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Search Results (2,353)

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26 pages, 658 KB  
Article
Navigating the Path to AI and Virtual Immersion: An Exploratory Study of Educational Escape Rooms with the ED-SCALE Model
by Ionuț Petre, Ella Magdalena Ciupercă, Ion Alexandru Marinescu, Dragoș Daniel Iordache and Alin Zamfiroiu
Future Internet 2026, 18(5), 238; https://doi.org/10.3390/fi18050238 - 29 Apr 2026
Abstract
The growing integration of immersive technologies into education is opening new possibilities for teaching and learning, while also raising concerns about the reliability and potential distortion of knowledge in artificial intelligence-mediated environments. Understanding how users perceive and accept artificial intelligence-generated content in immersive [...] Read more.
The growing integration of immersive technologies into education is opening new possibilities for teaching and learning, while also raising concerns about the reliability and potential distortion of knowledge in artificial intelligence-mediated environments. Understanding how users perceive and accept artificial intelligence-generated content in immersive learning systems is therefore essential. This study explores the factors that influence user acceptance of artificial intelligence-driven virtual reality educational applications and explains it through a multidimensional framework that extends the Technology Acceptance Model, the Theory of Reasoned Action, and the Theory of Planned Behavior—a new ED-SCALE model. We innovated the previous models by adding an ergonomic dimension, often overlooked in virtual reality-based education. To test the model, we developed an artificial intelligence-driven virtual reality educational escape room designed to simulate adaptive and interactive learning experiences. Data were collected from 213 participants using a questionnaire measuring subjective norms, perceived behavioral control, attitudes toward artificial intelligence-mediated instruction, perceived informational efficacy, and ergonomic quality. The findings show that ergonomic quality, intuitive interfaces, physical comfort, and social influence play an important role in shaping user trust and long-term adoption intentions. The results suggest that the success of artificial intelligence-driven immersive learning systems depends not only on technological performance but also on user experience and social context, confirming our first hypothesis regarding new variables that are conditional for virtual technology acceptance. Full article
(This article belongs to the Topic AI Trends in Teacher and Student Training)
26 pages, 16610 KB  
Article
Experimental and Numerical Investigation of Stiffness-Optimized Vibration Isolators on Vibration Transmission in Cylindrical Shell Structures: A Comparative Land-Based and Underwater Study
by Quansheng Hu, Sheng Liu, Kun Zhang, Chaoying Wang, Qichao Xue, Guangping Zou, Yonghui Wang, Mingtao Chen and Deshui Xu
Vibration 2026, 9(2), 31; https://doi.org/10.3390/vibration9020031 - 29 Apr 2026
Abstract
Optimizing isolator stiffness is essential for controlling vibration transmission in cylindrical shell structures operating in cross-environment conditions. This study investigates the influence of isolator stiffness on vibration transmission and fluid-coupled response through coordinated land-based experiments, water-immersed experiments, and ABAQUS simulations. Two damped spring [...] Read more.
Optimizing isolator stiffness is essential for controlling vibration transmission in cylindrical shell structures operating in cross-environment conditions. This study investigates the influence of isolator stiffness on vibration transmission and fluid-coupled response through coordinated land-based experiments, water-immersed experiments, and ABAQUS simulations. Two damped spring isolators with stiffness values of 290 N/mm and 970 N/mm were tested under representative excitations of 25 Hz and 40 Hz. The results show that the lower-stiffness isolator provides consistently stronger vibration attenuation and produces higher vibration level differences than the higher-stiffness isolator. The measured vibration level differences between land-based and water-immersed conditions remain generally within 3 dB, indicating good cross-environment consistency. The numerical results agree well with the experimental trends, with deviations generally below 5 dB in the main low-frequency range. Mechanism analysis indicates that reducing isolator stiffness weakens the transmission of excitation energy from the raft frame to the base and shell, thereby reducing near-field fluid-coupled response around the excitation region. These findings support the use of lower-stiffness isolators and provide a practical framework for vibration assessment and parameter selection in cylindrical shell structures working under coupled air–water conditions. Full article
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33 pages, 2842 KB  
Article
Evaluating the Impact of VR Training Strategies on HRI Cooperative Assembly Performance
by Paola Farina, Valentina De Simone, Salvatore Miranda and Valentina Di Pasquale
Appl. Sci. 2026, 16(9), 4305; https://doi.org/10.3390/app16094305 - 28 Apr 2026
Abstract
Virtual Reality (VR) has emerged as a powerful tool for improving training strategies in advanced manufacturing through immersive experiences. Within this context, this study examines the impact of two training strategies, VR and Video-Based (VB) instructions, on system performance (execution time and human [...] Read more.
