Virtual environments (VEs) offer potential benefits to health and safety training: exposure to dangerous (virtual) environments; the opportunity for experiential learning; and a high level of control over the training, in that aspects can be repeated or reviewed based on the trainee's performance. However, VEs are typically presented as audiovisual (AV) systems, whereas engagement of other senses could increase the immersion in the virtual experience. Moreover, other senses play a key role in certain health and safety contexts, for example the feel of heat and smell in a fire or smell in a fuel leak. A multisensory (MS) VE was developed, which provided simulated heat and smell in accordance with events in a virtual world. As users approached a virtual fire, they felt heat from three 2 kW heaters and smelled smoke from a scent diffuser. Behaviours in the MS VE demonstrated higher validity than those in a comparable AV VE, which ratings and verbatim responses indicated was down to a greater belief that participants were in a real fire. However, a study of the effectiveness of the MS VE as a training tool demonstrated that it did not offer benefits over AV as measured by a written knowledge test and subjective ratings of engagement, attitude towards health and safety and desire to repeat. However, the study found further evidence for the use of AV VEs in health and safety training, particularly as the subjective ratings were generally better than for PowerPoint based training. Despite the lack of evidence for MS simulation on traditional measures of training, the different attitudes and experiences of users suggest that it may have value as a system for changing trainees' attitudes towards their personal safety and awareness. This view was supported by feedback from industrial partners.
'Being there together for health': A Systematic Review on the Feasibility, Effectiveness and Design Considerations of Immersive Collaborative Virtual Environments in Health Applications
Artificial social influence via human-embodied AI agent interaction in immersive virtual reality (VR): Effects of similarity-matching during health conversations
EXR: An Interactive Immersive EHR Visualization in Extended Reality
Georgia Institute of Technology(佐治亚理工学院);Wallace H. Coulter Department of Biomedical Engineering, Georgia Tech & Emory University(佐治亚理工学院生物医学工程系及埃默里大学);Shriners Hospitals for Children, Headquarters, Tampa, FL(夏普斯儿童医院,总部,佛罗里达州坦帕);Shriners Hospitals for Children, Philadelphia, PA(夏普斯儿童医院,费城,宾夕法尼亚州)
Pedestrian collision avoidance in hemianopia during natural walking in immersive virtual reality
Schepens Eye Research Institute of Massachusetts Eye and Ear, Department of Ophthalmology, Harvard Medical School(哈佛大学医学院眼科,麻省眼耳研究所谢平斯眼科研究所);NVIDIA(英伟达)
Toward Scalable Patient Safety Training: A Prototype for Root Cause Analysis Simulation With AI Virtual Avatars
Khoury College of Computer Science, Northeastern University(东北大学科利计算机学院);Department of Computer Science, San Francisco State University(旧金山州立大学计算机科学系);Northeastern University, Vancouver(温哥华东北大学)
Technological Competence is a Precondition for Effective Implementation of Virtual Reality Head Mounted Displays in Human Neuroscience: A Technological Review and Meta-analysis
Towards Ubiquitous Semantic Metaverse: Challenges, Approaches, and Opportunities
Real-Time and Embedded Computing Systems Research Centre (CISTER)(实时与嵌入式计算系统研究中心(CISTER));CyLab Security and Privacy Institute, Carnegie Mellon University(卡内基梅隆大学CyLab安全与隐私研究所);Singapore University of Technology and Design(新加坡科技设计大学);Commonwealth Scientific and Industrial Research Organization (CSIRO)(联邦科学与工业研究组织(CSIRO));Mohamed Bin Zayed University of Artificial Intelligence (MBZUAI)(穆罕默德·本·扎耶德人工智能大学(MBZUAI));Nanyang Technological University(南洋理工大学)