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Keywords = embodiment in VR

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14 pages, 818 KB  
Article
The Moderating Role of Virtual Arm Embodiment for Upper Limb Rehabilitation in Stroke Patients with Proprioceptive Deficit: A Pilot Study
by Sara Ventura, Giada Lullini, Sara Castaldini, Cristina Russo, Stefano Triberti and Alessia Tessari
Behav. Sci. 2026, 16(7), 1180; https://doi.org/10.3390/bs16071180 - 13 Jul 2026
Viewed by 130
Abstract
Stroke is the second leading cause of death worldwide and a major cause of long-term disability. These deficits may alter the body representation of the affected limb. Recent evidence suggests that Virtual Reality (VR), particularly when integrating body illusion paradigms, may enhance neuroplasticity [...] Read more.
Stroke is the second leading cause of death worldwide and a major cause of long-term disability. These deficits may alter the body representation of the affected limb. Recent evidence suggests that Virtual Reality (VR), particularly when integrating body illusion paradigms, may enhance neuroplasticity and improve motor and proprioceptive abilities after stroke. This study investigated the effectiveness of a VR-based rehabilitation program for upper-limb motor and proprioceptive deficits. Participants were adults (both sexes) aged 18–85 years with ischemic or haemorrhagic stroke occurring from 2 to 18 months before recruitment, moderate to severe upper limb motor impairment (Motricity Index ≤ 80), altered proprioceptive function of the affected limb (failure on 3 of 4 Thumb Location Test trials), and the ability to understand and provide written informed consent. Eligible participants were undergoing a 4-week VR rehabilitation program and assessed at baseline and post-intervention. Twelve patients (four female) participated in this pilot study (Mage = 52.08, SDage = 16.03), with a mean time since stroke of 12 months. Non-parametric analyses showed significant improvements in motor abilities, including the Motricity Index (shoulder p = 0.039, elbow p = 0.024, pinch p = 0.011), Fugl–Meyer Assessment (p = 0.050), and Box and Block Test (p = 0.008). No significant improvement was observed in the Rubber Hand Illusion for the affected arm in terms of embodiment (p = 0.859). Regression analyses demonstrated that embodiment exerted a significant positive effect on post-intervention motor abilities (p = 0.004). In conclusion, VR-based rehabilitation may improve upper-limb motor performance after stroke modulates by proprioceptive ability, and that individual differences in embodiment may play an important role in modulating treatment-related motor outcomes. Full article
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15 pages, 1576 KB  
Article
Perception and Embodiment for Motion-Scaled Virtual Hands
by Xiaoyang Feng, Shogo Okamoto and Masayuki Hara
Virtual Worlds 2026, 5(3), 29; https://doi.org/10.3390/virtualworlds5030029 - 29 Jun 2026
Viewed by 197
Abstract
Virtual reality (VR) provides a flexible platform for investigating human perception of augmented bodily abilities. While motion scaling of virtual limbs has been explored in previous studies, psychophysical detection thresholds and embodiment have rarely been examined together, and direct comparisons between motion enlargement [...] Read more.
Virtual reality (VR) provides a flexible platform for investigating human perception of augmented bodily abilities. While motion scaling of virtual limbs has been explored in previous studies, psychophysical detection thresholds and embodiment have rarely been examined together, and direct comparisons between motion enlargement and reduction remain limited. In this study, we systematically manipulated the motion gain of a virtual hand in an immersive VR environment and evaluated both detection thresholds for deviations from unity gain and embodiment, including the sense of ownership and agency. Fifteen participants took part in the experiment. The results showed that the 50% detection thresholds for motion gain were 1.18 for motion expansion and 0.86 for motion shrinkage. These detection thresholds were approximately symmetric about the unity gain. In contrast, embodiment ratings showed an asymmetric decline, with ownership and agency decreasing more steeply for motion shrinkage than for motion expansion. Perceptual detection and subjective embodiment therefore exhibited both consistency and divergence: the onset of significant degradation in ownership and agency occurred near the perceptual detection range, whereas beyond these thresholds, embodiment declined asymmetrically. These findings provide quantitative guidance for designing motion-scaled body augmentation in VR, highlighting the importance of considering not only detectability but also the direction-dependent robustness of embodiment. Full article
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28 pages, 6456 KB  
Article
Evaluating the Effectiveness of VR in Architectural Design Education: A Comparison Across Student Levels Using Pointing Out Mistakes in Design Plans
by Ning Hou, Daisaku Nishina, Sayaka Kindaichi, So Sugita and Shunki Nishii
Buildings 2026, 16(13), 2556; https://doi.org/10.3390/buildings16132556 - 26 Jun 2026
Viewed by 244
Abstract
Background: Virtual reality (VR) has attracted increasing attention in architectural design education because of its potential to support spatial cognition and embodied understanding of architectural space. Compared with conventional two-dimensional (2D) drawings and screen-based three-dimensional (3D CAD) tools, VR enables learners to experience [...] Read more.