Virtual Reality (VR) has emerged as a powerful tool for improving training strategies in advanced manufacturing through immersive experiences. Within this context, this study examines the impact of two training strategies, VR and Video-Based (VB) instructions, on system performance (execution time and human errors) in a cooperative Human–Robot Interaction (HRI) assembly task. Overall, 26 participants completed the task after receiving either VR or VB training, and a sub-sample of 6 people per group returned one month later to repeat the task, enabling an evaluation of performance over time. Objective and subjective metrics were collected, and statistical and effect size analyses were conducted to compare training effects across sessions. Results show that execution times and number of errors were comparable between VR and VB in the first real session. After one month, both groups exhibited improved performance, but VR-trained participants retained, on average, lower error rates, with a 71% reduction and the number of errors dropping to zero, and more stable error patterns, whereas VB-trained participants displayed greater variability and occasional accuracy degradation during repeated task execution. Moreover, within-group comparisons show that VR training is more effective for accuracy-critical cooperative HRI tasks. At the same time, VB remains a low-cost option for time-focused contexts, shedding light on how training modalities influence learning and forgetting in Industry 5.0. Full article
20 pages, 1610 KB  
Systematic Review
Digital Transformation and Sustainable Visitor Engagement in Zoological Parks: A Systematic Review and Conceptual Framework
by Nikolett Gyurián Nagy
Sustainability 2026, 18(9), 4336; https://doi.org/10.3390/su18094336 - 28 Apr 2026
Abstract
Zoological parks increasingly operate as sustainability-oriented institutions that integrate biodiversity conservation, environmental education, animal welfare, and community engagement. In parallel with these evolving roles, digital and interactive technologies have emerged as key instruments for supporting sustainable visitor engagement and conservation communication. This study [...] Read more.
Zoological parks increasingly operate as sustainability-oriented institutions that integrate biodiversity conservation, environmental education, animal welfare, and community engagement. In parallel with these evolving roles, digital and interactive technologies have emerged as key instruments for supporting sustainable visitor engagement and conservation communication. This study provides a systematic review and conceptual mapping of the literature by combining a PRISMA-based systematic literature review with bibliometric co-word analysis. The bibliometric results reveal four thematic clusters: (1) mobile and visitor-oriented digital technologies, (2) immersive augmented reality (AR) or virtual reality (VR) based solutions, (3) animal–computer interaction and welfare-focused technologies, and (4) traditional conservation and education research. While digital technologies demonstrate measurable short-term effects on engagement, empathy, and knowledge retention, their long-term sustainability impact and systemic integration remain limited. To address this gap, the study introduces three theoretical contributions: the concept of the zoo-based digital learning ecology, the identification of the digital fragmentation problem, and the Integrated Digital Zoo Ecosystem (IDZE) model. The proposed framework conceptualizes digital visitor experience, animal welfare technologies, and conservation communication as interdependent subsystems within a unified sustainability-oriented ecosystem. This study provides a conceptual foundation for future sustainability-driven digital innovation in zoological parks. Full article
(This article belongs to the Section Economic and Business Aspects of Sustainability)
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18 pages, 29500 KB  
Article
The Observed Wind-Induced Deviation of Drop Fall Trajectories Above an Optical Disdrometer
by Enrico Chinchella, Arianna Cauteruccio, Filippo Calamelli, Daniele Rocchi and Luca G. Lanza
Hydrology 2026, 13(5), 119; https://doi.org/10.3390/hydrology13050119 - 26 Apr 2026
Viewed by 114
Abstract
The impact of wind on disdrometer measurements has not yet been demonstrated through controlled reproducible physical experiments. This study aims to provide quantitative evidence of the deviation in raindrop trajectories approaching the sensing area of an optical disdrometer (the Thies Clima LPM) when [...] Read more.
