pages, 5754 KiB  
Article
Neck Functional Status Assessment Using Virtual Reality Simulation of Daily Activities
by José Angel Santos-Paz, Álvaro Sánchez-Picot, Elena Bocos-Corredor, Filippo Moggioli, Aitor Martin-Pintado-Zugasti, Rodrigo García-Carmona and Abraham Otero
Technologies 2025, 13(6), 248; https://doi.org/10.3390/technologies13060248 - 12 Jun 2025
Viewed by 597
Abstract
Neck pain is a significant global health concern and a leading cause of disability. Conventional clinical neck assessments often rely on maximal Cervical Range of Motion (CROM) measurements, which may not accurately reflect functional limitations experienced during activities of daily living (ADLs). This [...] Read more.
Neck pain is a significant global health concern and a leading cause of disability. Conventional clinical neck assessments often rely on maximal Cervical Range of Motion (CROM) measurements, which may not accurately reflect functional limitations experienced during activities of daily living (ADLs). This study introduces a novel approach to evaluate neck functional status by employing a virtual reality (VR) environment to simulate an apple-harvesting task. Three-dimensional head kinematics were continuously recorded in 60 participants (30 with clinically significant neck pain and 30 asymptomatic) as they performed the task. Spectral analysis of the data revealed that individuals with neck pain exhibited slower head rotation speed, particularly in the transverse and frontal planes, compared to the pain-free group, as evidenced by higher spectral power in the low-frequency band [0, 0.1] Hz and lower power in the [0.1, 0.5] Hz band. Furthermore, participants with neck pain required significantly more time to complete the apple-harvesting task. The VR system demonstrated high usability (SUS score = 84.21), and no adverse effects were reported. These findings suggest that VR-based assessment during simulated ADLs can provide valuable information about the functional impact of neck pain beyond traditional CROM measurements, potentially enabling remote evaluation and personalized telerehabilitation strategies. Full article
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16 pages, 2032 KiB  
Article
Auto-Segmentation and Auto-Planning in Automated Radiotherapy for Prostate Cancer
by Sijuan Huang, Jingheng Wu, Xi Lin, Guangyu Wang, Ting Song, Li Chen, Lecheng Jia, Qian Cao, Ruiqi Liu, Yang Liu, Xin Yang, Xiaoyan Huang and Liru He
Bioengineering 2025, 12(6), 620; https://doi.org/10.3390/bioengineering12060620 - 6 Jun 2025
Viewed by 615
Abstract
Objective: The objective of this study was to develop and assess the clinical feasibility of auto-segmentation and auto-planning methodologies for automated radiotherapy in prostate cancer. Methods: A total of 166 patients were used to train a 3D Unet model for segmentation of [...] Read more.
Objective: The objective of this study was to develop and assess the clinical feasibility of auto-segmentation and auto-planning methodologies for automated radiotherapy in prostate cancer. Methods: A total of 166 patients were used to train a 3D Unet model for segmentation of the gross tumor volume (GTV), clinical tumor volume (CTV), nodal CTV (CTVnd), and organs at risk (OARs). Performance was assessed by the Dice similarity coefficient (DSC), the Recall, Precision, Volume Ratio (VR), the 95% Hausdorff distance (HD95%), and the volumetric revision degree (VRD). An auto-planning network based on a 3D Unet was trained on 77 treatment plans derived from the 166 patients. Dosimetric differences and clinical acceptability of the auto-plans were studied. The effect of OAR editing on dosimetry was also evaluated. Results: On an independent set of 50 cases, the auto-segmentation process took 1 min 20 s per case. The DSCs for GTV, CTV, and CTVnd were 0.87, 0.88, and 0.82, respectively, with VRDs ranging from 0.09 to 0.14. The segmentation of OARs demonstrated high accuracy (DSC ≥ 0.83, Recall/Precision ≈ 1.0). The auto-planning process required 1–3 optimization iterations for 50%, 40%, and 10% of cases, respectively, and exhibited significant better conformity (p ≤ 0.01) and OAR sparing (p ≤ 0.03) while maintaining comparable target coverage. Only 6.7% of auto-plans were deemed unacceptable compared to 20% of manual plans, with 75% of auto-plans considered superior. Notably, the editing of OARs had no significant impact on doses. Conclusions: The accuracy of auto-segmentation is comparable to that of manual segmentation, and the auto-planning offers equivalent or better OAR protection, meeting the requirements of online automated radiotherapy and facilitating its clinical application. Full article
(This article belongs to the Special Issue Novel Imaging Techniques in Radiotherapy)
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17 pages, 2912 KiB  
Article
Squat Kinematics Analysis Using Vicon and Affordable Motion-Capture Solutions
by Urszula Czajkowska, Michał Popek, Celina Pezowicz, Bogna Leśnik and Magdalena Żuk
Sensors 2025, 25(11), 3294; https://doi.org/10.3390/s25113294 - 23 May 2025
Cited by 1 | Viewed by 939
Abstract
The analysis of human movement is crucial in biomechanical research and clinical practice. Quantitative movement analysis evaluates sports performance by tracking joint angles, segmental velocities, and body positions. There are high-accuracy motion-tracking systems like Vicon Motion Systems (Oxford, UK) or OptiTrack (Corvallis, OR, [...] Read more.