Background: Virtual reality (VR) has attracted increasing attention in architectural design education because of its potential to support spatial cognition and embodied understanding of architectural space. Compared with conventional two-dimensional (2D) drawings and screen-based three-dimensional (3D CAD) tools, VR enables learners to experience space at a realistic scale through binocular disparity and motion parallax, which may reduce cognitive load and facilitate experiential learning. However, previous studies have mainly relied on subjective evaluations, such as questionnaires and observations, and have not sufficiently examined differences in educational effectiveness among design tools or among students with different learning levels. Objective and Methods: This study aimed to identify effective teaching tools for facilitating students’ understanding at different learning levels and to propose appropriate methods for applying VR to improve educational effectiveness. To achieve this, we proposed an objective experimental method for evaluating the effectiveness of VR in architectural design education based on students’ ability to identify incorrect content in architectural design plans. The experiment compared the performance of students using 2D drawings, 3D CAD, and VR environments and examined differences according to student grade levels (higher- and lower-year students) objectively. Results: The results revealed that both higher- and lower-year students identified more incorrect content items related to “Fitting” (such as door layouts) when using 2D drawings (finding rates were 43.8%~53.3% higher than those with 3D CAD or VR), whereas more incorrect content items related to “Furniture” size were identified when using VR (finding rates were 18.8%~56.3% higher than those with 2D drawings or 3D CAD). In addition, items related to sectional and elevation design, such as “Opening,” as well as issues concerning the size of “Space,” were identified by higher-year students regardless of the tool used. In contrast, lower-year students identified approximately twice as many of these items when using VR as when using 2D drawings. Conclusions: Based on the above results, the effectiveness of VR varied depending on both the type of design knowledge and the students’ learning levels. VR improved lower-year students’ understanding of spatial dimensions, furniture and fitting compared with conventional tools. Furthermore, VR encouraged more detailed consideration of spatial and design-related issues during architectural design tasks. These findings suggest that VR can reduce the cognitive load associated with learning architectural spatial concepts and promote experiential learning close to real spatial perception. Implications: This study supports the appropriate use of VR in architectural design education. The experimental method proposed in this study can also be used to objectively evaluate the effectiveness of educational tools other than VR before their implementation in architectural design education. Applying this method in architectural education is expected to enhance students’ awareness of architectural spatial issues and promote more comprehensive spatial understanding during the design process. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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18 pages, 932 KB  
Review
Bounded, Affective, and Heuristic Decision-Making in Interior Built Environments: A Narrative Review and Conceptual Framework for Human-Centered Building Design
by Iman A. Bokhari
Buildings 2026, 16(13), 2494; https://doi.org/10.3390/buildings16132494 - 24 Jun 2026
Viewed by 278
Abstract
Interior built environments influence user behavior through more than deliberate rational evaluation. They shape attention, movement, affective comfort, perceived safety, wayfinding, and well-being through bounded cognition, affective appraisal, heuristics, embodied perception, and automatic approach–avoidance processes. The research gap addressed in this review concerns [...] Read more.
