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13 pages, 1329 KiB  
Article
The Complex Interaction Between the Sense of Presence, Movement Features, and Performance in a Virtual Reality Spatial Task: A Preliminary Study
by Tommaso Palombi, Andrea Chirico, Laura Mandolesi, Maurizio Mancini, Noemi Passarello, Erica Volta, Fabio Alivernini and Fabio Lucidi
Electronics 2025, 14(15), 3143; https://doi.org/10.3390/electronics14153143 - 7 Aug 2025
Abstract
The present study explores the innovative application of virtual reality (VR) in conducting the Radial Arm Maze (RAM) task, a performance-based test traditionally utilized for assessing spatial memory. This study aimed to develop a gamified version of the RAM implemented in immersive VR [...] Read more.
The present study explores the innovative application of virtual reality (VR) in conducting the Radial Arm Maze (RAM) task, a performance-based test traditionally utilized for assessing spatial memory. This study aimed to develop a gamified version of the RAM implemented in immersive VR and investigate the interaction between the sense of presence, movement features, and performance within the RAM. We developed software supporting a head-mounted display (HMD), addressing prior limitations in the scientific literature concerning user interaction, data collection accuracy, operational flexibility, and immersion level. This study involved a sample of healthy young adults who engaged with the immersive VR version of the RAM, examining the influence of VR experience variables (sense of presence, motion sickness, and usability) on RAM performance. Notably, it also introduced the collection and analysis of movement features within the VR environment to ascertain their impact on performance outcomes and their relationship with VR experience variables. The VR application developed is notable for its user-friendliness, adaptability, and integration capability with physiological monitoring devices, marking a significant advance in utilizing VR for cognitive assessments. Findings from our study underscore the importance of VR experience factors in RAM performance, highlighting how a heightened sense of presence can predict better performance, thereby emphasizing engagement and immersion as crucial for task success in VR settings. Additionally, this study revealed how movement parameters within the VR environment, specifically speed and directness, significantly influence RAM performance, offering new insights into optimizing VR experiences for enhanced task performance. Full article
(This article belongs to the Special Issue Augmented Reality, Virtual Reality, and 3D Reconstruction)
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13 pages, 239 KiB  
Article
In Vitro Detection of Acaricide Resistance in Hyalomma Species Ticks with Emphasis on Farm Management Practices Associated with Acaricide Resistance in Abu Dhabi, United Arab Emirates
by Shameem Habeeba, Yasser Mahmmod, Hany Mohammed, Hashel Amer, Mohamed Moustafa, Assem Sobhi, Mohamed El-Sokary, Mahmoud Hussein, Ameer Tolba, Zulaikha Al Hammadi, Mohd Al Breiki and Asma Mohamed Shah
Vet. Sci. 2025, 12(8), 712; https://doi.org/10.3390/vetsci12080712 - 29 Jul 2025
Viewed by 311
Abstract
Acaricide usage has led to the growing problem of resistance in ticks. A heavy tick burden and the presence of ticks on animals throughout the year, despite the monthly application of acaricides, in farms in the United Arab Emirates formed the motivation for [...] Read more.
