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Search Results (191)

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Keywords = non-immersive virtual reality

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27 pages, 7277 KB  
Article
Designing Safer Pedestrian Interactions with Autonomous Vehicles: A Virtual Reality Study of External Human-Machine Interfaces in Road-Crossing Scenarios
by Raul Almeida, Frederico Pereira, Dário Machado, Emanuel Sousa, Susana Faria and Elisabete Freitas
Appl. Sci. 2026, 16(2), 1080; https://doi.org/10.3390/app16021080 - 21 Jan 2026
Abstract
As autonomous vehicles (AVs) become part of urban environments, pedestrian safety and interactions with these vehicles are critical to creating sustainable, walkable cities. Intuitive pedestrian-vehicle communication is essential not only for reducing crash risk but also for supporting policies that promote active mobility [...] Read more.
As autonomous vehicles (AVs) become part of urban environments, pedestrian safety and interactions with these vehicles are critical to creating sustainable, walkable cities. Intuitive pedestrian-vehicle communication is essential not only for reducing crash risk but also for supporting policies that promote active mobility and efficient traffic flow. This study investigates pedestrian crossing behavior in a fully immersive virtual reality environment, building on previous work by the authors conducted in a CAVE-type simulator. Participants crossed between a conventional vehicle and an AV when they perceived it was safe. The analysis examines how external human–machine interfaces (eHMIs) influence crossing decisions, collisions, safety margins, and crossing initiation time (CIT) across different vehicle speeds and traffic gaps. Three hypotheses were tested regarding the effects of eHMIs on CIT, risk-taking behavior, and perceived safety. Results show that eHMIs significantly affect pedestrian decisions: participants delayed crossings when the eHMI indicated non-yielding behavior and initiated crossings earlier when yielding was signaled. Risk-taking behavior increased at higher vehicle speeds and shorter time gaps. Although perceived safety did not increase, behavioral results indicate reliance on visual cues. These findings underscore the importance of standardizing eHMIs to support pedestrian safety and sustainable urban mobility. Full article
(This article belongs to the Section Computing and Artificial Intelligence)
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19 pages, 1791 KB  
Article
School-Based Immersive Virtual Reality Learning to Enhance Pragmatic Language and Social Communication in Children with ASD and SCD
by Phichete Julrode, Kitti Puritat, Pakinee Ariya and Kannikar Intawong
Educ. Sci. 2026, 16(1), 141; https://doi.org/10.3390/educsci16010141 - 16 Jan 2026
Viewed by 103
Abstract
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, [...] Read more.
Pragmatic language is a core component of school-based social participation, yet children with Autism Spectrum Disorder (ASD) and Social Communication Disorder (SCD) frequently experience persistent difficulties in using language appropriately across everyday learning contexts. This study investigated the effectiveness of a culturally adapted, school-based immersive Virtual Reality (VR) learning program designed to enhance pragmatic language and social communication skills among Thai primary school children. Eleven participants aged 7–12 years completed a three-week, ten-session VR program that simulated authentic classroom, playground, and canteen interactions aligned with Thai sociocultural norms. Outcomes were measured using the Social Communication Questionnaire (SCQ) and the Pragmatic Behavior Observation Checklist (PBOC). While SCQ scores showed a small, non-significant reduction (p = 0.092), PBOC results demonstrated significant improvements in three foundational pragmatic domains: Initiation and Responsiveness (p = 0.032), Turn-Taking and Conversational Flow (p = 0.037), and Politeness and Register (p = 0.010). Other domains showed no significant changes. These findings suggest that immersive, culturally relevant VR environments can support early gains in core pragmatic language behaviors within educational settings, although broader social communication outcomes may require longer or more intensive learning experiences. Full article
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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 193
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
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14 pages, 555 KB  
Article
User Experience in Virtual Self-Disclosure: Appraising Natural, Urban, and Artificial VR Environments
by Shane L. Rogers, Tasha Canes and Alexis Pallister
Appl. Sci. 2026, 16(1), 33; https://doi.org/10.3390/app16010033 - 19 Dec 2025
Viewed by 312
Abstract
Virtual reality (VR) offers new opportunities for delivering psychologically meaningful conversations in digitally mediated settings. This study examined how environmental designs influence user experience during emotionally relevant self-disclosure. Fifty university students completed a within-subjects experiment in which they engaged in a structured positive [...] Read more.
