Academic literature on the topic 'VR uses'

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Journal articles on the topic "VR uses"

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Almisad, Budour M. "Exploring College of Education Students’ Perceptions of the Educational Uses of Virtual Reality (VR) Technologies." International Journal of Information and Education Technology 14, no. 9 (2024): 1252–61. http://dx.doi.org/10.18178/ijiet.2024.14.9.2154.

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Integrating Virtual Reality (VR) in education is widely acknowledged as a promising tool for enhancing learning outcomes. As future educators, it is crucial to understand and leverage these emerging technologies to advance education. However, there is a need to comprehensively understand the status of future educators’ perspectives on the educational applications of VR technologies. The current research paper aimed to examine college of education students’ perceptions of educational uses of VR technologies. The participants’ perceptions were measured using three dimensions: Awareness of VR technologies and their applications in education, motivations toward the educational uses of VR technologies, and obstacles for the educational uses of VR technologies. A descriptive research design was used in this study. A questionnaire instrument was used to collect data from the participants. The number of participants was 186 students. The findings indicated that students had a moderate level of awareness of VR technologies and their educational uses. However, the participants expressed high motivation toward the educational uses of VR technologies. In addition, the results indicated a moderate level of perceived obstacles to integrating VR technologies in education, among the examined perceived obstacles, the most significant barriers include the lack of training, lack of time for preparation, and the absence of technical assistance and facilities. Based on the results, a set of recommendations was provided.
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Voštinár, Patrik, Dana Horváthová, Martin Mitter, and Martin Bako. "The look at the various uses of VR." Open Computer Science 11, no. 1 (2021): 241–50. http://dx.doi.org/10.1515/comp-2020-0123.

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Abstract Virtual, augmented and mixed reality (VR, AR and MR) infiltrated not only gaming, industry, engineering, live events, entertainment, real estate, retail, military, etc., but as surveys indicate, also healthcare and education. In all these areas there is a lack of software development experts for VR, AR and MR to meet the needs of practice. Therefore, our intention at the Department of Computer Science, Faculty of Natural Sciences, Matej Bel University in Banská Bystrica, Slovakia, is to focus on the education and enlightenment of these areas. The aim of this article is to show the role of interactivity in different VR applications and its impact on users in three different areas: gaming, healthcare and education. In the case of one application of Arachnophobia, we also present the results of the research using a questionnaire.
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Dzhunkovskiy, Andrey. "New Uses for Linguistic Steganography." Vestnik Volgogradskogo gosudarstvennogo universiteta. Serija 2. Jazykoznanije 23, no. 3 (2024): 124–33. http://dx.doi.org/10.15688/jvolsu2.2024.3.10.

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The development of modern linguistic steganography and steganalysis technologies creates new opportunities for use cases to be discovered. Our previous research points to high viability of methods such as trigger-container implementation for the traditional goal of covert information relay. While the findings were significant, it appears that linguistic steganography may have additional applications unrelated to this traditional use case. We aim to analyze how these technologies may be beneficially used in VR-environments, digital governance and for recreational purposes and how these advancements give rise to new speech practices. By investigating the broader implications of linguistic steganography, we hope to uncover innovative ways in which this technology can be harnessed to improve information security, facilitate immersive experiences, and contribute to the development of more sophisticated language-based communication strategies. Using linguistic steganography in VR can improve user experience, ensure sensitive information relay, create new game scenarios. In digital governance these technologies can be used to protect data, ensure secure communications and develop new methods of content analysis. In entertainment, linguistic steganography can be a useful tool for creating riddles, ciphers, and alternative modes of communication in games and other entertainment products. All this gives a new impetus to the development of language practices and prospects for further research in this area.
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Xing, Yongkang, Zhanti Liang, Conor Fahy, et al. "Virtual Reality Research: Design Virtual Education System for Epidemic (COVID-19) Knowledge to Public." Applied Sciences 11, no. 22 (2021): 10586. http://dx.doi.org/10.3390/app112210586.

