Sign in to use this feature.

Years

Between: -

Subjects

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Journals

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Article Types

Countries / Regions

remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline
remove_circle_outline

Search Results (1,550)

Search Parameters:
Keywords = immersive virtual reality

Order results
Result details
Results per page
Select all
Export citation of selected articles as:
14 pages, 1406 KB  
Article
The Effects of Advertisement Placement Configurations on Visual Attention and Recall According to Dynamic Road Traffic Conditions Using Virtual Reality and Eye Tracking
by Haram Choi and Sanghun Nam
Appl. Sci. 2026, 16(2), 698; https://doi.org/10.3390/app16020698 - 9 Jan 2026
Abstract
Virtual reality (VR) provides immersive environments that resemble real-world consumption settings, enabling realistic analysis of consumer responses to advertisements. Therefore, VR has been increasingly adopted in marketing. Visual attention is a key indicator of advertising effectiveness, and neuromarketing approaches using eye-tracking are widely [...] Read more.
Virtual reality (VR) provides immersive environments that resemble real-world consumption settings, enabling realistic analysis of consumer responses to advertisements. Therefore, VR has been increasingly adopted in marketing. Visual attention is a key indicator of advertising effectiveness, and neuromarketing approaches using eye-tracking are widely used to overcome the limitations of self-report measures by providing objective insights into attentional processes. However, most previous studies have focused on static retail environments, leaving a research gap in understanding advertising effectiveness in dynamic road traffic contexts. Guided by selective attention theory, this study addresses this gap by integrating VR and eye-tracking to examine how advertisement placement under different traffic conditions influences visual attention and recall. A real-time eye-tracking measurement system was developed, and fixation duration, fixation count, and recall were used as evaluation metrics. The results showed significant differences across advertisement placement types. Advertisements positioned in front of buildings during stops elicited the highest levels of visual attention and recall, indicating that attention is greater when users are stationary than when riding. These findings indicate that cognitive resources shift from traffic-related tasks to advertisements as cognitive load decreases, highlighting the effectiveness of integrating VR and eye-tracking to objectively evaluate advertising outcomes in dynamic environments. Full article
(This article belongs to the Special Issue Advances in Virtual Reality Applications)
Show Figures

Figure 1

14 pages, 2101 KB  
Article
Age-Specific Responses to Immersive Virtual Reality During Pediatric Venipuncture: Evidence from Routine Clinical Practice
by Domonkos Tinka, Mohammad Milad Shafaie, Péter Prukner and Márta Kovács
Healthcare 2026, 14(2), 173; https://doi.org/10.3390/healthcare14020173 - 9 Jan 2026
Abstract
Background/Objectives: Virtual reality (VR) is increasingly used to reduce pain during pediatric needle procedures, but its effectiveness may vary by developmental stage and gender. This study evaluated whether immersive VR reduces venipuncture pain in children and adolescents and examined parent–patient agreement and [...] Read more.
Background/Objectives: Virtual reality (VR) is increasingly used to reduce pain during pediatric needle procedures, but its effectiveness may vary by developmental stage and gender. This study evaluated whether immersive VR reduces venipuncture pain in children and adolescents and examined parent–patient agreement and gender-specific response patterns. Methods: A prospective nonrandomized clinical study was conducted within a hospital-based pediatric venipuncture service using an alternating 1:1 allocation sequence. Participants aged 4–18 years underwent venipuncture with either VR (n = 49) or standard care (n = 29). Procedural pain was measured using the Faces Pain Scale–Revised (FPS-R) with independent parent ratings. Analysis of covariance (ANCOVA) compared post-procedural FPS-R scores while adjusting for baseline pain. Exploratory age and gender-specific analyses were also performed. Results: VR led to a clear reduction in pain for children, even after adjusting for baseline scores (3.55 vs. 4.73; p = 0.003). Adolescents, however, reported similarly low pain in both groups (2.81 vs. 2.79; p = 0.60), and several mentioned that the PEGI 3 content felt too young for them, which likely limited how engaged they were. Among children, girls showed the most noticeable drop in pain, which matches the subgroup’s adjusted significance (p = 0.011). Parent–patient agreement was stronger in children (r ≈ 0.7–0.8) than in adolescents (r ≈ 0.4–0.5), and VR did not change this pattern. Most participants said they would choose VR again for future procedures. Conclusions: Immersive VR helped reduce venipuncture pain in children but had little effect in adolescents, underscoring the need for age-appropriate or more interactive VR content for older patients. Overall, these findings support using VR selectively as a distraction tool that fits the developmental needs of pediatric groups. Full article
Show Figures