Virtual reality (VR) offers new opportunities for delivering psychologically meaningful conversations in digitally mediated settings. This study examined how environmental designs influence user experience during emotionally relevant self-disclosure. Fifty university students completed a within-subjects experiment in which they engaged in a structured positive and negative self-disclosure task across four immersive environments (seaside, garden, urban, and sci-fi). After each interaction, participants rated six experiential dimensions relevant to therapeutic communication: comfort, calmness, pleasantness, focus, privacy, and perceived overall suitability for psychological therapy. Repeated-measures analyses showed that nature-themed environments were rated more positively than non-nature environments across all dimensions. Although the seaside and garden environments did not differ in overall composite ratings, the seaside setting was most frequently preferred for comfort, calmness, and pleasantness in participants’ final rankings. These findings demonstrate that virtual environment design meaningfully shapes users’ emotional and interpersonal experience in VR, highlighting the value of nature-based environments for VR counselling systems and digital mental-health applications. Full article
(This article belongs to the Special Issue Human-Computer Interaction: Advances, Challenges and Opportunities)
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18 pages, 1360 KB  
Article
Lean-Enhanced Virtual Reality Training for Productivity and Ergonomic Safety Improvements
by Rongzhen Liu, Peng Wang and Chunjiang Chen
Buildings 2025, 15(24), 4534; https://doi.org/10.3390/buildings15244534 - 15 Dec 2025
Viewed by 305
Abstract
Effective training is essential for addressing the continuous requirement for enhancing productivity and safety in construction. Virtual reality (VR) has emerged as a powerful tool for simulating site environments with high fidelity. While previous studies have explored the potential of VR in construction [...] Read more.
Effective training is essential for addressing the continuous requirement for enhancing productivity and safety in construction. Virtual reality (VR) has emerged as a powerful tool for simulating site environments with high fidelity. While previous studies have explored the potential of VR in construction training, there is potential to incorporate advanced construction theories, such as lean principles, which are critical for optimizing work processes and safety. Thus, this study aims to develop an integrated VR-lean training system that integrates lean principles into traditional VR training, focusing on improving productivity and ergonomic safety—two interrelated challenges in construction. This study developed a virtual training environment for scaffolding installation, employing value stream mapping—a key lean tool—to guide trainees in eliminating waste and streamlining workflows. A before-and-after experimental design was implemented, involving 64 participants randomly assigned to non-lean VR or integrated VR-lean training groups. Training performance was assessed using productivity and ergonomic safety indicators, while a post-training questionnaire evaluated training outcomes. The results demonstrated significant productivity improvements in integrated VR-lean training compared to non-lean VR training, including a 12.3% reduction in processing time, a 21.6% reduction in waste time, a 20.8% increase in productivity index, and an 18.4% decrease in number of errors. These gains were driven by identifying and eliminating waste categories, including rework, unnecessary traveling, communication delays, and idling. Additionally, reducing rework contributed to a 7.2% improvement in the safety risk index by minimizing hazardous postures. A post-training questionnaire revealed that training satisfaction was strongly influenced by platform reliability and stability, and user-friendly, easy-to-navigate interfaces, while training effects of the integrated training were enhanced by before-session on waste knowledge and after-training feedback on optimized workflows. This study provides valuable insights into the synergy of lean principles and VR-based training, demonstrating the significant impact of lean within VR scenarios on productivity and ergonomic safety. The study also provides practical recommendations for designing immersive training systems that optimize construction performance and safety outcomes. Full article
(This article belongs to the Section Construction Management, and Computers & Digitization)
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21 pages, 5317 KB  
Article
User Experience, System Usability, and Feasibility of Two Novel Immersive Virtual Reality Memory Tasks for Cognitive Training: A Pilot Study
by Gaetano Tieri, Alberto Costa, Silvia Zabberoni, Erika Tenaglia and Maria Stefania De Simone
Brain Sci. 2025, 15(12), 1289; https://doi.org/10.3390/brainsci15121289 - 29 Nov 2025
Viewed by 641
Abstract
Background: The implementation of effective, non-pharmacological interventions for enhancing cognitive function is a critical area of research. This pilot study evaluates the usability, feasibility, and acceptance of two novel immersive virtual reality (IVR) memory tasks designed for cognitive training. Materials and Methods [...] Read more.