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Advances in information and communication technologies have created a range of new products and services for the well-being of society. Virtual Reality (VR) technology has shown enormous potential in educational, commercial, and medical fields. The recent COVID-19 outbreak highlights a poor global performance in communicating epidemic knowledge to the public. Considering the potential of VR, the research starts from analyzing how to use VR technology to improve public education in COVID-19. The research uses Virtual Storytelling Technology (VST) to promote enthusiasm in user participation. A Plot-based VR education system is proposed in order to provide an immersive, explorative, educational experiences. The system includes three primary modules: the Tutorial Module, the Preparation Module, and the Investigation Module. To remove any potential confusion in the user, the research aims to avoid extremely complicated medical professional content and uses interactive, entertainment methods to improve user participation. In order to evaluate the performance efficiency of the system, we conducted performance evaluations and a user study with 80 participants. Compared with traditional education, the experimental results show that the VR education system can used as an effective educational tool for epidemic (COVID-19) fundamental knowledge. The VR technology can assist government agencies and public organizations to increase public understanding of the spread the epidemic (COVID-19).
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Kim, Gwangbin, Eunsol An, and SeungJun Kim. "Logogram VR: Treadmill-Coupled VR with Word Reflective Content for Embodied Logogram Learning." Applied Sciences 13, no. 3 (2023): 1627. http://dx.doi.org/10.3390/app13031627.

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A logogram is a type of writing system in which each character represents a word. Compared to segmental scripts where the alphabets reflect sounds, learning logograms are disengaging, since each character is not linked to its pronunciation. This paper presents Logogram VR, a virtual reality edutainment game that uses a treadmill and controllers to teach Hanja, which uses logograms. Hanja is a traditional Korean language writing system comprising over 8000 Chinese characters. The system leverages the logogram’s feature that each letter stands for each vocabulary item, as an embodied learning strategy. Specifically, it incorporates each character’s meaning into the VR learning environment, accompanied by gamified actions using a treadmill and VR controllers. We evaluated the system with 33 participants to test its overall usability, while determining the desirable playtime and number of characters for the further enhancement of it. We demonstrated and assessed the system with 125 visitors at an exhibition to disseminate it and verify the results with a wider population sample. The user studies revealed that the system provides a playful experience for learning Hanja without severe motion sickness. The differences in age groups showed that the embodiment approach utilizing meanings and actions in VR may be an effective logogram edutainment strategy, particularly among adolescents.
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Sreenan, J. "Embryo transfer: its uses and recent developments." Veterinary Record 122, no. 26 (1988): 624–29. http://dx.doi.org/10.1136/vr.122.26.624.

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Dafiotis, Panagiotis, Stella Sylaiou, Efstratios Stylianidis, Dimitrios Koukopoulos, and Christos Fidas. "Evaluating Uses of XR in Fostering Art Students’ Learning." Multimodal Technologies and Interaction 9, no. 4 (2025): 36. https://doi.org/10.3390/mti9040036.

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This paper addresses the potential of extended reality (XR) to foster art students’ learning and creativity with specially developed applications for the creation of art exhibitions. This study is based on the EU-funded research project ‘Scaffolding Creativity of Arts Students: Framework, Toolchain, and Educational Material on how to Create their Own Virtual Exhibitions’ (CREAMS). CREAMS develops interconnected virtual reality (VR), augmented reality (AR), and mixed reality (MR) indoor and outdoor exhibition creation applications. The article puts emphasis on the issue of what evaluation methodology is more adequate to assess the efficacy of such applications, and pertinent challenges, as well as related research, are discussed. In this context, ways in which Fine Art School undergraduates can benefit from the creation of XR/VR exhibitions are explored. Such uses of XR are primarily examined in terms of their potential to enhance learning, and foster students’ skills. The potential of adding multimodal resources that contextualize exhibited artworks is examined to foster viewers’ meaningful engagement. Art students’ ability to communicate the underlying concepts/ideas of their art through XR apps is also addressed. Moreover, this paper investigates how XR technologies can foster the collaboration of tutors and students in Fine Art Schools through specially developed platforms embedded in the XR applications. The ability of the CREAMS VR application to foster such cooperation between students and their tutors is also evaluated. The scientific contribution of this paper relates to the evaluation methodology of XR art exhibition applications that have an educational role.
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Nelson, PhD, MTRS, CTRS, MT-BC, FDRT, Rhonda, and Lauren Lee Isaacs, MS, TRS, CTRS. "Exploring therapeutic applications for Google Earth VR." American Journal of Recreation Therapy 19, no. 3 (2020): 35–43. http://dx.doi.org/10.5055/ajrt.2020.0218.