The impact of wind on disdrometer measurements has not yet been demonstrated through controlled reproducible physical experiments. This study aims to provide quantitative evidence of the deviation in raindrop trajectories approaching the sensing area of an optical disdrometer (the Thies Clima LPM) when immersed in a wind flow with a known velocity and direction relative to the sensor orientation. To this end, water drops with diameters between 0.9 mm and 1 mm were released in a wind tunnel and directed towards the instrument’s sensing area. Their trajectories were measured using a high-speed camera and compared with those expected in undisturbed conditions, as well as with the airflow field around the instrument body as measured in previous studies. This experiment provided the first direct measurement of the deviation in individual drop trajectories induced by wind near the Thies Clima LPM, a disdrometer commonly used in hydrological studies and applications. The effect of the non-radially symmetric geometry of the instrument on wind direction was observed, identifying the configuration most affected (parallel to the laser beam). The repeatability of the drop releasing system was checked by releasing multiple drops from the same position. This allowed attributing differences in the observed trajectories to a variation in the drop diameter. The collected dataset can be used to validate numerical models of the wind-induced bias of disdrometers and to develop adjustment functions for field measurements. Full article
(This article belongs to the Section Hydrological Measurements and Instrumentation)
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25 pages, 5705 KB  
Article
Spatial Scale-Up Modeling of Forest Canopy Water Storage Capacity by Using Multi-Source Remote Sensing Data: A Case Study in Southern Jiangxi Province
by Quan Liu, Shengsheng Xiao, Chao Huang, Shun Li, Zhiwei Wu and Lizhi Tao
Remote Sens. 2026, 18(9), 1325; https://doi.org/10.3390/rs18091325 - 26 Apr 2026
Viewed by 192
Abstract
Forest canopy water storage capacity is a critical component of ecohydrological research. However, because most current studies focus on the plot or stand scale, upscaling these fine-scale measurements to regional spatial scales remains a major challenge. Taking the forest in southern Jiangxi province [...] Read more.
Forest canopy water storage capacity is a critical component of ecohydrological research. However, because most current studies focus on the plot or stand scale, upscaling these fine-scale measurements to regional spatial scales remains a major challenge. Taking the forest in southern Jiangxi province as a case study, we integrated water immersion experiments, Handheld Laser Scanning (HLS), Unmanned Aerial Vehicle LiDAR (UAV-LiDAR), and optical remote sensing data to construct a spatial upscaling model. This model aims to quantify regional canopy water storage capacity and delineate its spatial patterns. The results indicate that: (1) the water storage capacity of branches and leaves per unit surface area of coniferous trees was significantly higher than that of broad-leaved trees, and the water storage capacity of branches was 6.0–10.7 times that of leaves. The mean canopy water storage capacities of coniferous forests, mixed coniferous and broad-leaved forests, and broad-leaved forests were 1.41 ± 0.27 mm, 1.30 ± 0.45 mm, and 1.26 ± 0.36 mm, respectively. (2) The canopy water storage capacity was significantly positively correlated with canopy volume (VC) and average canopy area (AC) extracted from UAV-LiDAR data, and vegetation structure factors such as normalized difference vegetation index (NDVI) and vegetation cover (FVC) extracted from optical remote sensing, and significantly negatively correlated with altitude and slope. Among them, canopy closure (C), average canopy area (AC), and altitude were key factors affecting canopy water storage capacity. (3) The upscaling prediction models based on UAV-LiDAR data and optical remote sensing factors, respectively, show reliable prediction performance, with R2 values of 0.884 and 0.815, RMSE of 0.951 and 0.116 mm, respectively. (4) The canopy water storage in the study area ranged from 0 to 1.76 mm, with a prediction uncertainty ranging from 0.12 to 0.49 mm. Canopy water storage is higher in the continuous middle and low mountain and hill areas within the region, while it is relatively lower in the high elevation ridge areas along the western, eastern, and southern margins. The results provide baseline structural information for understanding the spatial patterns of regional forest canopy interception potential. Full article
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21 pages, 1081 KB  
Review
Bridging Technology and Nutrition: A Systematic Review of AI and XR Applications for Nutritional Insights in Restaurants and Foodservice Operations
by Younes Bordbar, Jinyang Deng, Brian King, Hyunjung Lee and Wenjia Zhang
Nutrients 2026, 18(9), 1364; https://doi.org/10.3390/nu18091364 - 25 Apr 2026
Viewed by 285
Abstract
Purpose: This study provides a critical examination of the literature on applying artificial intelligence (AI) and Extended Reality (XR) in restaurant settings and related foodservice operations. It focuses on how AI and XE influence consumer nutrition awareness and decision-making about food choices, [...] Read more.