Acaricide usage has led to the growing problem of resistance in ticks. A heavy tick burden and the presence of ticks on animals throughout the year, despite the monthly application of acaricides, in farms in the United Arab Emirates formed the motivation for this study. The objectives of this research were as follows: (a) to assess the acaricide resistance status of the most prevalent tick Hyalomma spp. to widely used acaricides Cypermethrin and Deltamethrin; (b) to identify the association of farm management practices and farm-level risk factors with the failure of tick treatment (acaracide resistance). A total of 1600 ticks were collected from 20 farms located in three different regions of Abu Dhabi Emirate including Al Ain (n = 10), Al Dhafra (n = 5), and Abu Dhabi (n = 5). The ticks were subjected to an in vitro bioassay adult immersion test (AIT) modified with a discriminating dose (AIT-DD) against commercial preparations of Cypermethrin and Deltamethrin. A questionnaire was designed to collect metadata and information on farm management and the farm-level risk factors associated with routine farm practices relating to the treatment and control of tick and blood parasite infections in camels and small ruminant populations. Hyalomma anatolicum and Hyalomma dromedarii were identified among the collected ticks, with H. anatolicum being the most prevalent tick species (70%) in the present study. The test results of the in vitro bioassay revealed varied emerging resistance to both of the acaricides in the majority of the three regions; fully susceptible tick isolates with zero resistance to Deltamethrin were recorded in one farm at Al Ain and two farms in the Abu Dhabi region. A questionnaire analysis showed that the failure of tick treatment in farms varied with the presence or absence of vegetation areas, types of animal breeds, and management practices. This study reports the emergence of resistance in ticks to Cypermethrin and Deltamethrin across the Abu Dhabi Emirate, indicating a strict warning for the cautious use of acaricides. There is also a need to improve awareness about sound tick management and control practices among farm owners through a multidisciplinary approach adopting integrated pest management strategies that engage farmers, veterinarians, and policy makers. Full article
(This article belongs to the Topic Ticks and Tick-Borne Pathogens)
19 pages, 4504 KiB  
Article
Development and Evaluation of an Immersive Virtual Reality Application for Road Crossing Training in Older Adults
by Alina Napetschnig, Wolfgang Deiters, Klara Brixius, Michael Bertram and Christoph Vogel
Geriatrics 2025, 10(4), 99; https://doi.org/10.3390/geriatrics10040099 - 24 Jul 2025
Viewed by 366
Abstract
Background/Objectives: Aging is often accompanied by physical and cognitive decline, affecting older adults’ mobility. Virtual reality (VR) offers innovative opportunities to safely practice everyday tasks, such as street crossing. This study was designed as a feasibility and pilot study to explore acceptance, usability, [...] Read more.
Background/Objectives: Aging is often accompanied by physical and cognitive decline, affecting older adults’ mobility. Virtual reality (VR) offers innovative opportunities to safely practice everyday tasks, such as street crossing. This study was designed as a feasibility and pilot study to explore acceptance, usability, and preliminary effects of a VR-based road-crossing intervention for older adults. It investigates the use of virtual reality (VR) as an innovative training tool to support senior citizens in safely navigating everyday challenges such as crossing roads. By providing an immersive environment with realistic traffic scenarios, VR enables participants to practice in a safe and controlled setting, minimizing the risks associated with real-world road traffic. Methods: A VR training application called “Wegfest” was developed to facilitate targeted road-crossing practice. The application simulates various scenarios commonly encountered by older adults, such as crossing busy streets or waiting at traffic lights. The study applied a single-group pre-post design. Outcomes included the Timed Up and Go test (TUG), Falls Efficacy Scale-International (FES-I), and Montreal Cognitive Assessment (MoCA). Results: The development process of “Wegfest” demonstrates how a highly realistic street environment can be created for VR-based road-crossing training. Significant improvements were found in the Timed Up and Go test (p = 0.002, d = 0.784) and fall-related self-efficacy (FES-I, p = 0.005). No change was observed in cognitive function (MoCA, p = 0.56). Participants reported increased subjective safety (p < 0.001). Discussion: The development of the VR training application “Wegfest” highlights the feasibility of creating realistic virtual environments for skill development. By leveraging immersive technology, both physical and cognitive skills required for road-crossing can be effectively trained. The findings suggest that “Wegfest” has the potential to enhance the mobility and safety of older adults in road traffic through immersive experiences and targeted training interventions. Conclusions: As an innovative training tool, the VR application not only provides an engaging and enjoyable learning environment but also fosters self-confidence and independence among older adults in traffic settings. Regular training within the virtual world enables senior citizens to continuously refine their skills, ultimately improving their quality of life. Full article
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19 pages, 1759 KiB  
Article
Lost and Found? Shifts in Heritage Speakers’ Processing of Mood Morphology over the Course of a Semester Abroad
by David Giancaspro and Sara Fernández Cuenca
Languages 2025, 10(7), 163; https://doi.org/10.3390/languages10070163 - 29 Jun 2025
Viewed by 357
Abstract
Of the few studies that have investigated the linguistic development of heritage speakers (HSs) in the study abroad (SA) context, none have utilized on-line experiments, in spite of these tasks’ clear methodological benefits. In this study, therefore, we test HSs’ on-line sensitivity to [...] Read more.