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Virtual reality (VR) is a technology frequently used for both recreation and healthcare service delivery. Yet, little is known about the applicability and use of specific VR applications in recreational therapy (RT) practice. Google Earth VR is a popular application that allows users to virtually travel to different locations around the world. It could have relevance in patient-centered treatment that addresses a variety of RT treatment goals. Using a focus group of RTs (N = 8), this study examined possible uses of Google Earth VR in RT treatment. Following an education and training session providing an overview of VR equipment and the Google Earth VR application, participants engaged in clinical role play from both a therapist and client perspective. This was followed by a focus group discussion where therapists were asked to identify possible treatment uses for Google Earth VR with the clients they serve. Four main themes emerged, including reminiscing, community integration/leisure education, social skills development, and distraction/pain management. Findings indicate RTs view Google Earth VR as a resource with potential therapeutic applications for new and innovative treatment. The identified treatment focus areas also provide guidance for professional resource development and future research studies.
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Nelson, PhD, MTRS, CTRS, MT-BC, FDRT, Rhonda, and Lauren Lee Isaacs, MS, TRS, CTRS. "Exploring therapeutic applications for Google Earth VR." American Journal of Recreation Therapy 20, no. 3 (2021): 35–43. http://dx.doi.org/10.5055/ajrt.2021.0239.

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Virtual reality (VR) is a technology frequently used for both recreation and healthcare service delivery. Yet, little is known about the applicability and use of specific VR applications in recreational therapy (RT) practice. Google Earth VR is a popular application that allows users to virtually travel to different locations around the world. It could have relevance in patient-centered treatment that addresses a variety of RT treatment goals. Using a focus group of RTs (N = 8), this study examined possible uses of Google Earth VR in RT treatment. Following an education and training session providing an overview of VR equipment and the Google Earth VR application, participants engaged in clinical role play from both a therapist and client perspective. This was followed by a focus group discussion where therapists were asked to identify possible treatment uses for Google Earth VR with the clients they serve. Four main themes emerged, including reminiscing, community integration/leisure education, social skills development, and distraction/pain management. Findings indicate RTs view Google Earth VR as a resource with potential therapeutic applications for new and innovative treatment. The identified treatment focus areas also provide guidance for professional resource development and future research studies.
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Boletsis, Costas, and Stian Kongsvik. "Text Input in Virtual Reality: A Preliminary Evaluation of the Drum-Like VR Keyboard." Technologies 7, no. 2 (2019): 31. http://dx.doi.org/10.3390/technologies7020031.

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The drum-like virtual reality (VR) keyboard is a contemporary, controller-based interface for text input in VR that uses a drum set metaphor. The controllers are used as sticks which, through downward movements, “press” the keys of the virtual keyboard. In this work, a preliminary feasibility study of the drum-like VR keyboard is described, focusing on the text entry rate and accuracy as well as its usability and the user experience it offers. Seventeen participants evaluated the drum-like VR keyboard by having a typing session and completing a usability and a user experience questionnaire. The interface achieved a good usability score, positive experiential feedback around its entertaining and immersive qualities, a satisfying text entry rate (24.61 words-per-minute), as well as moderate-to-high total error rate (7.2%) that can probably be further improved in future studies. The work provides strong indications that the drum-like VR keyboard can be an effective and entertaining way to type in VR.
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Dissertations / Theses on the topic "VR uses"

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Chatterjee, Prateek. "Classic Driver VR." Digital WPI, 2018. https://digitalcommons.wpi.edu/etd-theses/1251.