Interior built environments influence user behavior through more than deliberate rational evaluation. They shape attention, movement, affective comfort, perceived safety, wayfinding, and well-being through bounded cognition, affective appraisal, heuristics, embodied perception, and automatic approach–avoidance processes. The research gap addressed in this review concerns the fact that prior work on interior environments, wayfinding, indoor environmental quality, neuroarchitecture, atmospherics, and behavioral decision-making remains fragmented across separate studies, and existing reviews rarely explain how these mechanisms can be organized into a design-usable framework for interior built environments. This narrative review synthesizes foundational and recent literature across building design, environmental psychology, neuroarchitecture, virtual reality, indoor environmental quality, wayfinding, and behavioral decision-making to clarify how decision mechanisms translate into interior design variables such as lighting, color, spatial organization, materiality, form, sensory atmosphere, environmental legibility, thermal comfort, and controllability. The review distinguishes bounded rationality, heuristics and biases, dual-process accounts, affective and atmospheric processing, prospect–refuge dynamics, mere exposure, and room-effect research rather than treating them as a single “non-rational” category. It proposes an integrative framework in which interior cues are processed through perceptual and affective appraisal; moderated by individual, cultural, contextual, temporal, and ethical factors; and expressed through behavioral outcomes such as navigation, approach or withdrawal, dwell time, perceived quality, usability, stress regulation, and well-being. The paper contributes to human-centered building design by formalizing a mechanism-based account of how interior environments can support behavior without reducing users to passive recipients of environmental manipulation. It concludes with practical implications for design briefing, post-occupancy evaluation, VR-based testing, healthcare and workplace audits, safety-critical settings, and future longitudinal validation. Full article
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25 pages, 1255 KB  
Article
Cross-Spatial Circulation of Experience in Large-Scale Location-Based VR Cultural Tourism: Media Mechanisms for Sustained Value Transformation
by Fangya Deng
Sustainability 2026, 18(13), 6413; https://doi.org/10.3390/su18136413 - 23 Jun 2026
Viewed by 301
Abstract
Large-scale location-based virtual reality (LBE VR) has become an important form of immersive cultural tourism, but its role in supporting sustained value transformation remains insufficiently understood. In this study, “sustained value transformation” refers to the extension, reinterpretation, and circulation of cultural, educational, social, [...] Read more.
Large-scale location-based virtual reality (LBE VR) has become an important form of immersive cultural tourism, but its role in supporting sustained value transformation remains insufficiently understood. In this study, “sustained value transformation” refers to the extension, reinterpretation, and circulation of cultural, educational, social, and engagement-related value across physical venues, embodied virtual narratives, and digital platforms. Rather than assessing economic performance, environmental impact, or long-term operational viability, this study focuses on the cultural and social circulation of experiential value. It examines how physical venues, embodied virtual narratives, and digital platforms jointly mediate visitor experience in LBE VR-based cultural tourism. It compares representative LBE VR projects in museums and heritage institutions, emerging public cultural spaces, and commercial venues in China. A total of 10,862 project-related textual items and 464 visual samples were collected from Xiaohongshu and Douyin and analyzed through comparative content and visual analyses. The findings show that visitor choices are shaped by both the spirit of place in physical venues and platform-visible experience labels. In museums and heritage institutions, institutional knowledge authority and embodied narrative depth help visitors recognize interactive educational value. In emerging public cultural spaces, the intertwining of historical narratives and commercial operations produces more ambiguous experience labels. In commercial venues, platform discussions focus more strongly on value-for-money judgment, sensory stimulation, product quality, and service experience. The study argues that sustained value transformation in LBE VR-based cultural tourism cannot rely solely on platform traffic. Instead, it depends on collaboration among cultural institutions, tourism enterprises, platform content creators, educational actors, and community stakeholders to preserve cultural distinctiveness, improve experience quality, and extend cultural and social value beyond the immediate on-site experience. Full article
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25 pages, 304 KB  
Article
Can Virtual Reality Change Minds?
by Kadir Gülcan and Ayça Demet Atay
Behav. Sci. 2026, 16(6), 865; https://doi.org/10.3390/bs16060865 - 28 May 2026
Viewed by 416
Abstract
This study investigates how immersive journalism delivered through virtual reality may shape audience responses toward refugees by activating affective and cognitive mechanisms associated with behavioral response. Drawing on four focus group sessions with a total of thirty two participants in Northern Cyprus, the [...] Read more.