Purpose: This study provides a critical examination of the literature on applying artificial intelligence (AI) and Extended Reality (XR) in restaurant settings and related foodservice operations. It focuses on how AI and XE influence consumer nutrition awareness and decision-making about food choices, and their implications for customer satisfaction, loyalty, and service delivery in foodservice environments. Design/methodology/approach: The study adopts a systematic literature review (SLR) approach following the PRISMA method. An initial search identified over 3900 academic papers published between 2016 and 2025. Studies were selected on the basis of predetermined inclusion and exclusion criteria, and 26 peer-reviewed articles were analyzed. The review provides a conceptual synthesis and develops propositions for practical applications and future research directions. Findings: The review reveals a shift from static systems that rely on optimization, toward adaptive and user-centered solutions that are behavior-oriented. AI applications predominate in the case of calorie tracking, personalized recommendations, and menu planning. Though deployment of XR technologies (e.g., AR and VR) is less prevalent, they offer potential for immersive, and real-time interventions. A key distinction emerges between studies demonstrating empirical effectiveness (e.g., improved understanding and healthier choices) and those focused on technical and/or conceptual developments. To date, there has been limited validation of behavioral impacts in foodservice settings. Originality: This study offers a theory-informed conceptualization of AI and XR applications in restaurant and foodservice contexts by integrating three perspectives: hospitality (menus and dining experience), nutrition (dietary awareness and healthier choices), and human–technology interaction (technology acceptance and user engagement). The study reconceptualizes AI- and XR-enabled systems as behavioral intervention tools and outlines a focused research agenda for advancing nutritional communication in foodservice environments. Full article
(This article belongs to the Special Issue A Path Towards Personalized Smart Nutrition)
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17 pages, 3942 KB  
Review
Emerging Academic Research on the Integration of Virtual Reality Technologies in Heritage and Legacy: Bibliometric Analysis
by Antonio del Bosque, Pablo Fernández-Arias, Georgios Lampropoulos and Diego Vergara
Societies 2026, 16(5), 142; https://doi.org/10.3390/soc16050142 - 25 Apr 2026
Viewed by 129
Abstract
The increasing integration of Virtual Reality (VR) technologies in cultural and historical contexts has significantly transformed the way heritage and legacy are preserved, studied, and experienced. This study provides a bibliometric analysis of the current research landscape surrounding the use of VR in [...] Read more.
The increasing integration of Virtual Reality (VR) technologies in cultural and historical contexts has significantly transformed the way heritage and legacy are preserved, studied, and experienced. This study provides a bibliometric analysis of the current research landscape surrounding the use of VR in heritage and legacy research. The results obtained highlight a research environment dominated by European institutions—primarily Italian and Spanish—complemented by Asian and French contributions that demonstrate a trend toward progressive internationalization. This field of research combines immersive technologies, photogrammetry for 3D digitization and user-centered designs, moving from conservationist approaches to holistic approaches that prioritize accessibility, educational dissemination and tourism. The results reveal a duality between digital documentation and immersive experience, while, among the countries with the most World Heritage sites, Italy leads in terms of quantity and average citations, China in terms of total volume, and Spain shows underutilized bibliometric potential despite its rich historical heritage. This analysis aims to trace the evolution of this field of research, uncover gaps, and suggest directions for future work that leverages virtual reality to safeguard and disseminate cultural heritage in an immersive and impactful way. Full article
(This article belongs to the Special Issue Neuroeducation and Emergent Technologies)
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29 pages, 960 KB  
Review
Rethinking Naturalistic Movie Neuroimaging Through Film Form
by Zhengcao Cao, Yashu Wang, Xiang Xiao and Yiwen Wang
Behav. Sci. 2026, 16(5), 639; https://doi.org/10.3390/bs16050639 - 24 Apr 2026
Viewed by 116
Abstract
Understanding how the brain processes complex real-world experiences remains a central challenge in cognitive neuroscience. Naturalistic movie neuroimaging has gained prominence by using temporally continuous stimuli that approximate everyday perception. However, cinematic experience is not equivalent to real-world cognition. Films are systematically constructed [...] Read more.