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A VR car-driving simulator for evaluating the user experience of new drivers by helping them to learn driving rules and regulations. The Classic VR Driver helps new drivers to learn driving rules and regulations using various audio and visual feedback. The simulator helps them to get acquainted with the risks and mistakes associated with real life driving. In addition, the users have to play the game in an immersive environment using a Virtual Reality system. This project attempts to fulfill two important goals. The major goal is to evaluate whether the user can learn driving rules and regulations of the road. The game allows the users to take a road test. The road test determines the type of mistakes the user makes and it also determines if they passed or failed in it. I have conducted A/B testing and let the testers participate in user-interviews and user-survey. The testing procedure allowed me to analyze the effectiveness of learning driving rules from the simulator as compared to learning rules from the RMV (Registry of Motor Vehicles) manual. Secondly, the user experience was evaluated by allowing users to participate in user-interviews and user-surveys. It helped me to understand the positives and drawbacks of the game. These feedback are taken into consideration for future improvement. All these factors were considered to make the game as enjoyable and useful in terms of skill training.
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Dam, Roadley-Battin Nikolaj. "Educational VR : An exploration of educational VR for professional users." Thesis, Umeå universitet, Designhögskolan vid Umeå universitet, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-144071.

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This thesis explores Virtual Reality (VR) as a digital medium for teaching in a professional context. In collaboration with ABB, a pioneering technology leader, the thesis questions whether VR could be the future medium for training ABB service personnel.  The research discusses how you can design for VR, by drawing parallels to traditional mediums; Moreover, the research covers insights into the ABB education and VR explorations.  Three experience prototypes were designed as the final concept. These experience prototypes aim to highlight educational use cases through VR, covering collaborative work, safety guidelines and various utilities. The goal of the final experience prototypes is to engage potential users and designers in a dialog concerning VR as an educational medium of the future.
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Zhen, Tong. "Das Bodenrecht der VR China /." Hamburg : Kovač, 2004. http://www.gbv.de/dms/spk/sbb/recht/toc/393025470.pdf.

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Bennerhed, Erik. "Investigating joint referencing between VR and non-VR users and its effect on collaboration." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2018. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-149635.

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Virtual Reality has until now seen limited actual use in society other than in the gaming industry. A reason for this could be its exclusively individual-viewpoint based nature and a lack of possible collaborative experiences together with people with no VR equipment. This study has investigated how joint visual reference points might help a VR and a non-VR user collaborate with each other using a repeated measures design with three conditions. In the experiment, where one user was equipped with a HTC Vive and the other stood in front of a large screen, the pair was presented 0, 4 or 9 joint visual reference points from their own viewpoint. Results of the tasks performed by the participants indicates that 9 joint visual reference points increased a pair’s collaboration efficiency. However, the effect was not present once joint attention had been fully established. Furthermore, non-VR users found it significantly harder giving instructions to the other user when there were no joint visual reference points available while the VR-users did not find it significantly harder to do so. Additionally, differences between VR users’ and non-VR users’ spatial orientation ability were found to predict different patterns over the three conditions. Judging from the results, it seems that for the VR-users, 4 reference points helped more than 0 and 9 helped more than 4. However, an interaction effect was found on the non-VR users between spatial orientation ability and visual reference points condition. 4 reference points had a counter-productive effect on task efficiency for the non-VR users with lower spatial orientation ability while 4 reference points did seem to help the higher spatial ability group. 9 joint visual reference points completely eliminated group differences between high and low spatial orientation ability groups for both VR users and non-VR users.
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Nabiyouni, Mahdi. "How Does Interaction Fidelity Influence User Experience in VR Locomotion?" Diss., Virginia Tech, 2017. http://hdl.handle.net/10919/74945.