Of the few studies that have investigated the linguistic development of heritage speakers (HSs) in the study abroad (SA) context, none have utilized on-line experiments, in spite of these tasks’ clear methodological benefits. In this study, therefore, we test HSs’ on-line sensitivity to lexically selected mood morphology in Spanish. Ten adult HSs completed a self-paced reading task at the beginning and end of a fifteen-week-long SA program in Spain. The task assessed both (a) whether HSs were sensitive to mood incongruencies (e.g., by slowing down after ungrammatical verbs) and (b) whether that (in)sensitivity was different with regular vs. irregular verbs. It was hypothesized that participants would be more sensitive to mood with irregular verbs and that their mood sensitivity would increase over the course of the semester abroad, but these hypotheses were only partially supported. Although HSs developed sensitivity to mood incongruencies with regular verbs over the course of the semester abroad, they showed the reverse pattern with irregular verbs, demonstrating sensitivity at Session 1 but not Session 2. Nonetheless, because participants’ reading times decreased sharply over the semester—and without any concomitant decrease in comprehension accuracy—we argue that SA immersion likely does facilitate morphosyntactic processing in the HL. Full article
(This article belongs to the Special Issue Language Processing in Spanish Heritage Speakers)
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17 pages, 1447 KiB  
Article
Analysis of Postures, Perceived Physical Safety, and Technology Acceptance of Immersive Exergames Among Older Adults
by Yuyan Qiu and Yan Luximon
Appl. Sci. 2025, 15(7), 3711; https://doi.org/10.3390/app15073711 - 28 Mar 2025
Viewed by 562
Abstract
Recent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. [...] Read more.
Recent studies have increasingly focused on using virtual reality (VR) exercise video games (exergames) to boost motivation for physical activity among the elderly. However, there is little discussion about the factors influencing the performance and effort expectancy of immersive exergames in older adults. The study was based on the Unified Theory of Acceptance and Use of Technology (UTAUT) model. UTAUT model was tested and extended by investigating two predicted factors—Physical Safety (PPS) and Physical Postures (PP)—of immersive exergames among older adults. PP, PPS, Performance Expectancy (PE), and Effort Expectancy (EE) relationships were analyzed. In this study, 40 healthy older adults were divided into 2 groups to play an immersive exergame for at least 5 min, either sitting or standing. Then, a list of measurement items based on the extended UTAUT model was completed by one-on-one interviews. The t-test results showed that PP was significantly correlated with PPS (t = −6.598, p < 0.001) and PE (t = 6.465, p < 0.001). The path analysis showed that PPS as a negative correlation was verified as a factor of PE (β = −0.438, p < 0.01). Both PP and PPS had no significant effect on EE. Overall, valuable insights and theoretical guidelines for older adults accepting immersive exergames are supported in this study. Full article
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29 pages, 3467 KiB  
Article
The Trail Making Test in Virtual Reality (TMT-VR): Examination of the Ecological Validity, Usability, Acceptability, and User Experience in Adults with ADHD
by Katerina Alkisti Gounari, Evgenia Giatzoglou, Ryan Kemm, Ion N. Beratis, Chrysanthi Nega and Panagiotis Kourtesis
Psychiatry Int. 2025, 6(1), 31; https://doi.org/10.3390/psychiatryint6010031 - 11 Mar 2025
Cited by 2 | Viewed by 2157
Abstract
Background: Virtual Reality (VR) is transforming neuropsychological assessment by providing immersive environments that closely replicate real-world conditions. This study presents the Trail Making Test in VR (TMT-VR), a novel adaptation of the traditional TMT, aimed at evaluating cognitive functions in adults with Attention [...] Read more.
