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.
  • 535
  • 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.
  • 296
  • 29 Dec 2023
Topic Review
Virtual Reality in the Rehabilitation
Over the past two decades, virtual reality technology (VRT)-based rehabilitation has been increasingly examined and applied to assist patient recovery in the physical and cognitive domains. The advantages of the use of VRT in the neurorehabilitation field consist of the possibility of training an impaired function as a way to stimulate neuron reorganization (to maximize motor learning and neuroplasticity) and restoring and regaining functions and abilities by interacting with a safe and nonthreatening yet realistic virtual reality environment (VRE). Furthermore, VREs can be tailored to patient needs and provide personalized feedback on performance. VREs may also support cognitive training and increases patient motivation and enjoyment. Despite these potential advantages, there are inconclusive data about the usefulness of VRT in neurorehabilitation settings, and some issues on feasibility and safety remain to be ascertained for some neurological populations.
  • 853
  • 07 May 2021
Topic Review
Virtual Reality in Civil Engineering Education
Virtual reality (VR) learning tool was successful in enhancing students’ understanding of the civil engineering experiment. The immersive and interactive nature of VR contributed to a solid grasp of the concepts presented, proving its potential as a valuable educational resource. By leveraging VR technology, educational institutions can provide an engaging and effective alternative to traditional laboratory sessions, ensuring uninterrupted and high-quality learning experiences for civil engineering students.
  • 369
  • 02 Jan 2024
Topic Review
Virtual Reality Games in Cultural Heritage
The use of Virtual Reality (VR) games in cultural heritage has been growing. VR Games have increasingly found their way into museums and exhibitions, highlighting the increasing cultural value associated with games and the institutionalization of game culture. VR appears to be a very promising technology in facilitating experiences in the field. It offers significant results concerning the types of technologies used, the types of games used, as well as the different types of experiences for the user. Usage of VR games in the cultural heritage area is associated with multiple learning gains, increased visit motivation, and dynamic engagement.
  • 1.5K
  • 07 Nov 2022
Topic Review
Virtual Reality for Rehabilitation of Acquired Cognitive Disorders
Virtual Reality (VR) is presented as a transformative tool that immerses individuals in interactive environments, offering promising opportunities for enhancing cognitive functions and improving quality of life.
  • 207
  • 05 Jan 2024
Topic Review
Virtual Reality for Rehabilitation
Virtual reality (VR) is a trending, widely accessible, contemporary technology of increasing utility to biomedical and health applications. VR is the technological experience that allows for a full immersion in virtual spaces with which you can interact via specific wearable or using only your hand. A key feature of all VR applications is interaction. VR ranges from non-immersive to fully immersive, depending on the degree to which the user is isolated from the physical surroundings when interacting with the virtual environment. Non-immersive virtual reality allows for interacting with the environment through mouse or joystick; immersive virtual reality, instead, uses tools that are connected to the human body in order to perform the same motor task. Despite the growing evidence of the positive effects of VR in rehabilitation of functional and cognitive abilities, some systems still raised concerns regarding their acceptability with complex clinical populations, as, for example, the older people. In particular, during trials with immersive systems, few adverse events have been described by participants, including headache and dizziness. Finally, little is known about the perceived effect of the exposure at multisensory input during a complex activity, such as treadmill walking with VR in patients during post-stroke rehabilitation to improve balance and gait ability.
  • 2.8K
  • 30 Jul 2020
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. 
  • 469
  • 16 May 2023
Topic Review
Virtual Reality Automotive Lab Development
A Virtual Reality application was developed to be used as an immersive virtual learning strategy for Oculus Rift S Virtual Reality glasses and through Leap Motion Controller™ infrared sensors, focused on students of the Automotive Systems Engineering academic program, as a practical teaching-learning tool in the context of Education 4.0 and the pandemic caused by COVID-19 that has kept schools closed since March 2020. The technological pillars of Industry 4.0 were used to profile students so that they can meet the demands of their professional performance at the industrial level. Virtual Reality (VR) plays a very important role for the production-engineering sector in areas such as design and autonomous cars, as well as in training and driving courses. The VR application provides the student with a more immersive and interactive experience, supported by 3D models of both the main parts that make up the four-stroke combustion engine and the mechanical workshop scenario; it allows the student to manipulate the main parts of the four-stroke combustion engine through the Oculus Rift S controls and the Leap Motion Controller™ infrared sensors, and relate them to the operation of the engine, through the animation of its operation and the additional information shown for each part that makes it up in the application. 
  • 518
  • 06 Sep 2021
Topic Review
Virtual Reality and Robots
There is a significant amount of synergy between virtual reality (VR) and the field of robotics. However, it has only been in approximately the past five years that commercial immersive VR devices have been available to developers. This new availability has led to a rapid increase in research using VR devices in the field of robotics, especially in the development of VR interfaces for operating robots. 
  • 2.6K
  • 25 Jan 2021
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