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It is often assumed that more realism is always desirable. In particular, many techniques for locomotion in Virtual Reality (VR) attempt to approximate real-world walking. However, it is not yet fully understood how the design of more realistic locomotion techniques influences effectiveness and user experience. In the previous VR studies, the effects of interaction fidelity have been coarse-grained, considering interaction fidelity as a single construct. We argue that interaction fidelity consists of various independent components, and each component can have a different effect on the effectiveness of the interface. Moreover, the designer's intent can influence the effectiveness of an interface and needs to be considered in the design. Semi-natural locomotion interfaces can be difficult to use at first, due to a lack of interaction fidelity, and effective training would help users understand the forces they were feeling and better control their movements. Another method to improve locomotion interaction is to develop a more effective interface or improve the existing techniques. A detailed taxonomy of walking-based locomotion techniques would be beneficial to better understand, analyze, and design walking techniques for VR. We conducted four user studies and performed a meta-analysis on the literature to have a more in-depth understanding of the effects of interaction fidelity on effectiveness. We found that for the measures dependent on proprioceptive sensory information, such as orientation estimation, cognitive load, and sense of presence, the level of effectiveness increases with increasing levels of interaction fidelity. Other measures which depend more on the ease of learning and ease of use, such as completion time, movement accuracy, and subjective evaluation, form a u-shape uncanny valley. For such measures, moderate-fidelity interfaces are often outperformed by low- and high-fidelity interfaces. In our third user study, we further investigated the effects of components of interaction fidelity, biomechanics and transfer function, as well as designers' intent. We learned that the biomechanics of walking are more sensitive to changes and that the effects of these changes were mostly negative for hyper-natural techniques. Changes in the transfer function component were easier for the user to learn and to adapt to. Suitable transfer functions were able to improve some locomotion features but at the cost of accuracy. To improve the level of effectiveness in moderate-fidelity locomotion interfaces we employed an effective training method. We learned that providing a visual cue during the acclimation phase can help users better understand their walking in moderate-fidelity interfaces and improve their effectiveness. To develop a design space and classification of locomotion techniques, we designed a taxonomy for walking- based locomotion techniques. With this taxonomy, we extract and discuss various characteristics of locomotion interaction. Researchers can create novel locomotion techniques by making choices from the components of this taxonomy, they can analyze and improve existing techniques, or perform experiments to evaluate locomotion techniques in detail using the presented organization. As an example of using this taxonomy, we developed a novel locomotion interface by choosing a new combination of characteristics from the taxonomy.<br>Ph. D.
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Emin, Yad. "Jämförelse av Game User Experience Satisfaction i VR och på skärm." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-166649.

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Syftet med denna masteruppsats var att undersöka skillnaden i Game User Experience Satisfaction (GUESS) vid användning av SimProv, både i VR (Oculus Rift) och på skärm. SimProv är en spelliknande klassrumssimulation. Studien avsåg även finna potentiella problem som användaren kunde stöta på under testsessionen. För att kunna undersöka och utvärdera detta behövde SimProv vidareutvecklas. Vidareutvecklingen utfördes genom att använda spelmotorn Unity med PlayMaker, som är ett visual scripting språk, tillsammans med att följa rekommendationer som finns för UI- och User experience-design för VR-spel. Inomgruppsdesign med 30 deltagare användes som testmetod. Hälften av deltagarna fick antingen börja med att spela på skärm eller i VR med Oculus Rift. Efter varje spelsession fick deltagarna fylla i den nya psykometrisk validerade skalan Game User Experience Satisfaction Scale (GUESS), som består av nio subskalor. Avslutningsvis kunde deltagarna fylla i två fritextfrågor genom ett digitalt formulär, om de potentiella problem de stött på vid respektive spelsession. Då GUESS är en ny skala har få studier av denna typ utförts. De få studier som har utförts pekar åt olika håll i frågan om spel bör utvecklas i VR eller inte. Resultaten från denna studie, som utfördes med tvåsidig hypotesprövning med t-test, visade inga signifikanta skillnader mellan VR och skärm. Endast en subskala, Play Engrossment, visade signifikant skillnad för VR. De textbaserade resultaten som analyserades med tematisk analys visade att majoriteten av deltagarna föredrog VR, men att alternativen i spelet upplevdes som begränsande.<br>The aim of this Master’s Thesis was to find out the difference in Game User Experience Satisfaction (GUESS) when using SimProv, both in VR (Oculus Rift) and on monitor. SimProv is a game-like classroom simulation. The purpose of this thesis was also to find potential problems that users may encounter during the test sessions. To assess and evaluate this, SimProv had to be furthered developed. This development was done using the game engine Unity and the visual scripting language PlayMaker in combination with following UI and UX design recommendations for VR games. A within subjects design with 30 participants was conducted. The users played either the monitor version or the VR version first, with no particular order. After each play session participants were asked to fill in the GUESS-scale, which is a newly developed and psychometrically validated scale that consists of 9 subscales. At the end of the play sessions participants could choose to answer two questions, through a digital form, about potential problems they may have encountered in both modalities. Since GUESS is a new scale few studies of evaluating VR versus monitor, using GUESS, have been conducted. The few studies that have been conducted showed no consensus in whether games should or should not be developed for VR. The inferential analysis with two-tailed paired samples t-tests in this study showed no significant difference between VR and monitor. The subscale Play Engrossment showed significant differences for VR. The text-based questions, that were analyzed with a thematic analysis, showed that the majority of the participants preferred VR. However, many participants felt that the answer options in the game where restricted.
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Vulgari, Sofia Kiriaki. "Hand Gesture based Telemedicine enabled by Mobile VR." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-88810.