Background: Virtual Reality (VR) is transforming neuropsychological assessment by providing immersive environments that closely replicate real-world conditions. This study presents the Trail Making Test in VR (TMT-VR), a novel adaptation of the traditional TMT, aimed at evaluating cognitive functions in adults with Attention Deficit Hyperactivity Disorder (ADHD). We examined the ecological validity, convergent validity, usability, and user experience of the TMT-VR compared to the traditional version. Methods: Fifty-three adults (18–40 years old), including 25 with ADHD and 28 neurotypical controls, completed both the traditional and VR versions of the TMT. The participants also provided feedback on the VR experience via standardized questionnaires. Results: The statistical analyses demonstrated a significant positive correlation between TMT-VR scores and both the traditional TMT and ADHD symptomatology as measured by the Adult Self-Report Scale, confirming the TMT-VR’s ecological and convergent validity. High usability and positive user experience ratings indicated strong acceptability of the VR platform. Notably, the ADHD group exhibited greater performance differences in the VR environment, suggesting that VR may more effectively capture real-world cognitive challenges. Conclusions: These findings suggest that TMT-VR is a valid, engaging, and ecologically valid tool for cognitive assessment in ADHD and other clinical populations, offering enhanced insights over traditional methods. Full article
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24 pages, 3271 KiB  
Systematic Review
Immersive Virtual Reality in Stroke Rehabilitation: A Systematic Review and Meta-Analysis of Its Efficacy in Upper Limb Recovery
by Chala Diriba Kenea, Teklu Gemechu Abessa, Dheeraj Lamba and Bruno Bonnechère
J. Clin. Med. 2025, 14(6), 1783; https://doi.org/10.3390/jcm14061783 - 7 Mar 2025
Cited by 2 | Viewed by 3319
Abstract
Background: Immersive virtual reality (imVR) has shown promise for upper limb stroke rehabilitation (ULSR). However, optimal implementation and treatment modalities remain unclear. This systematic review and meta-analysis aimed to evaluate imVR’s efficacy in ULSR and determine optimal treatment parameters. Methods: A [...] Read more.
Background: Immersive virtual reality (imVR) has shown promise for upper limb stroke rehabilitation (ULSR). However, optimal implementation and treatment modalities remain unclear. This systematic review and meta-analysis aimed to evaluate imVR’s efficacy in ULSR and determine optimal treatment parameters. Methods: A systematic review and meta-analysis of randomized controlled trials (RCTs), comparing imVR to conventional rehabilitation (CR) in adult stroke patients, was conducted. Databases including, the Web of Science, Scopus, and PubMed, were searched. Meta-regression further explored the relationship between intervention duration, frequency, and outcomes. Results: Twenty-three studies were included in the systematic review, representing 395 patients, with thirteen incorporated into the meta-analysis. imVR showed statistically significant improvements in the Fugl–Meyer Assessment Upper Extremity (FMA-UE) Scale (mean difference (MD) = 3.04, 95% CI [1.46; 4.62], p < 0.001) and the Box and Block Test (BBT) (MD = 2.85, 95% CI [0.70; 4.99], p = 0.009) compared to CR, but not in the Action Research Arm Test (ARAT) (MD = 3.47, 95% CI [−0.22; 7.15], p = 0.06). However, these improvements did not reach clinically significant thresholds (7 points for FMA-UE and 6 points for BBT). Clinical subgroup analysis showed significant improvements for both subacute (standardized mean difference (SMD) = 0.92, 95% CI [0.48; 1.36], p = 0.002) and chronic (SMD = 0.69, 95% CI [0.03; 1.35], p = 0.03) stroke stages. Meta-regression indicated that there was a significant positive relationship between the intervention duration and upper limb improvement. Conclusions: imVR demonstrates potential for improving upper limb motor function following stroke, particularly with longer intervention durations and individual session lengths for chronic stroke. However, the improvements observed were not clinically significant, highlighting the need for further research with larger sample sizes and standardized outcome measures to determine optimal treatment protocols. Full article
(This article belongs to the Special Issue Rehabilitation and Management of Stroke)
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23 pages, 7710 KiB  
Article
Immersive Interaction for Inclusive Virtual Reality Navigation: Enhancing Accessibility for Socially Underprivileged Users
by Jeonghyeon Kim, Jung-Hoon Ahn and Youngwon Kim
Electronics 2025, 14(5), 1046; https://doi.org/10.3390/electronics14051046 - 6 Mar 2025
Cited by 1 | Viewed by 1374
Abstract
Existing virtual reality (VR) street view and 360-degree road view applications often rely on complex controllers or touch interfaces, which can hinder user immersion and accessibility. These challenges are particularly pronounced for under-represented populations, such as older adults and individuals with limited familiarity [...] Read more.