The analysis of human movement is crucial in biomechanical research and clinical practice. Quantitative movement analysis evaluates sports performance by tracking joint angles, segmental velocities, and body positions. There are high-accuracy motion-tracking systems like Vicon Motion Systems (Oxford, UK) or OptiTrack (Corvallis, OR, USA), but they are expensive, require expertise, and lack portability. This study assessed a low-cost virtual reality-based motion-tracking system with a customized eMotion data acquisition and analysis application to describe joint movements during squatting. The system, which utilizes commonly available virtual reality accessories, successfully collected kinematic data and continuous tracker trajectories. The results showed high repeatability comparable to advanced optoelectronic motion-capture systems. The eMotion system protocols exhibited low variability for most rotations, with inter-trial values ranging from 0.65° to 2.20° except for hip and knee flexion, which reached 3.09° and 4.01°. The motion-tracking technology that is part of VR headsets has great potential in supporting training and rehabilitation by enabling quantitative assessment of any activity in both the real and virtual worlds. The use of low-cost solutions can increase the potential for human motion measurements in clinical practice and biomechanical research. Full article
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25 pages, 4902 KiB  
Article
Hand Dynamics in Healthy Individuals and Spinal Cord Injury Patients During Real and Virtual Box and Block Test
by Verónica Gracia-Ibáñez, Ana de los Reyes-Guzmán, Margarita Vergara, Néstor J. Jarque-Bou and Joaquín-Luis Sancho-Bru
Appl. Sci. 2025, 15(11), 5842; https://doi.org/10.3390/app15115842 - 22 May 2025
Viewed by 399
Abstract
Virtual reality (VR) is a promising tool in spinal cord injury (SCI) rehabilitation, particularly through virtual adaptations of functional tests like the Box and Block test (BBT). However, a comprehensive dynamic comparison between real and virtual BBT is lacking. This study investigates the [...] Read more.
Virtual reality (VR) is a promising tool in spinal cord injury (SCI) rehabilitation, particularly through virtual adaptations of functional tests like the Box and Block test (BBT). However, a comprehensive dynamic comparison between real and virtual BBT is lacking. This study investigates the kinematic and electromyographic (EMG) differences between healthy individuals and SCI patients performing both real (RBBT) and virtual (VBBT) versions of the BBT. An electromagnetic motion-tracking system, an instrumented glove, and surface EMG electrodes were used to capture hand trajectories, joint angles, and forearm muscle activation. The analysis included cycle-averaged and temporal kinematic and EMG parameters. Our findings reveal that both groups showed increased trajectory length and velocity peaks during the VBBT, with more pronounced increases in SCI patients. Unlike healthy individuals, SCI patients also showed increased finger and thumb flexion during VBBT. Cycle-averaged EMG values were lower in healthy participants during VBBT, likely due to reduced motor demands and lack of real grasping. Conversely, SCI patients exhibited higher muscle activity, suggesting impaired coordination and compensatory overactivation. Healthy individuals showed consistent temporal kinematic synergies and muscle activation, whereas they were altered in SCI patients, especially during reaching. These findings highlight the need for rehabilitation strategies to improve motor control and feedback integration. Full article
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15 pages, 2579 KiB  
Article
Efficacy Evaluation of a VR-2332-Based Modified Live Vaccine Against NADC30-like PRRSV in China
by Lixin Li, Xiaxia Tong, Jianhong Shu, Huapeng Feng, Yanping Quan and Yulong He
Vaccines 2025, 13(5), 538; https://doi.org/10.3390/vaccines13050538 - 19 May 2025
Cited by 1 | Viewed by 657
Abstract
Background: Porcine reproductive and respiratory syndrome is caused by PRRSV. Modified live vaccines (MLVs) are widely used to control PRRSV infection, but their efficacy against the emerging NADC30-like variant remains unclear. This study aimed to evaluate the efficacy of a VR-2332-based MLV against [...] Read more.