Figure 1

14 pages, 231 KB  
Article
Greek Occupational Therapists’ Perspectives on the Clinical Application of Fully Immersive Virtual Reality in Post-Stroke Upper Limb Rehabilitation: An Exploratory Qualitative Study
by Dimosthenis Lygouras, Avgoustos Tsinakos, Ioannis Seimenis and Konstantinos Vadikolias
Virtual Worlds 2026, 5(1), 4; https://doi.org/10.3390/virtualworlds5010004 - 9 Jan 2026
Abstract
Stroke is a leading cause of long-term disability worldwide, and new technologies such as Fully Immersive Virtual Reality (FIVR) are being explored to promote functional recovery as well as optimize rehabilitation outcomes. The aim of the present study was to explore Greek OTs’ [...] Read more.
Stroke is a leading cause of long-term disability worldwide, and new technologies such as Fully Immersive Virtual Reality (FIVR) are being explored to promote functional recovery as well as optimize rehabilitation outcomes. The aim of the present study was to explore Greek OTs’ perspectives on the use of FIVR in rehabilitation of the upper limb after stroke. Two focus groups took place with six experienced OTs, who were recruited from diverse clinical settings across Greece. The interviews were facilitated using a semi-structured guide and inductively coded using thematic analysis following Braun and Clarke’s six-stage process. Six theme-rich findings were elicited. Therapists identified FIVR’s potential to enable patient involvement, motivation, and recovery of function through the use of immersion and feedback-based practice. They reported significant barriers, however, in terms of technical challenges, safety issues, and costly equipment. OTs also highlighted the fact that occupation-based, culturally sensitive task design is central to ensuring ecological validity and transfer to naturalistic settings. There is a high potential for FIVR in stroke rehabilitation, but it requires user-centered design, cultural adaptation, adequate training, and systemic support towards long-term implementation. Full article
26 pages, 1616 KB  
Systematic Review
AI-Powered Procedural Haptics for Narrative VR: A Systematic Literature Review
by Vimala Perumal and Zeeshan Jawed Shah
Multimodal Technol. Interact. 2026, 10(1), 9; https://doi.org/10.3390/mti10010009 - 9 Jan 2026
Abstract
Haptic feedback is important for narrative virtual reality (VR), yet authoring remains costly and difficult to scale due to device-specific tuning, placement constraints, and the need for semantically congruent timing. We systematically reviewed user studies on haptics in narrative VR to establish an [...] Read more.
Haptic feedback is important for narrative virtual reality (VR), yet authoring remains costly and difficult to scale due to device-specific tuning, placement constraints, and the need for semantically congruent timing. We systematically reviewed user studies on haptics in narrative VR to establish an empirical baseline and identify gaps for AI-powered procedural haptics. Following PRISMA 2020, we searched IEEE Xplore, ACM Digital Library, Scopus, Web of Science, PubMed, and PsycINFO (English; human participants; haptics synchronized to narrative events) and performed backward/forward citation chasing (final search: 31 July 2025). We also conducted a parallel scoping scan of grey literature (arXiv and CHI/SIGGRAPH workshops/demos), finalized on 7 September 2025; these records are summarized separately and were not included in the evidence synthesis. Of 493 records screened, 26 full texts were assessed, and 10 studies were included. Quantitatively, presence improved in 6/8 studies that measured it and immersion improved in 3/3; sample sizes ranged 8–108. Across varied modalities and placements, haptics improved presence and immersion and often enhanced affect; validated measures of narrative comprehension were rare. None of the included studies evaluated AI-generated procedural haptics in user studies. We conclude by proposing a structured, three-phase research roadmap designed to bridge this critical gap, moving the field from theoretical promise to the empirical validation of intelligent systems capable of making rich, adaptive, and scalable haptic narratives a reality. Full article
Show Figures

