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Augmented Reality and Virtual Reality have the ability to assist fields that are not well understood in Internet based marketing and bring new meaning to presenting products and services to customers. We'll be reviewing research papers that have been published in the field of virtual reality and augmented reality that are linked to marketing tactics with an emphasis on tourism, education, and marketing, as well as providing our comments on further developing these areas.
Source link: https://doi.org/10.2478/picbe-2021-0062
This report explores user perceptions of technological advances in virtual reality and virtual reality, as well as the advantages and disadvantages of fashion retailing technologies. This report provides valuable and detailed information about AR and VR as antecedents of the technological age, as well as assisting marketers in the design and implementation of new AR and VR solutions for fashion retailing.
Source link: https://doi.org/10.1155/2022/3080280
The initial investigation, foundation, process flow, and technology integration of virtual display technologies used to jade carving techniques are explored in this report, as well as the creation of the inheritance system mode, which is appropriate for the modern lifestyle.
Source link: https://doi.org/10.1155/2022/5146193
Until recently, electroencephalography-related research was concentrated on mental health related to societal or academic difficulties, with just a few studies using HMD VR techniques to boost anxiety. We use a state-of-the-art EEG wearable device and an electrocardiography sensor with a VR headset to cause anxiety in a high-altitude situation when monitoring EEG and ECG biomarkers in real time. In the results of the self-reported Perpetual Stress Scale survey, the occipital-region band power fluctuations and occipital asymmetry alterations were found to be correlated with height-related anxiety and brain stimulation in beta and gamma bands, which corresponds to the results of the self-reported Stress Scale questionnaire.
Source link: https://doi.org/10.3390/s22155792
Abstract Background Schizophrenia Spectrum disorders are causing symptoms in patients, relatives, and the immediate community. According to small to moderate effect sizes in lowering paranoid opinions in recent meta-analyses of cognitive behavioral therapy for psychosis, the only positive results in reducing anxiety were small to moderate amounts in lowering paranoid anxiety. As exposure and behavioral experiments in VR can be optimized, individualized, and carried out in a secure environment, a virtual reality based CBT could increase therapy success. A total of 256 patients diagnosed with schizophrenia spectrum disorder, including schizotypal disorder, will be matched to 10 sessions of symptom specific CBT-VR plus therapy as usual, versus ten sessions of standard symptom specific CBT for paranoid ideations plus therapy as usual. Discussion : The trial will demonstrate whether VR-CBT can help boost therapy success for paranoid theorytions.
Source link: https://doi.org/10.21203/rs.3.rs-1733557/v1
Primarily auto-selected the geometric characteristics of the image and then categorize and identify the image based on these attributes. Vibing content will help us evaluate the application of the system's fundamental technology and introduce the virtual education function of the application. The application of this technology will greatly enhance vocal music teaching's effectiveness and help students have a richer educational experience. Finally, a proven testing procedure can be used to verify the system's functionality and availability and bring it into production. The virtual reality training device, which is more advanced and superior than other teaching techniques on the market today, is more flexible and effective than other teaching techniques, and it can give users with a more realistic experience.
Source link: https://doi.org/10.1155/2022/2320198
Artificial intelligence, among others, is a significant component of computer bionics. Students are bound to encounter some difficult problems, such as fear of losing and other emotional barriers, in Taekwondo learning. When learners are in the virtual world created by VR technology, their learning and interactive experiences have been greatly enhanced, and their teaching skills have been greatly enhanced, according to the experimental results. They are no longer afraid of this sport, but they also reduced their fear of this sporting competition in order to achieve their ultimate goal of overcoming psychological challenges. The VR teaching mode based on artificial intelligence and big data technologies has its own uniqueness, which may be able to assist Taekwondo players in the battle process, and anxiety and fear ratings of the participants have decreased by 12. 5% and 11. 5%, respectively.
Source link: https://doi.org/10.1155/2022/3750213
Physical education pedagogy serves as a conduit for physical education research theory and practice, and it plays a vital part in physical education. People's physical education training methods are also changing, with the introduction and extension of education always linked to scientific and technological growth, as well as people's physical education training methods. All of this has prompted people to have new questions regarding sports preparation techniques and learning methods. This paper introduces the theoretical framework for VR basketball teaching auxiliary education, divides students into an experimental group and a control group, and assesses students' physical fitness before and after the experiment. The experimental results revealed that the four basic basketball skills scores of the students in the experimental group were 68. 78, 74. 02, 73. 13, and 72. 34, respectively, after the examination. The virtual reality basketball teaching device that was included in this paper can significantly raise the basketball proficiency of students.
Source link: https://doi.org/10.1155/2022/3688596
Purpose : Purpose: The purpose of this study is to expand the usage of VR technology by advocating the use of psychological theories in task design and illustrating specific features of VR configurations and human u2013 VR interactions. The variety of VR solutions used in the experiments has prevented us from establishing a consistent correlation between the technology type and its effectiveness, which has hindered us from creating a systematic relationship between the technology type and its performance. Despite recent calls from the autism community to expand the scientific understanding of neurodivergent experiences and everyday living habits, the research field still dominates the study area. Although autism is often portrayed by difficulties with social interactions, this is just one part of the story. However, several of these topics appear to be understudied in research on VR applications for autism. We can no longer deny that VR has aided in autism research.
Source link: https://doi.org/10.1108/jet-05-2022-0038
The purpose of this report is to investigate the impact of virtual reality videos as asynchronous e-learning aids in improving student learning outcomes. The experimental group was taught by delivering virtual reality videos related to e-learning in the LMS, as well as control groups that were taught by traditional or expository learning. 24 early semester students who started a basic natural science course at the University of Pendidikan Mandalika were among the study participants in each sample group. Learning tasks and descriptions of learning resources are related to the topic of 'climate change. ' The findings of the descriptive and analytical assessments revealed that the use of virtual reality videos as asynchronous e-learning supplements to student learning outcomes had a major effect. When compared to traditional face-to-face instruction, our findings show that virtual reality videos as a synchronous learning supplement are more effective at raising student learning outcomes.
Source link: https://doi.org/10.33394/j-ps.v10i3.5214
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