Background: Porcine reproductive and respiratory syndrome is caused by PRRSV. Modified live vaccines (MLVs) are widely used to control PRRSV infection, but their efficacy against the emerging NADC30-like variant remains unclear. This study aimed to evaluate the efficacy of a VR-2332-based MLV against the NADC30-like PRRSV strain HNjz15. Methods: Forty piglets were randomized into a vaccination group (MLV group), negative control group (NC group), and sentinel group. MLV group piglets were immunized with a commercial MLV at 3 weeks of age and challenged with HNjz15 (106.6 TCID50/mL) at 21 days post-immunization. Clinical symptoms, viral load, antibody responses, cytokine levels, and lung lesions were monitored for 14 days post-challenge. Results: Although fever and respiratory symptoms were more pronounced in the NC group pigs than those of the MLV group (average percent occurrence: 65.2% vs. 52.9%), there was no statistical difference (p > 0.05) in the occurrence of respiratory symptoms between the two groups from 5 dpc. Reduced weight gains (by 40–53%) were also observed in the MLV and NC groups compared with the sentinels. The MLV and NC groups exhibited severe lung lesions, while there was no marked difference in viral RNA loads in serum and tissue samples between the MLV and NC groups (p > 0.05). The MLV vaccine induced a significant high level of N protein-specific antibodies compared to the NC group. There was also no significant difference in IFN-γ or TNF-α response to the HNjz15 challenge in both groups (p > 0.05). Conclusions: The VR-2332-based MLV does not provide adequate protection against challenge with the PRRSV-2 NADC30-like strain HNjz15. Full article
(This article belongs to the Section Vaccine Advancement, Efficacy and Safety)
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23 pages, 1271 KiB  
Article
The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions
by Sungbok Chang and Jungho Suh
Sensors 2025, 25(9), 2914; https://doi.org/10.3390/s25092914 - 5 May 2025
Viewed by 2032
Abstract
Recent advancements in virtual reality (VR) technology have introduced a new paradigm in exhibition culture, with digital storytelling emerging as a crucial component supporting this transformation. Particularly in virtual exhibitions, digital storytelling serves as a key medium for enhancing user experience and maximizing [...] Read more.
Recent advancements in virtual reality (VR) technology have introduced a new paradigm in exhibition culture, with digital storytelling emerging as a crucial component supporting this transformation. Particularly in virtual exhibitions, digital storytelling serves as a key medium for enhancing user experience and maximizing immersion, thereby fostering continuous usage intention. However, systematic research on the structural influence of VR-based digital storytelling on user experience remains insufficient. To address this research gap, this study examines the impact of key components of digital storytelling in VR—namely, interest, emotion, and educational value—on presence, immersion, enjoyment, and continuous usage intention through path analysis. The results indicate that interest, emotion, and educational value all have a significant positive effect on presence. Furthermore, while interest and emotion positively influence immersion, educational value does not show a statistically significant effect. Presence, in turn, has a positive effect on immersion, enjoyment, and continuous usage intention, while immersion also positively influences enjoyment and continuous usage intention. Finally, enjoyment was found to have a significant positive effect on continuous usage intention. This study empirically validates the effectiveness of digital storytelling in virtual exhibition environments, offering valuable academic and practical insights. Theoretically, it contributes to the field by elucidating the complex and hierarchical relationships among three core factors—interest, emotion, and educational value—and their impact on user experience. Practically, the findings provide strategic guidelines for designing virtual exhibitions that maximize user immersion and satisfaction, reaffirming the importance of storytelling content that emphasizes interest and emotion. Full article
(This article belongs to the Section Sensing and Imaging)
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21 pages, 19467 KiB  
Article
Effectiveness of Virtual Reality Social Skills Training for Students with Autism and Social Difficulties Observed Through Behavior and Brain Waves
by Chia-Chi Yeh and Ying-Ru Meng
Appl. Sci. 2025, 15(9), 4600; https://doi.org/10.3390/app15094600 - 22 Apr 2025
Viewed by 1753
Abstract
This study explored the effectiveness of VR-based social skills training for students with autism and typically developing students with social difficulties. Six autistic students and five typically developing students from upper elementary grades participated in the study. Participants were recruited based on their [...] Read more.
This study explored the effectiveness of VR-based social skills training for students with autism and typically developing students with social difficulties. Six autistic students and five typically developing students from upper elementary grades participated in the study. Participants were recruited based on their willingness to participate, ability to follow instructions, and absence of other significant learning or behavioral disorders. Five VR modules were developed, covering scenarios like classrooms, ticket booths, exhibitions, restaurants, and parks. These modules incorporated foundational social settings and more complex scenarios to enhance emotional regulation and adaptive responses, aligned with the 12-year Basic Education Curriculum Guidelines. The intervention took place from May to July 2023, with participants attending six 30–40 min VR sessions once or twice a week. Various assessment tools measured the impact, focusing on social responses, emotion recognition, and reactions to unexpected situations. Results indicated consistent improvements in conversation speed, expression effectiveness, and environmental adaptation. Social Skills Behavior Checklist scores showed significant differences between pre- and post-tests, while EEG data revealed enhanced empathetic responses among autistic students. Typically, developing students shifted from independent problem-solving to seeking social support. This study highlights the potential of VR as an effective tool for social skills development in both groups. Full article
(This article belongs to the Special Issue Virtual and Augmented Reality: Theory, Methods, and Applications)
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