Graphical abstract

22 pages, 818 KB  
Review
The Role of Temporality in Virtual Reality Interventions for Depressive Episodes—A Scoping Review
by Volha Saroka, Tomir Jędrejek, Marcin Trybulec and Zuzanna Aleksandra Rucińska
Healthcare 2026, 14(2), 156; https://doi.org/10.3390/healthcare14020156 - 7 Jan 2026
Abstract
Background/Objectives: People living with depression often experience consistent disruptions in their experience of time, which further contributes to their suffering. We present a scoping review on virtual reality (VR)-based interventions for depression, addressing temporal processing and subjective experiences of time. The paper aims [...] Read more.
Background/Objectives: People living with depression often experience consistent disruptions in their experience of time, which further contributes to their suffering. We present a scoping review on virtual reality (VR)-based interventions for depression, addressing temporal processing and subjective experiences of time. The paper aims to explore the extent to which therapeutic interventions using VR target the temporal dimension of patients’ experiences. Methods: We conducted a scoping review using the PRISMA 2020 standard. The literature search was further extended using Research Rabbit and by examining the reference lists of relevant articles. Seventeen papers were selected for final analysis. Results: Our scoping review indicates that temporality in VR-based therapeutic interventions for depression remains underrepresented. Of the seventeen papers reviewed, only two explicitly deal with this issue, while the rest touch upon it briefly or implicitly. The studies suggest that VR’s main advantage in modifying the experience of time in depression is its potential to generate immersion and to scaffold imagination through visualization. The main limitations are methodological: most of the available research is exploratory, reports short-term effects, and utilizes a broad variety of empirical designs and therapeutic approaches. Full article
Show Figures

Figure 1

18 pages, 6272 KB  
Article
Using Virtual Reality to Promote Cognitive Engagement in Rett Syndrome: Eye-Tracking Evidence from Immersive Forest Tasks
by Rosa Angela Fabio, Michela Perina, Andrea Nucita, Giancarlo Iannizzotto and Martina Semino
Appl. Sci. 2026, 16(2), 626; https://doi.org/10.3390/app16020626 - 7 Jan 2026
Abstract
Rett syndrome (RTT) is a rare neurodevelopmental disorder that causes severe motor and cognitive impairments, limiting voluntary communication. Gaze-based technologies and virtual reality (VR) offer innovative ways to assess and enhance attention, happiness, and learning in individuals with minimal motor control. This study [...] Read more.
Rett syndrome (RTT) is a rare neurodevelopmental disorder that causes severe motor and cognitive impairments, limiting voluntary communication. Gaze-based technologies and virtual reality (VR) offer innovative ways to assess and enhance attention, happiness, and learning in individuals with minimal motor control. This study investigated and compared visual-attentional and emotional engagement in girls with RTT and typically developing (TD) peers during exploration of a virtual forest presented in 2D and immersive 3D (VR) formats across four progressively complex tasks. Twelve girls with RTT and 12 TD peers completed eye-tracking tasks measuring reaction time, fixation duration, disengagement events, and observed happiness. Girls with RTT showed slower responses and more disengagements overall, but VR significantly improved attentional efficiency in both groups, resulting in faster reaction times (η2p = 0.36), longer fixations (η2p = 0.31), and fewer disengagements (η2p = 0.27). These effects were stronger in the RTT group. Both groups also showed greater happiness in VR settings (RTT: p = 0.011; TD: p = 0.015), and in participants with RTT, peaks in attention coincided with peak happiness, indicating a link between happiness and cognitive engagement. Immersive VR thus appears to enhance attention and affect in RTT, supporting its integration into personalized neurorehabilitation. Full article
(This article belongs to the Special Issue Brain-Computer Interfaces: Development, Applications, and Challenges)
Show Figures