This study investigates how immersive journalism delivered through virtual reality may shape audience responses toward refugees by activating affective and cognitive mechanisms associated with behavioral response. Drawing on four focus group sessions with a total of thirty two participants in Northern Cyprus, the research compares the empathic engagement and evaluative reflections associated with a 360 degree VR documentary with those produced through a traditional 2D viewing format. Participants who experienced the content in VR reported a heightened sense of presence, emotional proximity, and perspective taking, which corresponded with a positive change in their views toward refugees. In contrast, those who watched the same content in 2D expressed emotional discomfort yet generally did not describe a notable attitudinal shift, suggesting that non-immersive viewing maintains psychological distancing and reinforces pre-existing beliefs. The findings indicate that immersive journalism can operate as a technological catalyst for short-term attitudinal reorientation in politically sensitive contexts, particularly by eliciting embodied emotional responses that traditional formats struggle to generate. Although the study is limited by its small sample size and reliance on self-reported reflections, it contributes to the growing body of evidence that immersive media hold behavioral and perceptual relevance for journalism practice, audience engagement, and the broader public understanding of marginalized populations. Full article
(This article belongs to the Special Issue The Impact of Technology on Human Behavior)
68 pages, 65585 KB  
Article
IoT–Cloud-Based Control of a Mechatronic Production Line Assisted by a Dual Cyber–Physical Robotic System Within Digital Twin, AI and Industry/Education 4.0/5.0 Frameworks
by Adriana Filipescu, Georgian Simion, Adrian Filipescu and Dan Ionescu
Sensors 2026, 26(10), 3194; https://doi.org/10.3390/s26103194 - 18 May 2026
Viewed by 792
Abstract
This paper presents a Digital Twin (DT)-based framework for the control, monitoring, and intelligent optimization of an Assembly/Disassembly/Repair Mechatronic Production Line (A/D/R MPL), developed as a laboratory platform aligned with Industry/Education 4.0/5.0 paradigms. The A/D/R MPL is assisted by two complementary cyber–physical robotic [...] Read more.
This paper presents a Digital Twin (DT)-based framework for the control, monitoring, and intelligent optimization of an Assembly/Disassembly/Repair Mechatronic Production Line (A/D/R MPL), developed as a laboratory platform aligned with Industry/Education 4.0/5.0 paradigms. The A/D/R MPL is assisted by two complementary cyber–physical robotic systems: an Assembly/Disassembly/Replacement Cyber–Physical Robotic System (A/D/R CPRS), and a Mobile Cyber–Physical Robotic System (MCPRS), enabling both fixed and mobile intelligent operations. The CPRS is equipped with an industrial robotic manipulator (IRM) responsible for A/D/R tasks, while the A/D Mechatronic Line (A/D ML) consists of seven interconnected workstations (WS1–WS7) dedicated to storage, transport, quality control, and final product handling. MCPRS includes a wheeled mobile robot (WMR), carrying a robotic manipulator (RM) and Mobile Visual Servoing System (MVSS). Each workstation is connected to a local slave programmable logic controller (PLC), which communicates via PROFIBUS with a master PLC located at the CPRS level. Additional communication infrastructures include LAN PROFINET and LAN Ethernet for local integration, and WAN Ethernet connectivity enabled through open platform Communication-Unified Architecture (OPC-UA), ensuring interoperability, scalability, and remote accessibility. Also, MODBUS TCP as serial industrial communication is used between the master PLC and the MCPRS. Virtual environment supports task planning through Augmented Reality (AR) and real-time monitoring through Virtual Reality (VR). The system behaviour is modelled with synchronized hybrid Petri Nets (SHPNs) which describe the discrete and hybrid dynamics of A/D/R processes. Artificial intelligence (AI) techniques are integrated into the DT framework for optimal task scheduling and adaptive decision-making. As a laboratory-scale implementation, the proposed system provides a comprehensive platform for experimentation, validation, and education. It supports Education 4.0/5.0 objectives by facilitating hands-on learning, human–machine interaction, and the integration of emerging technologies such as AI, Digital Twins, AR/VR, and cyber–physical systems. At the same time, it embodies Industry 4.0/5.0 principles, including interoperability, decentralization, sustainability, robustness, and human-centric design. Full article
(This article belongs to the Special Issue Cloud and Edge Computing for IoT Applications)
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22 pages, 331 KB  
Review
Intelligent Immersion: AI and VR Tools for Next-Generation Higher Education
by Konstantinos Liakopoulos and Anastasios Liapakis
AI Educ. 2026, 2(2), 13; https://doi.org/10.3390/aieduc2020013 - 1 May 2026
Viewed by 1363
Abstract
Learning is fundamentally human, even as Artificial Intelligence (AI) challenges human exclusivity. AI, along with Virtual Reality (VR), emerges as a powerful tool that is set to transform higher education, the institutional embodiment of this pursuit at its highest level. These technologies offer [...] Read more.
Learning is fundamentally human, even as Artificial Intelligence (AI) challenges human exclusivity. AI, along with Virtual Reality (VR), emerges as a powerful tool that is set to transform higher education, the institutional embodiment of this pursuit at its highest level. These technologies offer the potential not to replace the human factor, but to enhance our ability to create more adaptive, immersive, and truly human-centric learning experiences, aligning powerfully with the emerging vision of Education 5.0, which emphasizes ethical, collaborative learning ecosystems. This research maps how AI and VR tools act as a disruptive force, examining additionally their capabilities and limitations. Moreover, it explores how AI and VR interact to overcome traditional pedagogy’s constraints, fostering environments where technology serves human learning goals. Employing a comprehensive two-month audit of over 60 AI, VR, and AI-VR hybrid tools, the study assesses their functionalities and properties such as technical complexity, cost structures, integration capabilities, and compliance with ethical standards. Findings reveal that AI and VR systems provide significant opportunities for the future of education by providing personalized and captivating environments that encourage experiential learning and improve student motivation across disciplines. Nonetheless, numerous challenges limit widespread adoption, such as advanced infrastructure requirements and strategic planning. By articulating a structured evaluative framework and highlighting emerging trends, this paper provides practical guidance for educational stakeholders seeking to select and implement AI and VR tools in higher education. Full article
19 pages, 3533 KB  
Article
Immersive VR-MoCap for Creative Motion Design in Character Animation Training: A Classroom-Based Comparative Study
by Xinyi Jiang, Muying Luo, Zainuddin Ibrahim, Azlan Abdul Aziz and Azhar Jamil
Computers 2026, 15(5), 284; https://doi.org/10.3390/computers15050284 - 30 Apr 2026
Viewed by 629
Abstract
Although motion capture has become integral to contemporary animation pipelines, university teaching still asks students to learn motion largely through screen-based keyframing. To address this gap, this classroom-based comparative study evaluated one structured motion-design lesson within an immersive MoCap-supported training module. Sixty-eight undergraduates [...] Read more.