Existing virtual reality (VR) street view and 360-degree road view applications often rely on complex controllers or touch interfaces, which can hinder user immersion and accessibility. These challenges are particularly pronounced for under-represented populations, such as older adults and individuals with limited familiarity with digital devices. Such groups frequently face physical or environmental constraints that restrict their ability to engage in outdoor activities, highlighting the need for alternative methods of experiencing the world through virtual environments. To address this issue, we propose a VR street view application featuring an intuitive, gesture-based interface designed to simplify user interaction and enhance accessibility for socially disadvantaged individuals. Our approach seeks to optimize digital accessibility by reducing barriers to entry, increasing user immersion, and facilitating a more inclusive virtual exploration experience. Through usability testing and iterative design, this study evaluates the effectiveness of gesture-based interactions in improving accessibility and engagement. The findings emphasize the importance of user-centered design in fostering an inclusive VR environment that accommodates diverse needs and abilities. Full article
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11 pages, 669 KiB  
Case Report
Impact on Body Composition and Physical Fitness of an Exercise Program Based on Immersive Virtual Reality: A Case Report
by Andrés Godoy-Cumillaf, Paola Fuentes-Merino, Frano Giakoni-Ramírez, Marcelo Maldonado-Sandoval, José Bruneau-Chávez and Eugenio Merellano-Navarro
J. Funct. Morphol. Kinesiol. 2025, 10(1), 56; https://doi.org/10.3390/jfmk10010056 - 4 Feb 2025
Cited by 1 | Viewed by 1530
Abstract
Background/Objectives: The practice of physical activity contributes to obtaining adequate values of body composition and physical fitness, which is beneficial for people’s health. However, a large part of the adult population does not comply with the recommendations for physical activity, due to factors [...] Read more.
Background/Objectives: The practice of physical activity contributes to obtaining adequate values of body composition and physical fitness, which is beneficial for people’s health. However, a large part of the adult population does not comply with the recommendations for physical activity, due to factors such as lack of time and nearby sports venues. Immersive virtual reality is a tool that allows individuals to immerse themselves in a simulated world and perceive visual, auditory, and tactile sensations. Its use in physical activity interventions favors exercise in situations that, due to time and space, could be limited in real life. The objective of this case report is to measure the impact on body composition and physical fitness of an exercise program executed through immersive virtual reality. Methods: The design is a case study with a quantitative approach developed through a physical activity intervention with immersive virtual reality in which body composition was evaluated considering fat and muscle components, and physical fitness considering cardiorespiratory fitness, speed-agility, and hand grip strength, through pre- and post-testing. The physical exercise program based on immersive virtual reality lasted 8 weeks. The subject of the study was a 24-year-old man, a second-year student of Pedagogy in Physical Education at a Chilean university, with no previous experience in this virtual tool. Results: The results indicate that for body composition the study subject decreased the fat component and slightly improved the musculature, while for physical fitness cardiorespiratory fitness and speed-agility improved, but manual grip strength decreased. Conclusions: It is concluded that the training developed through immersive virtual reality proves to be a tool that can promote improvements in body composition and physical fitness; it is necessary to carry out more research to validate the potential of this instrument as a means of contributing to the health of the population. Full article
(This article belongs to the Special Issue Health and Performance through Sports at All Ages 3.0)
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8 pages, 271 KiB  
Article
Immersive Virtual Reality as Computer-Assisted Cognitive–Motor Dual-Task Training in Patients with Parkinson’s Disease
by Lucie Honzíková, Marcela Dąbrowská, Irena Skřinařová, Kristýna Mullerová, Renáta Čecháčková, Eva Augste, Jana Trdá, Šárka Baníková, Michal Filip, David Školoudík, Iva Štefková and Vojtěch Štula
Medicina 2025, 61(2), 248; https://doi.org/10.3390/medicina61020248 - 1 Feb 2025
Cited by 1 | Viewed by 1394
Abstract
Background and Objectives: The aim of this study was to determine the effect of immersive virtual reality used as a short-term multifaceted activity with a focus on motor and cognitive function in patients with Parkinson’s Disease. The sub-objective focused on quality of [...] Read more.