Figure 1

32 pages, 7480 KB  
Article
Immersive Content and Platform Development for Marine Emotional Resources: A Virtualization Usability Assessment and Environmental Sustainability Evaluation
by MyeongHee Han, Hak Soo Lim, Gi-Seong Jeon and Oh Joon Kwon
Sustainability 2026, 18(2), 593; https://doi.org/10.3390/su18020593 - 7 Jan 2026
Viewed by 23
Abstract
This study develops an immersive marine Information and Communication Technology (ICT) convergence framework designed to enhance coastal climate resilience by improving accessibility, visualization, and communication of scientific research on Dokdo (Dok Island) in the East Sea. High-resolution spatial datasets, multi-source marine observations, underwater [...] Read more.
This study develops an immersive marine Information and Communication Technology (ICT) convergence framework designed to enhance coastal climate resilience by improving accessibility, visualization, and communication of scientific research on Dokdo (Dok Island) in the East Sea. High-resolution spatial datasets, multi-source marine observations, underwater imagery, and validated research outputs were integrated into an interactive virtual-reality (VR) and web-based three-dimensional (3D) platform that translates complex geophysical and ecological information into intuitive experiential formats. A geospatially accurate 3D virtual model of Dokdo was constructed from maritime and underwater spatial data and coupled with immersive VR scenarios depicting sea-level variability, coastal morphology, wave exposure, and ecological characteristics. To evaluate practical usability and pro environmental public engagement, a three-phase field survey (n = 174) and a System Usability Scale (SUS) assessment (n = 42) were conducted. The results indicate high satisfaction (88.5%), strong willingness to re-engage (97.1%), and excellent usability (mean SUS score = 80.18), demonstrating the effectiveness of immersive content for environmental education and science communication crucial for achieving Sustainable Development Goal 14 targets. The proposed platform supports stakeholder engagement, affective learning, early climate risk perception, conservation planning, and multidisciplinary science–policy dialogue. In addition, it establishes a foundation for a digital twin system capable of integrating real-time ecological sensor data for environmental monitoring and scenario-based simulation. Overall, this integrated ICT-driven framework provides a transferable model for visualizing marine research outputs, enhancing public understanding of coastal change, and supporting sustainable and adaptive decision-making in small island and coastal regions. Full article
Show Figures

Figure 1

22 pages, 632 KB  
Review
“Your Digital Doctor Will Now See You”: A Narrative Review of VR and AI Technology in Chronic Illness Management
by Albert Łukasik, Milena Celebudzka and Arkadiusz Gut
Healthcare 2026, 14(2), 143; https://doi.org/10.3390/healthcare14020143 - 6 Jan 2026
Viewed by 76
Abstract
This narrative review examines how immersive virtual and mixed-reality (VR/MR) technologies, combined with AI-driven virtual agents, can support the prevention and long-term management of chronic illness. Chronic diseases represent a significant global health burden, and conventional care models often struggle to sustain patient [...] Read more.
This narrative review examines how immersive virtual and mixed-reality (VR/MR) technologies, combined with AI-driven virtual agents, can support the prevention and long-term management of chronic illness. Chronic diseases represent a significant global health burden, and conventional care models often struggle to sustain patient engagement, motivation, and adherence over time. To address this gap, we conducted a narrative review of reviews and meta-analyses. We selected empirical studies published between 2020 and 2025, identified through searches in PubMed, Web of Science, and Google Scholar. The aim was to capture the state of the art in the integrated use of VR/MR and AI in chronic illness care, and to identify key opportunities, challenges, and considerations relevant to clinical practice. The reviewed evidence indicates that VR/MR interventions consistently enhance engagement, motivation, symptom coping, and emotional well-being, particularly in rehabilitation, pain management, and psychoeducation. At the same time, AI-driven conversational agents and virtual therapists add adaptive feedback, personalization, real-time monitoring, and continuity of care between clinical visits. However, persistent challenges are also reported, including technical limitations such as latency and system dependence, ethical concerns related to data privacy and algorithmic bias, as well as psychosocial risks such as emotional overattachment or discomfort arising from avatar design. Overall, the findings suggest that the most significant clinical value emerges when VR/MR and AI are deployed together rather than in isolation. When implemented with patient-centered design, clinician oversight, and transparent governance, these technologies can meaningfully support more engaging, personalized, and sustainable chronic illness management. Full article
Show Figures