Although motion capture has become integral to contemporary animation pipelines, university teaching still asks students to learn motion largely through screen-based keyframing. To address this gap, this classroom-based comparative study evaluated one structured motion-design lesson within an immersive MoCap-supported training module. Sixty-eight undergraduates in a computer animation course completed the same task in either a Keyframe condition (n = 33) or a VR-MoCap condition (n = 35), with instructional delivery mode as the only difference. Creative performance was assessed in originality, fluency, aesthetic quality, clarity, and a composite score. MANOVA revealed a significant multivariate effect of condition (Pillai’s trace = 0.454, F(4, 63) = 13.12, p < 0.001). Relative to keyframe instruction, VR-MoCap produced significantly higher originality, fluency, clarity, and composite performance, whereas aesthetic quality did not differ significantly. Supplementary group-interview responses further indicated that students experienced the immersive condition as more engaging, more intuitive, and better suited to immediate feedback and embodied movement exploration. Immersive VR-MoCap appears most useful in the early phases of motion design and is better understood as complementing, rather than replacing, conventional keyframe training. Full article
(This article belongs to the Special Issue Innovative Research in Human–Computer Interactions)
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26 pages, 4370 KB  
Article
Enabling Inclusive Access to Restricted Sacred Spaces: A Real-World Comparison of VR360 and AI-Driven Virtual Reality
by Phimphakan Thongthip, Darin Poollapalin, Songpon Khanchai, Pakinee Ariya and Phichete Julrode
Informatics 2026, 13(4), 59; https://doi.org/10.3390/informatics13040059 - 9 Apr 2026
Cited by 2 | Viewed by 2089
Abstract
This study investigates how virtual reality systems can support inclusive access to culturally restricted sacred heritage sites. Two extended reality (XR) approaches were developed and deployed in a real-world setting: a VR360 virtual tour and an AI-driven immersive virtual reality prototype with conversational [...] Read more.
This study investigates how virtual reality systems can support inclusive access to culturally restricted sacred heritage sites. Two extended reality (XR) approaches were developed and deployed in a real-world setting: a VR360 virtual tour and an AI-driven immersive virtual reality prototype with conversational interaction. A research-in-the-wild, between-subjects study was conducted with 136 participants using mixed methods, including standardized questionnaires (System Usability Scale, User Engagement Scale, and Igroup Presence Questionnaire), retrospective interviews, and exhibition staff observations. The results reveal clear trade-offs between the two systems. The VR360 system demonstrated higher usability and operational reliability, requiring minimal supervision and technical resources, whereas the AI-driven immersive VR system supported embodied exploration and conversational inquiry, which was associated with higher spatial presence and helped visitors address questions during exploration. Qualitative findings further indicate that conversational interaction enhanced user experience but also introduced greater technical complexity and staffing requirements. Overall, the study provides empirical insights for designing and deploying XR systems in heritage contexts and highlights how different levels of immersion and interaction influence usability, presence, and operational feasibility when supporting inclusive access to culturally restricted sites. Full article
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26 pages, 1399 KB  
Article
Immersive Virtual Reality Gameplay Alters Embodiment, Time Perception, and States of Consciousness
by Nicola De Pisapia, Andrea Polo and Andrea Signorelli
Virtual Worlds 2026, 5(2), 16; https://doi.org/10.3390/virtualworlds5020016 - 3 Apr 2026
Viewed by 1460
Abstract
Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered states of consciousness (ASC), time perception, and cognition remains unclear. The present study examined how different levels of immersion during videogame [...] Read more.
Immersive virtual environments are increasingly investigated as tools capable of modulating conscious experience, yet the specific contribution of graded immersion to altered states of consciousness (ASC), time perception, and cognition remains unclear. The present study examined how different levels of immersion during videogame play influence subjective experience and post-experience cognitive performance. Seventy-two participants played an identical 35 min segment of the videogame Half-Life: Alyx under one of three conditions: desktop PC (low immersion), head-mounted virtual reality (VR; medium immersion), or VR combined with full-body locomotion via an omnidirectional treadmill (high immersion). Following gameplay, participants completed validated measures of presence (IPQ), immersion (IEQ), ASC (5D-ASC), retrospective time estimation, and cognitive flexibility (Stroop task and Alternative Uses Test). Presence was selectively enhanced in VR relative to desktop play, whereas immersion was highest in the VR plus treadmill condition. Specific ASC dimensions related to embodiment and self-experience were selectively elevated in immersive conditions, with the most robust effects observed for disembodiment and positive depersonalization. Retrospective time-estimation accuracy was reduced in the highest immersion condition, indicating increased temporal distortion. Immersive gameplay did not produce widespread changes in executive function. Overall, the findings indicate that immersive virtual reality gameplay selectively alters embodiment-related aspects of conscious experience and retrospective time perception, without broadly changing executive function. Full article
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15 pages, 1811 KB  
Article
Ecological and Embodied Assessment of Inhibitory Control Using a VR Stroop Task in Cognitively Healthy Older Adults: A Cross-Sectional Study
by Si-An Lee and Jin-Hyuck Park
Healthcare 2026, 14(7), 866; https://doi.org/10.3390/healthcare14070866 - 27 Mar 2026
Viewed by 539
Abstract
Background/Objectives: This study examined the concurrent validity and test–retest reliability of the novel virtual reality-based Stroop test (VRST), developed based on the principles of embodied cognition. The VRST simulates a clothing-sorting task to assess inhibitory control using cognitive and behavioral (kinematic) measures. [...] Read more.
