Topic Review
Visitors’ Intentions to Use Location-Based AR Games
Location-based AR games have been discussed as a promising means of providing visitors with meaningful experiences at cultural heritage sites, with great potential to enhance users’ positive emotions and well-being. Visitors’ positive emotions (fulfillment, enjoyment, and self-existence) in location-based AR games positively impact the intention to use location-based AR games.
  • 184
  • 17 Oct 2023
Topic Review
Visegrád Group
The Visegrád Group, Visegrád Four, or V4, is a cultural and political alliance of four Central European countries – the Czech Republic, Hungary, Poland and Slovakia, that are members of the European Union (EU) and NATO – for the purposes of advancing military, cultural, economic and energy cooperation with one another along with furthering their integration in the EU. The Group traces its origins to the summit meetings of leaders from Czechoslovakia, Hungary, and Poland held in the Hungarian castle-town of Visegrád on 15 February 1991. Visegrád was chosen as the location for the 1991 meeting as an intentional allusion to the medieval Congress of Visegrád in 1335 between John I of Bohemia, Charles I of Hungary and Casimir III of Poland. After the dissolution of Czechoslovakia in 1993, the Czech Republic and Slovakia became independent members of the group, thus increasing the number of members from three to four. All four members of the Visegrád Group joined the European Union on 1 May 2004.
  • 953
  • 15 Nov 2022
Topic Review
Virtual Volunteering
Virtual volunteering refers to volunteer activities completed, in whole or in part, using the Internet and a home, school, telecenter, or work computer or other Internet-connected device, such as a smart-phone (a cell phone with Internet functions) or personal digital assistant (PDA). Virtual volunteering is also known as online volunteering, remote volunteering or e-volunteering.
  • 293
  • 14 Nov 2022
Topic Review Video
Virtual Travel
Virtual experience in tourism and hospitality can be broadly described as the totality of tourists’ affective, cognitive, and sensorial responses before, during, and after interaction with the virtual environment (VR). VR is traditionally defined as a computer-generated environment where the user has an opportunity to immerse, look around, and control the experience. Technologies represented in virtual reality range from 360° videos, VR, AR, and virtual meetings to the digital world as a persistent virtual environment, which can be broadly classified based on the levels of immersion, presence, and complexity. The levels of immersion can be defined as non-immersive (e.g., computer, display, mice), semi-immersive (e.g., high-resolution displays, projectors, hard simulators), and fully immersive (e.g., VR glasses, head mount display), based on the type of simulation and degree of user’s abstraction from the real world.
  • 929
  • 11 Mar 2023
Topic Review
Virtual Restaurants in COVID-19 Pandemic
Due to COVID-19 restrictions, many restaurants were forced to discontinue in-person service, either by locking down or finding alternative methods of operation. Despite the fact that, in the United States of America, digital restaurants have already been established for many years, in Greece, this phenomenon became popular during the pandemic. These delivery-only companies operate exclusively online, allowing customers to place orders from restaurants without a physical location.
  • 267
  • 28 Jul 2023
Topic Review
Virtual Reality-Assisted Language Learning
Virtual Reality (VR) refers to a three-dimensional (3D) environment generated by computer technology, which can provide a context similar to visual simulation and other senses. It allows users to communicate with people, machines, and other entities in the virtual environment by using computers and various devices. The dramatic reduction in the cost of devices and technology has driven a rapid growth of VR applications in educational fields such as medicine, science, and mathematics in recent years that has been proven to be positive. Learners feel the actual situation through sensory organs, which can help them improve their motivation, participation, and learning ability. Moreover, VR has also been applied to language learning and has shown the importance and potential of applications to support language learning.
  • 748
  • 22 Mar 2022
Topic Review
Virtual Reality Technologies and Autism Spectrum Disorder
The worldwide rising trend of autism spectrum disorder (ASD) calls for innovative and efficacious techniques for assessment and treatment. Virtual reality (VR) technology gains theoretical support from rehabilitation and pedagogical theories and offers a variety of capabilities in educational and interventional contexts with affordable products. Applications of VR technologies can yield significant benefits provided that they are grounded in the key characteristics of the ASD population. In addressing the core impairments of ASD, and improving the current condition of autistic individuals, the unique advantages of VR for ASD therapy, and the potential of VR for investigating social interaction, could play a crucial role.
  • 483
  • 18 May 2022
Topic Review
Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder
Attention-Deficit/Hyperactivity Disorder (ADHD) is typically first diagnosed in early childhood. Medication and cognitive behavioural therapy are considered effective in treating children with ADHD, whereas these treatments appear to have some side effects and restrictions. Virtual reality (VR), therefore, has been applied to exposure therapy for mental disorders. Previous studies have adopted VR in the cognitive behavioural treatment for children with ADHD.
  • 228
  • 29 Dec 2023
Topic Review
Virtual Reality for Addressing Depression and Anxiety
Virtual reality is an emerging field in mental health and has gained widespread acceptance due to its potential to treat various disorders, such as anxiety and depression. 
  • 410
  • 16 May 2023
Topic Review
Virtual Reality and Metacognition for Learning Disabilities
Learning disabilities are defined as a set of neurodevelopmental disorders of biological basis that induce cognitive abnormalities as well as symptoms related to emotional and behavioral disorders. Metacognition is defined by Drigas and Mitsea as the “set of regulatory meta-abilities and meta-skills that are consciously applied aiming at the smooth operation of the cognitive & psychophysiological mechanism as a means of achieving functional capability, self-efficacy, independent living & life satisfaction. Virtual reality (VR) is commonly regarded as a technology that induces virtual immersion in a digital world via the use of a computerized graphic simulation that allows users to immerse themselves in an interactive three-dimensional world brimming with various sensory and emotional experiences.
  • 1.2K
  • 21 Oct 2022
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