Figure 1

25 pages, 8268 KB  
Article
The Effects of Virtual Immersive Gaming to Optimize Recovery (VIGOR) in Low Back Pain: A Phase II Randomized Controlled Trial
by Susanne M. van der Veen, Alexander Stamenkovic, Christopher R. France, Amanda Robinson, Roy Sabo, Forough Abtahi and James S. Thomas
Healthcare 2026, 14(2), 142; https://doi.org/10.3390/healthcare14020142 - 6 Jan 2026
Viewed by 71
Abstract
Background: Chronic low back pain (cLBP) with kinesiophobia is difficult to treat, and traditional graded activity approaches often show limited adherence and short-term effects. Virtual reality (VR) may enhance treatment engagement by providing immersive game-based environments that encourage therapeutic movement. This randomized controlled [...] Read more.
Background: Chronic low back pain (cLBP) with kinesiophobia is difficult to treat, and traditional graded activity approaches often show limited adherence and short-term effects. Virtual reality (VR) may enhance treatment engagement by providing immersive game-based environments that encourage therapeutic movement. This randomized controlled trial aimed to examine the effects of VR interventions designed to promote lumbar spine flexion in individuals with cLBP and elevated movement-related fear. Methods: Participants were randomized to one of two nine-week VR game conditions that differed only in the amount of lumbar flexion required. Primary outcomes were changes in pain intensity and disability from baseline to one-week post-treatment. Secondary analyses examined lumbar flexion and expectations of pain/harm as potential mediators. Follow-up assessments were conducted at multiple time points through 48 weeks to assess maintenance of treatment gains. Results: Both VR groups showed significant and clinically meaningful reductions in pain and disability at post-treatment. Improvements were maintained throughout the 48-week follow-up period. Depression symptoms continued to improve during follow-up. Expectations of pain and harm decreased significantly during treatment and remained reduced, whereas objective lumbar flexion did not change appreciably over time. Mediator analyses indicated that improved expectations of pain/harm, rather than increased lumbar flexion, were more closely associated with treatment response. Conclusions: Immersive VR gaming produced sustained reductions in pain, disability, and movement-related fear in individuals with cLBP and kinesiophobia. Findings suggest that VR may enhance rehabilitation outcomes by modifying maladaptive expectations rather than altering lumbar motion. VR-based interventions represent a promising and engaging approach for long-term cLBP management. Full article
(This article belongs to the Special Issue Pain Management in Healthcare Practice)
Show Figures