Background/Objectives: This study examined the concurrent validity and test–retest reliability of the novel virtual reality-based Stroop test (VRST), developed based on the principles of embodied cognition. The VRST simulates a clothing-sorting task to assess inhibitory control using cognitive and behavioral (kinematic) measures. Methods: A total of 224 cognitively healthy older adults (mean age = 71.51 years) completed the VRST and a traditional Stroop test in randomized order. The VRST implemented a fixed-difficulty design consisting of 30 incongruent trials, where participants were required to sort virtual objects by their semantic category while ignoring conflicting color cues. The task duration ranged from approximately 1 to 3 min. The VRST assessed task completion time, error count, 3D movement distance, and hesitation latency. Test–retest reliability was examined after two weeks. Concurrent validity was analyzed via Pearson correlation coefficients with traditional Stroop metrics. Test–retest reliability was assessed using intraclass correlation coefficients (ICCs). Results: VRST performance metrics showed significant correlations with traditional Stroop completion time: task completion time (r = 0.821; p < 0.001), movement distance (r = 0.801; p < 0.001), and hesitation latency (r = 0.784; p < 0.001), indicating good concurrent validity. No significant correlations were observed for error counts. Test–retest analysis showed high reliability for completion time (ICC > 0.9; p < 0.001), movement distance (ICC > 0.9; p < 0.001), and hesitation latency (ICC > 0.9; p < 0.001), but not for error count. These findings suggest that the VRST provides reliable and ecologically grounded behavioral indicators of inhibitory control. Conclusions: This preliminary study supports the VRST as a valid and reliable measure of inhibitory control in healthy older adults. By combining kinematic data with realistic task contexts, the VRST extends executive function assessment beyond traditional methods. Although limited to non-clinical populations, the findings suggest its utility for detecting subtle variations in executive functioning during healthy aging, warranting further investigation across broader cognitive profiles. Full article
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35 pages, 4820 KB  
Article
Comparing Learning Outcomes of Indigenous and Non-Indigenous Students Using a VR360 and Virtual Drone System for Thao Indigenous Culture and Environmental Education
by Wernhuar Tarng, Bin-Yu Lee and Tsu-Jen Ding
Electronics 2026, 15(6), 1315; https://doi.org/10.3390/electronics15061315 - 21 Mar 2026
Viewed by 559
Abstract
Indigenous cultures in Taiwan embody rich ecological knowledge and strong environmental conservation values. However, elementary and secondary education often provides limited exposure to these cultures due to geographic constraints and insufficient instructional resources, relying primarily on textbooks and teacher-centered teaching methods. Such approaches [...] Read more.