Understanding how the brain processes complex real-world experiences remains a central challenge in cognitive neuroscience. Naturalistic movie neuroimaging has gained prominence by using temporally continuous stimuli that approximate everyday perception. However, cinematic experience is not equivalent to real-world cognition. Films are systematically constructed through film forms such as editing, camera movement, and sound, which diverge from natural perceptual conditions and shape cognitive processing. In this review, we rethink naturalistic movie neuroimaging by foregrounding film form as a central explanatory factor. We propose a conceptual framework for studying human cognition through film form, in which film form is conceptualized as a mediating layer between naturalistic movie neuroimaging and cognitive processing. We synthesize behavioral and neuroimaging evidence showing that multiple film forms exert domain-specific influences on attention, emotion, and memory. To organize these findings, we propose the Film Cognition Matrix, which maps film forms onto core cognitive domains and supports comparative research. Finally, we argue that interpretations of naturalistic movie neuroimaging should explicitly model film form as a mediator. Future directions include computationally modeling to isolate film-form effects on neural activity, expanding film-form–cognition mapping, exploring interactive and immersive media, and clarifying the boundary between real-world cognition and cinematic aesthetics. Full article
28 pages, 426 KB  
Systematic Review
Narrative and Challenge in Single-Player RPGs: A 1990–2025 Player-Centered Systematic Review
by João Antunes, Vítor Carvalho and José Miguel Domingues
Digital 2026, 6(2), 33; https://doi.org/10.3390/digital6020033 - 23 Apr 2026
Viewed by 141
Abstract
Single-player role-playing games (RPGs) combine two promises that do not always align: delivering a compelling narrative experience (world, characters, choices, and consequences) while sustaining a demanding ludic trajectory in which players face obstacles, master systems, and progress over time. This Systematic Literature Review [...] Read more.
Single-player role-playing games (RPGs) combine two promises that do not always align: delivering a compelling narrative experience (world, characters, choices, and consequences) while sustaining a demanding ludic trajectory in which players face obstacles, master systems, and progress over time. This Systematic Literature Review (SLR) synthesizes existing evidence on the evolution of narrative and challenge in single-player RPGs from a player-centered perspective, with particular attention paid to immersion, engagement, flow, and perceived agency. A multi-database search strategy was conducted across Google Scholar, Scopus, IEEE Xplore, and the ACM Digital Library using query strings targeting narrative/agency, challenge and dynamic difficulty adjustment (DDA), adaptive difficulty, and the historical evolution of RPG narrative design, following a Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA)-reported selection flow and Rayyan-supported screening. From 423 identified records, duplicates and non-eligible records were removed through staged screening, yielding 43 reports sought for retrieval; because six were not accessible in full text at consolidation, the synthesis was conducted on 37 full-text articles. The findings indicate (i) a predominance of work on narrative and agency, where agency is framed as a design effect rather than merely the presence of explicit branching choices; (ii) a recent rise in challenge/adaptation research, frequently tied to flow, fairness, and differentiated player profiles; and (iii) the emergence of artificial intelligence (AI)-driven approaches, including non-player character (NPC) systems, combat AI, reinforcement learning, and large language model (LLM)-based narrative control, which amplify core design trade-offs between narrative coherence and perceived agency. Beyond synthesizing a dispersed body of literature, the review contributes an integrated player-centered analytical framework that brings together narrative, challenge, and player experience, while also highlighting the need for more consistent measurement practices, stronger comparative designs, and longer-term empirical work in single-player RPG research. Full article
23 pages, 1404 KB  
Article
Tactile Feedback in Hierarchical Menu Interaction Within Peripersonal Space: A Comparison Between Virtual and Real Environments
by Chiuhsiang Joe Lin, Benedikta Anna Haulian Siboro and Getrudis Cintya Bedu
Appl. Sci. 2026, 16(9), 4148; https://doi.org/10.3390/app16094148 - 23 Apr 2026
Viewed by 108
Abstract
Virtual reality (VR) interfaces increasingly rely on interaction within peripersonal space. However, the conditions under which interaction performance in virtual environments can approximate those of comparable real-world tasks remain underexplored, particularly for hierarchical menus requiring precise sequential input. This study investigated how the [...] Read more.