Background and Objectives: The aim of this study was to determine the effect of immersive virtual reality used as a short-term multifaceted activity with a focus on motor and cognitive function in patients with Parkinson’s Disease. The sub-objective focused on quality of life in the study group of patients. Materials and Methods: Nineteen patients (64.2 ± 12.8 years) were included in this study. Inclusion criteria for this study: adult patients in Hoehn and Yahr’s stage 1–3, cooperative, with stable health status, independent and mobile. IVR therapy was performed twice a week for 20 min for one month. Input and output measurements were taken within 14 days of starting or ending therapy. The 10 Meter Walk test was used to examine and assess both comfortable and fast walking, and the Timed Up and Go (TUG) + s dual task was applied to quickly assess the highest possible level of functional mobility. The Berg Balance Scale test (BBS) was used to assess balance with a 14-item balance scale containing specific movement tasks. The standardized Parkinson’s Disease Questionnaire (PDQ-39) was used to assess quality of life. Data were processed in the PAST program using a nonparametric paired Wilcoxon test. The significance level was set at α = 0.05. The value of the r score was used to evaluate the effect size. Results: A significant reduction in the time in the fast walk 10MWT (p = 0.006; r = 0.63) and TUG (p < 0.001; r = 0.80) parameter were found after therapy. Significant improvement in the BBS score was found after applied therapy (p = 0.016; r = 0.55). In the PDQ-39 questionnaire, significant improvements were found in the study group after therapy in the domains of mobility (p = 0.027; r = 0.51) and emotional well-being (p = 0.011; r = 0.58). Conclusions: The results of this study indicate a positive effect of virtual reality therapy on balance and gait, which is also good in terms of reducing the risk of falls in the study group. Therapy also promoted quality of life in the study group. Full article
23 pages, 5077 KiB  
Article
Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners’ Experiences
by Antonia-Maria Pazakou, Stylianos Mystakidis and Ioannis Kazanidis
Future Internet 2025, 17(1), 21; https://doi.org/10.3390/fi17010021 - 6 Jan 2025
Cited by 3 | Viewed by 2752
Abstract
The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. [...] Read more.
The evolving potential of virtual reality and the Metaverse to create immersive, engaging learning experiences and of digital escape room games to provide opportunities for active, autonomous, personalised learning has brought both to the forefront for educators seeking to transform traditional educational settings. This study investigated the impact of collaboration within a virtual reality serious escape room game in the Metaverse that was designed for English as a Foreign Language (EFL) learners to explore how this approach influences their academic performance and overall learning experience. A comparative research approach was adopted using twenty (n = 20) adult learners divided into two equal-sized groups; the experimental group completed the virtual reality escape room in pairs, while the control group completed it individually. Mixed methods were employed, utilising a pre- and post-test to measure academic performance, as well as a questionnaire and two focus groups to evaluate participants’ learning experiences. Results indicated a trend of learners working collaboratively showing better learning outcomes and experience, offering valuable insights regarding the integration of serious Metaverse games in language-focused educational contexts. Full article
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19 pages, 4152 KiB  
Article
Gamification and Immersive Experiences: A Gamified Approach for Promoting Active Aging
by Eduardo Nacimiento-García, Carina S. González-González, Lorena Colombo-Ruano and Francisco L. Gutiérrez-Vela
Appl. Sci. 2024, 14(23), 10880; https://doi.org/10.3390/app142310880 - 24 Nov 2024
Cited by 2 | Viewed by 2046
Abstract
With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing [...] Read more.