Figure 1

25 pages, 6832 KB  
Article
Biofeedback-Informed Assessment of Biophilic Interior Variables: A 23 IVR Factorial Study in Design Studio Interiors
by Yasemin Albayrak-Kutlay, Murat Bengisu and Emre Ergül
Architecture 2026, 6(1), 6; https://doi.org/10.3390/architecture6010006 - 6 Jan 2026
Viewed by 65
Abstract
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. [...] Read more.
This study investigates the influence of three biophilic interior design variables: natural light, interior vegetation (vertical green wall), and biomorphic form (biomorphic wall panel) on affective and physiological responses in a design studio interior utilizing immersive virtual reality (IVR) and wearable biofeedback technology. This study was a within-participant 23 factorial design that included one baseline and eight IVR studio conditions. Participants experienced all conditions while reporting affects using the Self-Assessment Manikin (SAM) valence and arousal scales, electrodermal activity (EDA), and skin temperature (ST). Cybersickness was measured with the Simulator Sickness Questionnaire (SSQ) and presence was assessed using the Igroup Presence Questionnaire and Slater-Usoh-Steed presence measures (IPQ, SUS), while baseline anxiety (STAI) was controlled. The results demonstrated a significant primary influence of natural light on SAM valence ratings: conditions with natural light were evaluated as more pleasant than the non-variable and baseline condition, whereas interior vegetation and biomorphic form had smaller, context-dependent effects that were most evident when layered with natural light. Differences in SAM arousal ratings were modest and non-systematic. EDA did not differentiate, and ST showed only small shifts, indicating that during calm exploratory monitoring, subjective affect was more responsive. The circumplex findings guided to an activity-specific zoned interior rather than a single uniform design studio. Full article
Show Figures

Figure 1

20 pages, 1007 KB  
Review
Embodied Fully Immersive Virtual Reality as a Therapeutic Modality to Treat Chronic Pain: A Scoping Review
by Nancy A. Baker, Augusta H. Polhemus, Joanne M. Baird and Megan Kenney
Virtual Worlds 2026, 5(1), 3; https://doi.org/10.3390/virtualworlds5010003 - 5 Jan 2026
Viewed by 118
Abstract
This scoping review examines the use of fully immersive virtual reality (FIVR) and embodiment as a modality to treat chronic pain. We aimed to describe which chronic pain disorders have been investigated using virtual embodiment; identify how sensory feedback is manipulated to affect [...] Read more.
This scoping review examines the use of fully immersive virtual reality (FIVR) and embodiment as a modality to treat chronic pain. We aimed to describe which chronic pain disorders have been investigated using virtual embodiment; identify how sensory feedback is manipulated to affect pain sensation; describe the effect of embodiment as an analgesic for people with chronic pain; and identify terminology used to describe virtual embodiment. We used a 5-step scoping review methodological framework to examine the state of the science related to FIVR, embodiment, and pain. A comprehensive database search identified 444 studies. After full-text review, 27 studies met the inclusion criteria. Studies addressed primarily neuropathic types of pain disorders with over 80% reporting improved pain using a wide range of sensory feedback, such as aspects of the appearance, position, or movement to manipulate the embodied limb. Results suggest that using embodied FIVR can decrease chronic pain. The high percentage of positive outcomes suggests that this emerging practice holds potential as a treatment for chronic pain, although variability in study methodologies and terminology suggests a need for standardized approaches in future research. Full article
Show Figures