Background: The implementation of effective, non-pharmacological interventions for enhancing cognitive function is a critical area of research. This pilot study evaluates the usability, feasibility, and acceptance of two novel immersive virtual reality (IVR) memory tasks designed for cognitive training. Materials and Methods: Thirty-three healthy young volunteers (mean age 20 ± 1.5 years) participated in a single session that included two IVR tasks: a “Virtual Face Name Memory Task” for long-term associative memory and a “Virtual Object Location Memory Task” for visuo-spatial working memory. The session, lasting approximately 30 min, was conducted using a Meta Quest 2 headset. To evaluate usability and feasibility, several standardized questionnaires were administered, including the User Satisfaction Evaluation Questionnaire, NASA Task Load Index, User Experience Questionnaire, Simulator Sickness Questionnaire, and System Usability Scale. Cognitive performance was measured through accuracy rates and the number of tasks completed. Results: Questionnaire results revealed an overwhelmingly positive user experience and high usability. Participants reported low frustration and a minimal incidence of cybersickness, confirming the procedure’s feasibility. Performance-wise, participants demonstrated high accuracy in immediate associative memory tasks (names: 80%, occupations: 95%) and visuospatial working memory tasks (change detection: 88–92%, localization: 90–95%). Associative memory performance declined after a 10 min delay (names: 49%, occupations: 59%) but improved significantly in the delayed recognition task (names: 76%, occupations: 88%). Conclusions: This pilot study provides compelling preliminary evidence for the usability and feasibility of two novel IVR memory tasks for cognitive training. The positive user experience, minimal cybersickness, and low frustration ratings indicate that the procedure is a feasible and engaging tool for cognitive intervention. Full article
(This article belongs to the Topic Advances in Neurorehabilitation)
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15 pages, 236 KB  
Article
Immersive, Open-World Virtual Reality for Dementia Care: NeuroVRX Pilot Study
by Martin Eckert, Thomas Ostermann, Jan Peter Ehlers and Gregor Hohenberg
J. Clin. Med. 2025, 14(23), 8465; https://doi.org/10.3390/jcm14238465 - 28 Nov 2025
Viewed by 580
Abstract
Background: The increasing prevalence of Alzheimer’s disease and related dementia are a global problem generating social and economic burdens. Cognitive Stimulation Therapy is a non-pharmaceutical aid for people with dementia. In this context, digital and virtual reality approaches are underinvestigated, especially with [...] Read more.
Background: The increasing prevalence of Alzheimer’s disease and related dementia are a global problem generating social and economic burdens. Cognitive Stimulation Therapy is a non-pharmaceutical aid for people with dementia. In this context, digital and virtual reality approaches are underinvestigated, especially with respect to explorable open-world environments. The pilot aims to evaluate the feasibility, acceptability, and safety of an immersive, open-world virtual reality application for people with dementia. Methods: We conducted a single-arm, unrandomised study with three male participants diagnosed with dementia. The intervention consisted of a single virtual reality session in an immersive, open-world environment, where participants were able to explore freely while seated, using arm movements and head control to navigate an avatar. Results: All three participants finished the session without the occurrence of adverse events. The mean session time was 28 min, and the average walking distance was 0.9 km, with 1210 steps on average. Questionnaire results indicate acceptance and a positive attitude toward the usability of the intervention. We measured minimal changes in mood. Anecdotal reports indicate high immersion and autobiographical stimulation. We detected no adverse events or occurrences of cybersickness. Conclusions: Immersive, open-world virtual reality proved to be feasible, safe, and well accepted by the participants. The combination of state-of-the-art hardware and exploration-based software design enabled cognitive and motoric stimulation. The results indicate strong feasibility for the application of exploratory three dimensional virtual reality applications and further support the execution of controlled trials to assess therapeutic outcomes. Full article
(This article belongs to the Special Issue Clinical Therapy in Dementia and Related Diseases)
29 pages, 1921 KB  
Systematic Review
Efficacy of Virtual Reality Interventions for Motor Function Improvement in Cerebral Palsy Patients: Systematic Review and Meta-Analysis
by Norah Suliman AlSoqih, Faisal A. Al-Harbi, Reema Mohammed Alharbi, Reem F. AlShammari, May Sameer Alrawithi, Rewa L. Alsharif, Reema Husain Alkhalifah, Bayan Amro Almaghrabi, Areen E. Almatham and Ahmed Y. Azzam
J. Clin. Med. 2025, 14(23), 8388; https://doi.org/10.3390/jcm14238388 - 26 Nov 2025
Cited by 1 | Viewed by 825
Abstract
Introduction: Cerebral palsy (CP) affects motor function development, requiring intensive rehabilitation. Virtual reality (VR) interventions show promise for improving motor learning through immersive, engaging experiences. This systematic review and meta-analysis evaluated VR effectiveness for motor function improvement in children with CP. Methods: Following [...] Read more.