With the global population of individuals aged 60 and above steadily increasing, the need for effective and realistic solutions to promote healthy aging has become imperative. Leveraging the potential of serious games, gamification, and immersive technologies, this study focuses on developing and implementing a practical and tailored gamified platform to foster active aging in older adults. This platform was designed to incorporate game elements such as points, badges, levels, rankings, achievements, and immersive 360-degree images to provide a realistic and captivating user experience. Six distinct games and challenges have been developed through an extensive and iterative design process, each carefully calibrated to accommodate the aging population’s diverse cognitive abilities and interests. By combining the engagement-enhancing features of gamification with the immersive realism of 360-degree images, our platform offers a gamified and immersive solution for older adults. The gamified experiences are enjoyable and directly target cognitive functions, enhancing memory, attention, and problem-solving skills. The platform’s design has been refined through user feedback and usability testing, ensuring its relevance and effectiveness in real-life scenarios. The outcomes of this research shed light on a practical approach to active aging, emphasizing the importance of incorporating gaming experiences to engage and stimulate older adults. This study provides insights for the design and implementation of future interventions aimed at promoting digital literacy and technological proficiency among older populations, ultimately contributing to their active and fulfilling participation in the digital age. Full article
(This article belongs to the Special Issue Applications of Digital Technology and AI in Educational Settings)
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18 pages, 4647 KiB  
Article
Hematological Response to Particle Debris Generated During Wear–Corrosion Processes of CoCr Surfaces Modified with Graphene Oxide and Hyaluronic Acid for Joint Prostheses
by María L. Escudero, Maria C. García-Alonso, Belén Chico, Rosa M. Lozano, Luna Sánchez-López, Manuel Flores-Sáenz, Soledad Cristóbal-Aguado, Rafael Moreno-Gómez-Toledano and Soledad Aguado-Henche
Nanomaterials 2024, 14(22), 1815; https://doi.org/10.3390/nano14221815 - 13 Nov 2024
Viewed by 1179
Abstract
Various surface modifications to increase the lifespan of cobalt–chromium (CoCr) joint prostheses are being studied to reduce the wear rate in bone joint applications. One recently proposed modification involves depositing graphene oxide functionalized with hyaluronic acid (a compound present in joints) on CoCr [...] Read more.
Various surface modifications to increase the lifespan of cobalt–chromium (CoCr) joint prostheses are being studied to reduce the wear rate in bone joint applications. One recently proposed modification involves depositing graphene oxide functionalized with hyaluronic acid (a compound present in joints) on CoCr surfaces, which can act as a solid lubricant. This paper analyzes the biological alterations caused by wear–corrosion phenomena that occur in joints, both from the perspective of the worn surface (in vitro model) and the particles generated during the wear processes (in vivo model). The analysis of the inflammatory response of macrophage was performed on CoCr surfaces modified with graphene oxide and functionalized with hyaluronic acid (CoCr-GO-HA), before and after wear–corrosion processes. The wear particles released during the wear–corrosion tests of the CoCr-GO-HA/CoCr ball pair immersed in 3 g/L hyaluronic acid were intra-articularly injected into the experimental animals. The hematological analysis in vivo was made considering a murine model of intra-articular injection into the left knee in male adult Wistar rats, at increasing concentrations of the collected wear particles dispersed in 0.9% NaCl. Non-significant differences in the inflammatory response to unworn CoCr-GO-HA surfaces and control (polystyrene) were obtained. The wear–corrosion of the CoCr-GO-HA disk increased the inflammatory response at both 72 and 96 h of material exposure compared to the unworn CoCr-GO-HA surfaces, although the differences were not statistically significant. The pro-inflammatory response of the macrophages was reduced on the worn surfaces of the CoCr modified and functionalized with graphene oxide (GO) and hyaluronic acid (HA), compared to the worn surfaces of the unmodified CoCr. The hematological analysis and tissue reactions after intra-articular injection did not reveal pathological damage, with average hematological values recorded, although slight reductions in creatinine and protein within non-pathological ranges were found. Some traces of biomaterial particles in the knee at the highest concentration of injected particles were only found but without inflammatory signs. The results show the potential benefits of using graphene in intra-articular prostheses, which could improve the quality of life for numerous patients. Full article
(This article belongs to the Special Issue Advanced Studies in Bionanomaterials)
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13 pages, 891 KiB  
Article
The Effects of Physiotherapy Programmes, Aided by Virtual Reality Solutions, on Balance in Older Women: A Randomised Controlled Trial
by Marek Zak, Tomasz Sikorski, Agata Michalska, Paulina Sztandera, Beata Szczepanowska-Wolowiec, Waldemar Brola, Daniel Courteix and Frederic Dutheil
J. Clin. Med. 2024, 13(21), 6462; https://doi.org/10.3390/jcm13216462 - 28 Oct 2024
Cited by 2 | Viewed by 1575
Abstract
Background: Modern technologies are being applied to maintain and improve the functional performance of older adults. Fully immersive virtual reality (VR) combined with a scope of dual-task (DT) activities may effectively complement conventional physiotherapy programmes for seniors. The study aimed to compare the [...] Read more.