Figure 1

27 pages, 1217 KB  
Article
Immersive Virtual Reality for Stroke Rehabilitation: Linking Clinical and Digital Measures of Motor Recovery—A Pilot Study
by Livia-Alexandra Ion, Miruna Ioana Săndulescu, Claudia-Gabriela Potcovaru, Daniela Poenaru, Andrei Doru Comișel, Ștefan Ștefureac, Andrei Cristian Lambru, Alin Moldoveanu, Ana Magdalena Anghel and Delia Cinteză
Bioengineering 2026, 13(1), 59; https://doi.org/10.3390/bioengineering13010059 - 4 Jan 2026
Viewed by 163
Abstract
Background: Immersive virtual reality (VR) has emerged as a promising tool to enhance neuroplasticity, motivation, and engagement during post-stroke motor rehabilitation. However, evidence on its feasibility and data-driven integration into clinical practice remains limited. Objective: This pilot study aimed to evaluate the feasibility, [...] Read more.
Background: Immersive virtual reality (VR) has emerged as a promising tool to enhance neuroplasticity, motivation, and engagement during post-stroke motor rehabilitation. However, evidence on its feasibility and data-driven integration into clinical practice remains limited. Objective: This pilot study aimed to evaluate the feasibility, usability, and short-term motor outcomes of an immersive VR-assisted rehabilitation program using the Travee-VR system. Methods: Fourteen adults with post-stroke upper-limb paresis completed a 10-day hybrid rehabilitation program combining conventional therapy with immersive VR sessions. Feasibility and tolerability were assessed through adherence, adverse events, the System Usability Scale (SUS), and the Simulator Sickness Questionnaire (SSQ). Motor outcomes included active and passive range of motion (AROM, PROM) and a derived GAP index (PROM–AROM). Correlations between clinical changes and in-game performance metrics were explored to identify potential digital performance metrics of recovery. Results: All participants completed the program without adverse events. Usability was rated as high (mean SUS = 79 ± 11.3), and cybersickness remained mild (SSQ < 40). Significant improvements were observed in shoulder abduction (+7.3°, p < 0.01) and elbow flexion (+5.8°, p < 0.05), with moderate-to-large effect sizes. Performance gains in the Fire and Fruits games correlated with clinical improvement in shoulder AROM (ρ = 0.45, p = 0.041). Cluster analysis identified distinct responder profiles, reflecting individual variability in neuroplastic adaptation. Conclusions: The Travee-VR system proved feasible, well tolerated, and associated with measurable short-term improvements in upper-limb function. By linking clinical outcomes with real-time kinematic data, this study supports the role of immersive, feedback-driven VR as a catalyst for data-informed neuroplastic recovery. These results lay the groundwork for adaptive, clinic-to-home rehabilitation models integrating clinical and exploratory digital performance metrics. Full article
Show Figures

Figure 1

23 pages, 6094 KB  
Systematic Review
Toward Smart VR Education in Media Production: Integrating AI into Human-Centered and Interactive Learning Systems
by Zhi Su, Tse Guan Tan, Ling Chen, Hang Su and Samer Alfayad
Biomimetics 2026, 11(1), 34; https://doi.org/10.3390/biomimetics11010034 - 4 Jan 2026
Viewed by 306
Abstract
Smart virtual reality (VR) systems are becoming central to media production education, where immersive practice, real-time feedback, and hands-on simulation are essential. This review synthesizes the integration of artificial intelligence (AI) into human-centered, interactive VR learning for television and media production. Searches in [...] Read more.
Smart virtual reality (VR) systems are becoming central to media production education, where immersive practice, real-time feedback, and hands-on simulation are essential. This review synthesizes the integration of artificial intelligence (AI) into human-centered, interactive VR learning for television and media production. Searches in Scopus, Web of Science, IEEE Xplore, ACM Digital Library, and SpringerLink (2013–2024) identified 790 records; following PRISMA screening, 94 studies met the inclusion criteria and were synthesized using a systematic scoping review approach. Across this corpus, common AI components include learner modeling, adaptive task sequencing (e.g., RL-based orchestration), affect sensing (vision, speech, and biosignals), multimodal interaction (gesture, gaze, voice, haptics), and growing use of LLM/NLP assistants. Reported benefits span personalized learning trajectories, high-fidelity simulation of studio workflows, and more responsive feedback loops that support creative, technical, and cognitive competencies. Evaluation typically covers usability and presence, workload and affect, collaboration, and scenario-based learning outcomes, leveraging interaction logs, eye tracking, and biofeedback. Persistent challenges include latency and synchronization under multimodal sensing, data governance and privacy for biometric/affective signals, limited transparency/interpretability of AI feedback, and heterogeneous evaluation protocols that impede cross-system comparison. We highlight essential human-centered design principles—teacher-in-the-loop orchestration, timely and explainable feedback, and ethical data governance—and outline a research agenda to support standardized evaluation and scalable adoption of smart VR education in the creative industries. Full article
(This article belongs to the Special Issue Biomimetic Innovations for Human–Machine Interaction)
Show Figures