Introduction: Cerebral palsy (CP) affects motor function development, requiring intensive rehabilitation. Virtual reality (VR) interventions show promise for improving motor learning through immersive, engaging experiences. This systematic review and meta-analysis evaluated VR effectiveness for motor function improvement in children with CP. Methods: Following PRISMA 2020 guidelines, we searched six electronic databases from inception to 15 June 2025. Included studies compared VR interventions versus control conditions in children with CP (ages 4–18 years), measuring motor function outcomes. Sixteen studies (n = 397 participants) met the inclusion criteria for qualitative synthesis. Random-effects models, subgroup analyses, and meta-regression were performed. Evidence certainty was evaluated using GRADE methodology. Results: Five randomized controlled trials with complete extractable data (N = 190 participants, 40 effect sizes) were included in the primary quantitative meta-analysis. The primary meta-analysis demonstrated moderate overall effects favoring VR interventions (standardized mean difference [SMD] = 0.41, 95% CI [0.16, 0.66], p = 0.001; I2 = 74%); however, GRADE quality was rated LOW due to risk of bias and imprecision. Technology type critically moderated outcomes: robotic exoskeleton systems showed large effects (SMD = 1.00, p = 0.002), commercial gaming platforms showed small-to-moderate effects (SMD = 0.38, p = 0.013), while custom VR systems showed no significant benefit (SMD = 0.01, p = 0.905; Q = 29.00, p < 0.001). Age emerged as the strongest moderator: children (<6 years) demonstrated significant benefits (SMD = 0.98, p < 0.001), whereas school-age children (6–12 years) showed no effect (SMD = −0.01, p = 0.903; meta-regression slope = −0.236 per year, p < 0.001). Dose–response was non-linear, with optimal benefits at 30–40 intervention hours and diminishing returns beyond 50 h. VR proved superior to standard care (SMD = 0.83) but not to active intensive therapies (SMD = 0.09). The safety profile was favorable (1.3% adverse event rate, no serious events). No publication bias was detected. Conclusions: VR interventions demonstrated moderate, technology-dependent motor function improvements in children with CP, with benefits concentrated in young children using robotic systems. Evidence certainty is low, requiring further high-quality trials. Implementation should prioritize robotic VR for children with 30–40 h protocols. Full article
(This article belongs to the Section Clinical Neurology)
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17 pages, 2119 KB  
Article
Nonverbal Interactions with Virtual Agents in a Virtual Reality Museum
by Chaerim Sung and Sanghun Nam
Electronics 2025, 14(22), 4534; https://doi.org/10.3390/electronics14224534 - 20 Nov 2025
Viewed by 726
Abstract
Virtual reality (VR) learning environments can provide enriched, effective educational experiences by heightening one’s sense of immersion. Consequently, virtual agents (VAs) capable of complementing or substituting human instructors are gaining research traction. However, researchers predominantly examine VAs in nonimmersive contexts, rarely investigating their [...] Read more.
Virtual reality (VR) learning environments can provide enriched, effective educational experiences by heightening one’s sense of immersion. Consequently, virtual agents (VAs) capable of complementing or substituting human instructors are gaining research traction. However, researchers predominantly examine VAs in nonimmersive contexts, rarely investigating their roles within immersive VR settings. Users’ sense of immersion and social presence in VR environments can fluctuate more significantly than in nonimmersive platforms, rendering the communicative attributes of VAs particularly consequential. This study investigates the effects of VAs’ nonverbal behaviors on user experience in a VR-based learning environment. A VR environment modeled after an art museum was developed, in which a virtual curator engaged participants through two distinct modes of interaction. Participants were randomly assigned to one of the two groups: a group with an agent applying both verbal and nonverbal behaviors or a group with an agent that only uses verbal communication. Findings demonstrated that the inclusion of nonverbal behaviors enhanced the participants’ sense of immersion, social presence, and engagement with the learning content. This study enriches the literature by identifying effective communication strategies for the design of VAs in VR environments and by offering implications for the development of more immersive and engaging VR experiences. Full article
(This article belongs to the Special Issue New Trends in User-Centered System Design and Development)
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25 pages, 1596 KB  
Article
Nobody’s Listening: Evaluating the Impact of Immersive VR for Engaging with Difficult Heritage and Human Rights
by Rozhen K. Mohammed-Amin, Maria Economou, Akrivi Katifori, Karo K. Rasool, Tabin L. Raouf, Niyan H. Ibrahim, Roza A. Radha and Kavi O. Ali
Heritage 2025, 8(11), 474; https://doi.org/10.3390/heritage8110474 - 13 Nov 2025
Viewed by 1227
Abstract
Immersive virtual reality (VR) offers promising approaches for engaging with difficult heritage and human rights issues, potentially fostering deeper emotional connections than traditional media. This paper presents a mixed-methods evaluation of Nobody’s Listening, a VR experience documenting the Yazidi genocide in Iraq [...] Read more.