Background: Modern technologies are being applied to maintain and improve the functional performance of older adults. Fully immersive virtual reality (VR) combined with a scope of dual-task (DT) activities may effectively complement conventional physiotherapy programmes for seniors. The study aimed to compare the effectiveness of a fully immersive virtual reality (VR) environment combined with a scope of dual-task activities regarding balance in older women. Methods: Eighty women were recruited to the study protocol and, following randomisation, allocated to two equally sized groups, one pursuing conventional OTAGO exercises, the other one the VR-solutions-aided exercise programme combined with a scope of DT activities. Physiotherapy sessions spanned 6 weeks, each one lasting 60 min, three times a week, in both groups. Results: Homogeneity analysis of both study groups indicated no statistically significant differences at the first measurement point. After the intervention, both study groups achieved significantly improved scores on all tests. The VR + DT group obtained better results in dual-task gait and single-leg standing, whereas the greatest difference was observed during SLS CL (1.52 s vs. 2.33 s—difference 0.81 s 53.2% change, p = 0.001). The OTAGO group performed better in the TUG single-task gait (11.35 s vs. 12.60 s, p < 0.001) and in the Berg balance scale. Conclusions: The VR + DT training is effective in improving individual balance as well as in reducing fall risks. VR-assisted physiotherapy should complement conventional physiotherapy programmes (e.g., OTAGO). The benefits of applying VR solutions indicate that older women might well use this form of activity regularly under the guidance of a therapist or a family member. Full article
(This article belongs to the Section Clinical Rehabilitation)
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17 pages, 5344 KiB  
Article
The Effects of Competition on Exercise Intensity and the User Experience of Exercise during Virtual Reality Bicycling for Young Adults
by John L. Palmieri and Judith E. Deutsch
Sensors 2024, 24(21), 6873; https://doi.org/10.3390/s24216873 - 26 Oct 2024
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Abstract
Background: Regular moderate–vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to [...] Read more.
Background: Regular moderate–vigorous intensity exercise is recommended for adults as it can improve longevity and reduce health risks associated with a sedentary lifestyle. However, there are barriers to achieving intense exercise that may be addressed using virtual reality (VR) as a tool to promote exercise intensity and adherence, particularly through visual feedback and competition. The purpose of this work is to compare visual feedback and competition within fully immersive VR to enhance exercise intensity and user experience of exercise for young adults; and to describe and compare visual attention during each of the conditions. Methods: Young adults (21–34 years old) bicycled in three 5 min VR conditions (visual feedback, self-competition, and competition against others). Exercise intensity (cycling cadence and % of maximum heart rate) and visual attention (derived from a wearable eye tracking sensor) were measured continuously. User experience was measured by an intrinsic motivation questionnaire, perceived effort, and participant preference. A repeated-measures ANOVA with paired t-test post hoc tests was conducted to detect differences between conditions. Results: Participants exercised at a higher intensity and had higher intrinsic motivation in the two competitive conditions compared to visual feedback. Further, participants preferred the competitive conditions and only reached a vigorous exercise intensity during self-competition. Visual exploration was higher in visual feedback compared to self-competition. Conclusions: For young adults bicycling in VR, competition promoted higher exercise intensity and motivation compared to visual feedback. Full article
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