Virtual reality (VR) interfaces increasingly rely on interaction within peripersonal space. However, the conditions under which interaction performance in virtual environments can approximate those of comparable real-world tasks remain underexplored, particularly for hierarchical menus requiring precise sequential input. This study investigated how the presence or absence of tactile feedback influences movement time and selection accuracy during hierarchical menu interaction in peripersonal space across different task difficulty levels. Twelve participants performed a three-level hierarchical selection task on a 4 × 3 menu in two controlled experiments with a stereoscopic 3D TV. Two interaction conditions were tested: a surface-based condition, with the menu attached to the physical screen, and a mid-air condition, with the menu positioned 35 cm and 45 cm in front of participants. Selections were confirmed using a handheld remote. Results showed no statistically significant difference in movement time and selection accuracy between the virtual and real environments when screen-surface targets provided tactile feedback, but performance declined for mid-air targets without tactile references, particularly under higher task difficulty levels. These findings suggest that tactile feedback, coordinated visual target placement, and users’ familiarity with touchscreen-like interaction jointly act as key factors for designing effective, immersive, and user-friendly VR menu systems in peripersonal space. Full article
20 pages, 10126 KB  
Article
Impact of Audio Feedback on User Experience in Haptic-Visual Mixed Reality Pulse Palpation Training Environments
by Nikitha Donekal Chandrashekar, Shawn D. Safford and Denis Gračanin
Information 2026, 17(5), 399; https://doi.org/10.3390/info17050399 - 22 Apr 2026
Viewed by 131
Abstract
Background: Mixed Reality (MR) environments rely on multimodal feedback to enrich sensory integration and realism, which enhances User Experience (UX). Prior studies have shown the benefits of haptic feedback in audio–visual MR medical training environments, but researchers have not fully examined how [...] Read more.
Background: Mixed Reality (MR) environments rely on multimodal feedback to enrich sensory integration and realism, which enhances User Experience (UX). Prior studies have shown the benefits of haptic feedback in audio–visual MR medical training environments, but researchers have not fully examined how audio cues influence Haptic–Visual (HV) training environments. Methods: We built a high-fidelity MR medical training environment that synchronized visual, haptic, and audio of the human pulse. We conducted a between-subjects study with thirty novice participants who performed pulse palpation tasks in HV and Haptic–Audio–Visual (HAV) modalities. We employ a multidimensional UX evaluation by measuring task performance, presence, usability, and task workload to assess the impact of adding audio feedback in MR pulse palpation training environments. Results: Participants in the HAV modality performed tasks more accurately and reported stronger presence and higher usability. They did not report any significant increase in workload compared to the HV modality. Conclusions: Audio feedback improved perceptual coherence and enhanced UX in pulse palpation tasks. Our findings highlight the training value of integrating multimodal feedback in MR pulse palpation training systems and provide practical guidelines for designing more immersive and effective MR environments. Full article
(This article belongs to the Topic Extended Reality: Models and Applications)
18 pages, 720 KB  
Article
The Effect of Second Language Immersion Experience on the Perception of VOT by Saudi Arabic Learners of English
by Wafaa Alshangiti
Languages 2026, 11(5), 81; https://doi.org/10.3390/languages11050081 - 22 Apr 2026
Viewed by 229
Abstract
Increased experience with a second language (L2) can affect one’s speech perception and production. Some studies have suggested that experience does not affect the production of English bilabial stops by Arabic speakers. They produce the English bilabial stops /p/ and /b/ as the [...] Read more.
Increased experience with a second language (L2) can affect one’s speech perception and production. Some studies have suggested that experience does not affect the production of English bilabial stops by Arabic speakers. They produce the English bilabial stops /p/ and /b/ as the Arabic /b/, which differs in VOT. However, the effect of English experience on the perception of English bilabial stops remains underinvestigated. This study examines the effect of L2 immersion experience on the perception of the English stops /p/–/b/ to investigate whether the lack of /p/ in Arabic can affect the perception of the /p/–/b/ contrast and whether L2 experience shifts the category boundary toward that of native speakers. Sixtysix participants, comprising two groups of Arabic speakers with differing L2 experience and a control group of native English speakers, completed identification and discrimination tasks using the /p/–/b/ VOT continuum. The regression analysis showed that listeners with more L2 experience (i.e., ≥3 years in the UK) had a closer category boundary to that of native listeners than those with less L2 experience. However, category discrimination accuracy did not differ significantly between the Arabic groups. The results highlight the importance of L2 immersion experience in altering VOT perceptual strategies, which can help in designing future training studies that focus on VOT perception as an L2 phonetic cue. Full article
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15 pages, 1309 KB  
Article
Immersive Virtual Reality Assessment in Multiple Sclerosis: Patient-Reported Experience and Correlates
by Anikó Vágó, Anne Geßner, Maximilian Hartmann, Heidi Stölzer-Hutsch, Katrin Trentzsch, Dirk Schriefer and Tjalf Ziemssen
Brain Sci. 2026, 16(4), 433; https://doi.org/10.3390/brainsci16040433 - 21 Apr 2026
Viewed by 200
Abstract
Background: Immersive virtual reality (VR) has emerged as a promising tool for standardized, engaging assessment of motor and cognitive function in people with multiple sclerosis (pwMS). However, patient-reported experiences with immersive VR tasks have not been systematically evaluated. Objective: To characterize patient-reported experience [...] Read more.