Immersive virtual reality (VR) offers promising approaches for engaging with difficult heritage and human rights issues, potentially fostering deeper emotional connections than traditional media. This paper presents a mixed-methods evaluation of Nobody’s Listening, a VR experience documenting the Yazidi genocide in Iraq (2014–2017). Employing a historical empathy framework, the study analyses pre- and post-experience surveys, interviews, and observational data from 127 non-Yazidi participants across five Iraqi cities. It contributes a replicable framework for evaluating immersive heritage experiences, assessing how VR can foster emotional engagement, raise human rights awareness, and inspire positive action. Findings reveal substantial impact across cognitive, emotional, and behavioral domains: 85% reported increased awareness of the genocide, 71% gained new knowledge of Yazidi culture, and over 80% experienced intense emotional reactions, including empathy, grief, and shock. When describing what impressed them most, 57% demonstrated historical empathy (including contextualization, perspective taking, and affective connection). Notably, 92% believed justice had not been served, with many expressing intentions to support advocacy. Our findings suggest that VR’s impact in post-conflict contexts stems not solely from immersion, but from resonance with participants’ own trauma histories—activating empathy through analogical recognition and collective memory. The study offers key design and ethical principles, including cultural specificity, survivor testimony, community consultation, and trauma-informed evaluation. These insights contribute to inclusive heritage interpretation, reconciliation, and human rights education. Full article
(This article belongs to the Special Issue Digital Museology and Emerging Technologies in Cultural Heritage)
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26 pages, 928 KB  
Systematic Review
Applications of Virtual Reality to Support Social Communication in Individuals with Autism: A Systematic Review of Immersive Interventions
by Ryan O. Kellems, Cade T. Charlton, Megan B. Jensen, Emalise J. Dangerfield, Kendall M. Roberts and Aaron M. Temple
Information 2025, 16(11), 941; https://doi.org/10.3390/info16110941 - 29 Oct 2025
Cited by 1 | Viewed by 2316
Abstract
Virtual reality (VR) has emerged as a promising tool to support social communication in individuals with autism spectrum disorder (ASD). This study presents a systematic review of 28 empirical studies sourced from ERIC, APA PsycInfo, and Scopus. Articles in English published between 2014 [...] Read more.
Virtual reality (VR) has emerged as a promising tool to support social communication in individuals with autism spectrum disorder (ASD). This study presents a systematic review of 28 empirical studies sourced from ERIC, APA PsycInfo, and Scopus. Articles in English published between 2014 and 2015 were included, with the last search being 10 June 2025, that implemented immersive VR interventions for children, adolescents, and young adults with ASD. Following PRISMA guidelines, we analyzed participant characteristics, intervention features, research designs, and reported outcomes with 91.6% IOA. An analysis of the risk of bias was performed using the RoB 2 framework for randomized trials and ROBINS-I for non-randomized studies. Results from the two assessments showed low to significant bias. However, due to the relative novelty of this field of study, all data was deemed valuable and was therefore included in this review. Results show that immersive VR interventions are generally effective in improving skills such as eye contact, emotion recognition, empathy, and conversational abilities, while also being engaging and well accepted by participants. Nevertheless, most studies were limited by small sample sizes, lack of control groups, and scarce evidence for long-term maintenance or real-world generalization. The findings underscore the potential of immersive VR as an innovative and scalable approach for enhancing social communication in ASD, while highlighting the need for more rigorous and longitudinal research. No funding was obtained for this systematic review. No protocol registration was carried out for this review as it was unfunded and exploratory in nature. Full article
(This article belongs to the Special Issue Computer and Multimedia Technology)
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20 pages, 1160 KB  
Systematic Review
Effectiveness of Non-Immersive Virtual Reality on Gross Motor Function, Balance, and Functional Independence in Children with Cerebral Palsy: A Systematic Review with Meta-Analysis
by Joaquín Perez-Carcamo, Jordan Hernandez-Martinez, Edgar Vásquez-Carrasco, Diego Fernandez-Cardenas, Braulio Henrique Magnani Branco, Cristian Sandoval, Eduardo Carmine-Peña, Francisca Peña, Juan Aristegui-Mondaca and Pablo Valdés-Badilla
J. Clin. Med. 2025, 14(21), 7582; https://doi.org/10.3390/jcm14217582 - 25 Oct 2025
Cited by 1 | Viewed by 1265
Abstract
Background/Objectives: This systematic review with meta-analysis synthesizes current evidence on the effectiveness of non-immersive virtual reality (VR) interventions in enhancing gross motor function, balance, and functional independence in children with cerebral palsy (CP). Methods: A systematic search was performed across six databases (PubMed, [...] Read more.