Indigenous cultures in Taiwan embody rich ecological knowledge and strong environmental conservation values. However, elementary and secondary education often provides limited exposure to these cultures due to geographic constraints and insufficient instructional resources, relying primarily on textbooks and teacher-centered teaching methods. Such approaches restrict experiential learning, which may diminish students’ motivation and depth of understanding. However, 360-degree virtual reality (VR360) enables immersive simulations of authentic environments, increasing the accessibility of cultural and ecological education through smartphones and low-cost Google Cardboard. In addition, drone technology enhances learning by offering multiple perspectives for environmental exploration and data collection. This study examines the effectiveness of integrating a VR360 and virtual drone system into instruction focused on the ecological context of Sun Moon Lake and Thao Indigenous culture. Learning outcomes for Indigenous and non-Indigenous students were compared in terms of learning effectiveness, motivation, cognitive load, and technology acceptance. Ecological and cultural materials were collected through field investigations and drone photography, enabling students to explore landscapes from a first-person perspective and engage with Thao cultural practices and their relationship with local ecology. The findings indicate that the proposed VR-based system significantly enhances learning experiences and demonstrates strong potential for cultural and ecological education, offering valuable guidance for the design of future immersive instructional strategies and learning materials related to Indigenous cultures. Full article
(This article belongs to the Special Issue Advances in AI-Augmented E-Learning for Smart Cities)
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19 pages, 3031 KB  
Article
Voice, Text, or Embodied AI Avatar? Effects of Generative AI Interface Modalities in VR Museums
by Pakinee Ariya, Perasuk Worragin, Songpon Khanchai, Darin Poollapalin and Phichete Julrode
Informatics 2026, 13(3), 42; https://doi.org/10.3390/informatics13030042 - 11 Mar 2026
Viewed by 2375
Abstract
Virtual museums delivered through immersive virtual reality (VR) function as information environments where users access interpretive content while navigating spatially. With the integration of generative artificial intelligence (AI), conversational assistants can dynamically mediate information interaction; however, evidence remains limited regarding how different AI [...] Read more.
Virtual museums delivered through immersive virtual reality (VR) function as information environments where users access interpretive content while navigating spatially. With the integration of generative artificial intelligence (AI), conversational assistants can dynamically mediate information interaction; however, evidence remains limited regarding how different AI interface representations affect user experience. This study compares three generative AI interface modalities in a VR virtual museum: voice only, voice with synchronized text, and voice with an embodied AI avatar. A controlled experiment with 75 participants examined their effects on user engagement, perceived information quality, and subjective cognitive workload while holding informational content constant. The results indicate that the voice-and-text modality produced the highest perceived information quality, whereas the embodied AI avatar modality yielded the highest user engagement. No significant differences were observed in cognitive workload across modalities. These findings suggest that AI interface modalities play complementary roles in VR-based information interaction and provide design guidance for selecting appropriate AI representations in immersive information systems. Full article
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17 pages, 6617 KB  
Review
Extended Reality Approaches to Cultural Representation: Spatializing the Experience of Traditional Chinese Opera
by Tianyu Han, Heitor Alvelos and José Pedro Sousa
Heritage 2026, 9(2), 61; https://doi.org/10.3390/heritage9020061 - 4 Feb 2026
Cited by 1 | Viewed by 1291
Abstract
As one of the most representative cultural heritages, traditional Chinese opera is characterized by highly refined symbolic contexts and stylized narrative structures. Nevertheless, the contemporary generation often struggles with its abstract expression and language, leading to declining attendance. In addition, urbanization and digital [...] Read more.
As one of the most representative cultural heritages, traditional Chinese opera is characterized by highly refined symbolic contexts and stylized narrative structures. Nevertheless, the contemporary generation often struggles with its abstract expression and language, leading to declining attendance. In addition, urbanization and digital entertainment have squeezed out its living spaces, increasing demand for more diverse experiences. To address these issues, this study conducts a systematic and thematically categorized review of the literature, exploring how extended reality (XR) reshapes the spatial and experiential representation of opera culture. Drawing upon the reality–virtuality continuum and spatial computing as theoretical foundations, the research investigates the features, workflows, and cultural adaptability of augmented reality (AR), virtual reality (VR), and mixed reality (MR), identifying how each modality of XR supports distinct modes of space generation and audience engagement. Through comparative analysis, we propose three XR-based approaches for reinterpreting Chinese opera: AR for theatrical spaces visualization, VR for performative narratives embodiment, and MR for opera cultural elements superposition. Overall, the research clarifies that XR can be used as a comprehensive medium to enhance replicability and user perception, contributing to the preservation and communication of humanity’s traditional culture. Full article
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