Background: Immersive virtual reality (VR) has emerged as a promising tool for standardized, engaging assessment of motor and cognitive function in people with multiple sclerosis (pwMS). However, patient-reported experiences with immersive VR tasks have not been systematically evaluated. Objective: To characterize patient-reported experience measures (PREMs) after a multidomain immersive VR task and explore relationships with clinical characteristics, therapeutic history, and task performance. Methods: In this prospective cross-sectional study, participants completed a seated immersive VR task comprising six upper-limb tasks with motor and cognitive components. Patient experience was evaluated immediately afterward using a PREM questionnaire. Upper-limb activity limitations were assessed with the Arm Function in Multiple Sclerosis Questionnaire (AMSQ). Results: A total of 129 pwMS (EDSS 3.5–8.0) participated. Median PREM item scores ranged from 1.0 to 2.0 (scale 0–10), indicating an overall positive experience. Over 80% rated staff support as excellent; more than half perceived the assessment as safe, comfortable, and appropriately timed. An amount of 40.3% of pwMS wished to use VR tasks more often than once per year. PwMS receiving upper-limb physiotherapy or occupational therapy reported greater perceived difficulty than those without therapy. In exploratory analyses, higher perceived difficulty and a preference for less frequent VR use were associated with higher EDSS (r = 0.208 and 0.200) and ambulation scores (r = 0.215 and 0.195). Difficulty ratings were also related to pyramidal (r = 0.188) and sensory (r = 0.174) impairments. Conclusions: PwMS reported a positive overall experience with the immersive VR tasks. Further studies should evaluate the suitability and validity of this approach compared with conventional assessments. Full article
(This article belongs to the Section Neurodegenerative Diseases)
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21 pages, 887 KB  
Article
Living Labs for Enhanced Student Learning Experiences: Lab Leaders’ Perceptions on Learning Environments and Stakeholder Collaboration
by Molebogeng Makofane, Lehlogonolo Rudolf Kanyane, Henry Odiri Igugu, Rudzani Glen Muthelo, Sachin Sewpersad, Hannele Niemi and Jari Lavonen
Educ. Sci. 2026, 16(4), 660; https://doi.org/10.3390/educsci16040660 - 21 Apr 2026
Viewed by 432
Abstract
Living Labs offer immersive learning in Higher Education Institutions (HEIs), yet their core nature and value for competency development remain underexplored, particularly from the perspective of lab leaders. To address the knowledge gap, this study examines the perspectives of lab leaders on the [...] Read more.
Living Labs offer immersive learning in Higher Education Institutions (HEIs), yet their core nature and value for competency development remain underexplored, particularly from the perspective of lab leaders. To address the knowledge gap, this study examines the perspectives of lab leaders on the potential of living labs as dynamic learning settings. Specifically, it explores two dimensions: (1) how living labs structure learning processes, and (2) the influence of collaboration with societal partners on learning outcomes, framed by the Quadruple Helix Model (academia, industry, government, and community). The study adopts a qualitative research design via semi-structured interviews with seven laboratory leaders across five well-established living labs in Finnish Universities of Applied Sciences. Interview transcripts were analyzed using Julius.ai and in vivo coding to identify and categorize themes. The respondents highlighted that in their experience, combining physical and digital settings often facilitates experiential, reflective, and innovative learning while equipping students with practical skills and competencies that improve their employability. Furthermore, the respondents reported that engagement with stakeholders fosters co-creation and well-rounded innovation. These collaborations also help ensure that the living labs can effectively sustain their operation, offering students the opportunities to engage in globally relevant issues such as digital transformation. Nonetheless, obstacles include resource limitations, maintaining enduring teamwork, and adjusting to rapid technological changes. The paper concludes that living labs serve as supplementary instruments and their adoption can help match academic learning curricula and practices with industry needs, while also enhancing student learning in preparation for the world of work. Full article
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