Background/Objectives: This systematic review with meta-analysis synthesizes current evidence on the effectiveness of non-immersive virtual reality (VR) interventions in enhancing gross motor function, balance, and functional independence in children with cerebral palsy (CP). Methods: A systematic search was performed across six databases (PubMed, Web of Science, Scopus, MEDLINE, CINAHL Complete, and Psychology and Behavioral Sciences Collection) to identify randomized controlled trials (RCTs) published up to July 2025. Primary outcomes included gross motor function (GMFM-D/E), balance (Pediatric Balance Scale, PBS), and functional independence (WeeFIM). Risk of bias was assessed using the RoB 2 tool, and the certainty of evidence was evaluated with GRADE. Results: From 1233 retrieved records, 13 RCTs involving 624 participants fulfilled the inclusion criteria. Pooled analyses demonstrated significant improvements with non-immersive VR in gross motor function (GMFM-D: ES = 2.04, p = 0.02; GMFM-E: ES = 2.02, p < 0.001), balance (PBS: ES = 1.34, p = 0.02), and functional independence (WeeFIM: ES = 0.99, p < 0.001). Conclusions: Non-immersive VR interventions were associated with meaningful gains in gross motor function, balance, and independence in children with CP. Significant differences were consistently observed in GMFM-D, GMFM-E, PBS, and WeeFIM outcomes when compared with control groups. Full article
(This article belongs to the Special Issue Cerebral Palsy: Clinical Rehabilitation and Treatment)
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18 pages, 1591 KB  
Systematic Review
Virtual Reality-Based Therapy Improves Balance, Quality of Life, and Mitigates Pain and Fear of Falling in Women with Bone Mineral Density Loss: A Meta-Analysis of Randomized Controlled Trials
by Irene Cortés-Pérez, Ángeles Díaz-Fernández, María Catalina Osuna-Pérez, Héctor García-López, Raúl Romero-Del-Rey and Esteban Obrero-Gaitán
Life 2025, 15(11), 1654; https://doi.org/10.3390/life15111654 - 23 Oct 2025
Viewed by 1155
Abstract
Background/Objectives: Performing therapeutic exercises using video games via virtual reality devices can be effective for preventing or mitigating bone mineral density (BMD) loss. The objective of this paper is to determine the effectiveness of virtual reality-based therapy (VRBT) in improving BMD, postural [...] Read more.