Figure 1

18 pages, 6560 KB  
Article
Beyond Traditional Learning with a New Reality: Geoscience Education Enhanced by 3D Reconstruction, Virtual Reality, and a Large Display
by Andreia Santos, Bernardo Marques, João Martins, Rubén Sobral, Carlos Ferreira, Fernando Almeida, Paulo Dias and Beatriz Sousa Santos
Geosciences 2026, 16(1), 28; https://doi.org/10.3390/geosciences16010028 - 4 Jan 2026
Viewed by 171
Abstract
Nowadays, despite the advancements in several technological areas, the education process of various subjects shows minimal evolution from the approaches used in prior years. In light of these, some fields struggle to capture the student’s attention and motivation, in particular, when the subject [...] Read more.
Nowadays, despite the advancements in several technological areas, the education process of various subjects shows minimal evolution from the approaches used in prior years. In light of these, some fields struggle to capture the student’s attention and motivation, in particular, when the subject addresses remote locations that students are unable to visit and relate to. Therefore, an opportunity exists to explore novel technologies for such scenarios. This work introduces an educational approach that integrates 3D Reconstruction, Virtual Reality (VR), and a Large Display to enrich Geoscience learning at the university level. In this teacher-centric approach, manipulation of virtual replicas of real-world geological sites can be performed, creating an immersive yet asymmetric collaborative environment for students in the classroom. The teacher’s VR interactions are mirrored on a large display, enabling clear demonstrations of complex concepts. This allows students, who cannot physically visit these locations, to explore and understand the sites more deeply. To evaluate the effectiveness of this approach, a user study was conducted with 20 participants from Geoscience and Computer Science disciplines, comparing the VR-based method with a conventional approach. Analysis of the collected data suggests that, across multiple relevant dimensions, participants generally favored the VR condition, highlighting its potential for enhancing engagement and comprehension. Full article
Show Figures

Figure 1

21 pages, 3031 KB  
Article
How Learning Environments Affect University Students’ Employability Skills Development: Students and Staff Views
by Michael Batterley, Maria Limniou, Grace Mason and Carole Bode
Educ. Sci. 2026, 16(1), 41; https://doi.org/10.3390/educsci16010041 - 29 Dec 2025
Viewed by 279
Abstract
Universities frequently provide employability training, such as interview techniques, within classroom settings. However, limited engagement from both students and staff has prompted exploration of alternative content and delivery methods. Three-dimensional Virtual Reality (VR) and two-dimensional desktop simulations have previously been identified as effective [...] Read more.
Universities frequently provide employability training, such as interview techniques, within classroom settings. However, limited engagement from both students and staff has prompted exploration of alternative content and delivery methods. Three-dimensional Virtual Reality (VR) and two-dimensional desktop simulations have previously been identified as effective and engaging learning environments. This study investigates whether using a VR application could enhance undergraduate students’ learning of interview skills compared to a desktop application or a video-focused lecture presentation. Students were exposed to one environment, and staff engaged with three different learning environments (VR application, desktop application and video lecture). Employability skills development, user experience and immersive presence were assessed. University staff rated the VR learning environment as more effective for employability skills training, immersive presence and enjoyment compared to the desktop condition. They also found the VR environment more enjoyable than the lecture condition, although lectures were significantly more preferred than the desktop environment. In contrast, no significant differences were found between the conditions across any of the measures in the student sample. These findings suggest that VR systems offer a promising alternative for employability training, particularly in enhancing engagement and perceived effectiveness among staff. Full article
(This article belongs to the Special Issue Technology-Based Immersive Teaching and Learning)
Show Figures

Figure 1

Back to TopTop