Background/Objectives: Performing therapeutic exercises using video games via virtual reality devices can be effective for preventing or mitigating bone mineral density (BMD) loss. The objective of this paper is to determine the effectiveness of virtual reality-based therapy (VRBT) in improving BMD, postural balance, fear of falling, pain intensity, and quality of life (QoL) in women with BMD loss. Methods: A systematic review with meta-analysis (SRMA), after searching in PubMed Medline, WOS, Scopus, CINAHL, and PEDro up to July 2025, was conducted following PRISMA guidelines. Randomized controlled trials (RCTs), including women with BMD loss, in which VRBT was compared to conventional approaches for the management of BMD loss, were included. Methodological quality and quality of evidence were assessed using the PEDro scale and the GRADE statement, respectively. Effect size was estimated through standardized mean difference (SMD) and 95% confidence interval (95% CI). Results: Seven RCTs, involving 299 women with BMD loss (mean age: 60.5 ± 7.7 years), were included in this SRMA. All VRBT employed non-immersive virtual reality (NIVR) devices.Significant effectiveness on BMD loss (SMD = 0.92; p = 0.002), functional (SMD = 1.7; p < 0.001) and dynamic balance or functional mobility (SMD = −1.7; p = 0.01), fear of falling (SMD = −0.5; p = 0.009), pain intensity (SMD = −2.7; p = 0.039) and QoL (SMD = 3.9; p = 0.002) was reported favors VRBT in women with BMD loss. Conclusions: This SRMA demonstrates that VRBT (especially NIVR) can be effective at improving BMD, postural balance, functional mobility, and QoL, while simultaneously reducing pain intensity and the fear of falling in these women. Full article
(This article belongs to the Special Issue Recent Advances in Physiotherapy for Musculoskeletal)
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20 pages, 1661 KB  
Article
Beyond Photorealism: An AIGC-Powered Framework for Stylized and Gamified Cultural Heritage Revitalization
by Chunlei Li, Ziwen Ye, Wen Wen, Lanyuxin Li and Jianghuai Shao
Buildings 2025, 15(20), 3782; https://doi.org/10.3390/buildings15203782 - 20 Oct 2025
Viewed by 2140
Abstract
The protection and dissemination of cultural heritage in the digital age are confronted with dual problems of fragmented cultural narratives and insufficient public participation, which have now become a major bottleneck in realizing the value of cultural heritage. The rise of artificial intelligence [...] Read more.
The protection and dissemination of cultural heritage in the digital age are confronted with dual problems of fragmented cultural narratives and insufficient public participation, which have now become a major bottleneck in realizing the value of cultural heritage. The rise of artificial intelligence technology nowadays offers an unprecedented opportunity to address this challenge. This study proposes a framework that combines artificial intelligence to tackle this issue, using the UNESCO World Heritage site, Kaiping Diaolou, as a case study. The methodology integrates AIGC tools such as Stable Diffusion and GPT-4 with traditional 3D modeling and digital twin technologies, aiming to go beyond traditional “photorealistic” replication by creating ink-wash stylized models with cultural resonance and artistic expressiveness, while providing immersive gamified experiences in virtual and augmented reality environments. A mixed-methods evaluation combining ratings from 6 experts and surveys from 122 participants confirms that the framework significantly improves work efficiency—modeling time is reduced from several hours to an average of 48 min, with a 60% increase in efficiency. More importantly, the gamified narrative generated by AI received a high engagement score of 4.2 (out of 5.0) among the 18 to 25 age group. The study also reveals a significant digital divide: users over 36 years old rated usability 35% lower than younger participants. The framework effectively lowers the technological threshold, allowing non-expert users to meet 70% of usability standards after brief training. This study ultimately validates an innovative framework that combines scalability and efficiency, offering an empirically tested practical solution for the deep, sustainable revitalization and public engagement of cultural heritage. Full article
(This article belongs to the Section Architectural Design, Urban Science, and Real Estate)
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14 pages, 5156 KB  
Article
Detection of EEG Activity in Response to the Surrounding Environment: A Neuro-Architecture Study
by Jesús S. García-Salinas, Anna Wróblewska and Michal T. Kucewicz
Brain Sci. 2025, 15(10), 1103; https://doi.org/10.3390/brainsci15101103 - 14 Oct 2025
Viewed by 2421
Abstract
Background: The external environment continuously shapes human perception, often without conscious awareness. This influence can be objectively studied using non-invasive recordings of brain activity in controlled virtual reality (VR) settings. We hypothesized that brief presentations of natural features would elicit distinct neural [...] Read more.
Background: The external environment continuously shapes human perception, often without conscious awareness. This influence can be objectively studied using non-invasive recordings of brain activity in controlled virtual reality (VR) settings. We hypothesized that brief presentations of natural features would elicit distinct neural oscillatory patterns detectable through changes in the spectral power of resting-state electroencephalogram (EEG) activity in specific brain regions. Methods: To test this, participants passively viewed three minimalist VR environments—with and without biophilic elements—while their EEG was recorded. Results: Our results revealed consistent changes in spectral power, particularly suppression in the alpha band and an increase in the theta band in the occipital cortex. Conclusions: These findings support the use of resting-state EEGs in immersive VR as a promising and objective method for evaluating how specific design elements influence neural activity, offering valuable insights into the field of neuro-architecture. Full article
(This article belongs to the Section Neurotechnology and Neuroimaging)
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