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Virtual Reality (VR) is a highly evolving domain and is used in anincreasing number of areas in today's society. Among the technologiesassociated with VR and especially mobile VR, is hand tracking and handgesture recognition. Telemedicine is one of the elds where VR is startingto thrive, and so the concept of adding the use of hand gestures came to bein order to explore the possibilities that can come from it. This researchis conducted with the development of a prototype application that usessome of the most emerging technologies. Manomotion's hand trackingand hand gesture recognition algorithms, and Photon's servers and developerkit, which makes multi-user applications achievable, allowed theconceptual idea of the prototype to become reality. In order to test itsusability and how potential users perceive it, a user study with 24 participantswas made, 8 of which were either studying or working in themedical eld. Additional expert meetings and observations from the userstudy also contributed to ndings that helped show how hand gesturescan aect a doctor consultation in Telemedicine. Findings showed thatthe participants thought of the proposed system as a less costly and timesaving solution, and that they felt immersed in the VR. The hand gestureswere accepted and understood. The participants did not have dicultieson learning or executing them, and had control of the prototype environment.In addition, the data showed that participants considered it to beusable in the medical eld in the future.
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Maurer, Franz. "Entwicklung einer 3D-User-Interface-Bibliothek für technisch-wissenschaftliche VR-Anwendungen." [S.l.] : Universität Stuttgart , Zentrale Universitätseinrichtung (RUS, UB etc.), 1996. http://www.bsz-bw.de/cgi-bin/xvms.cgi?SWB6783393.

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Georgiadis, Abraham. "VR Gaming - Hands On : The use and effects of bare hand gestures as an interaction method in multiplayer Virtual Reality Games." Thesis, Linnéuniversitetet, Institutionen för medieteknik (ME), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-66863.

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The field of virtual reality (VR) is getting increasing attention from the scientific community and it is being portrayed by advertisements as the user interface (UI) of the future. This is a fair statement since the prior uses of VR that used to exist only in fiction movies and books are now widely available in many forms and settings to the public. One of the most interesting outcomes from this technological evolution is that now VR can be experienced through the use of a mobile phone and the addition of some inexpensive means typically in a form of a headset. The combination of the phone’s screen as attached to the headset creates a form of Head Mounted Display (HMD) which can be utilized in order for the user to be immersed within a virtual environment (VE). The argument here is that even if the means to get access to VR are cheap, this should not be the case with the experience as well. On the contrary, the low entry requirements in combination with a high quality experience are the basis for the medium's success and further adoption by the users. More specifically, the capability of utilizing a three dimensional space (3D) should not limit the medium’s use on just that but instead, this space should be used in order to offer immersive environments which make the user feel as if he is there.    There are many factors that contribute to that result and significant progress has been made to some such as the quality of screen or other hardware parts that allow the user get immersed into the virtual scenery, however, little progress has been made towards the conceptual means that allow the user of better experiencing this VE. Most of the VR applications so far are specifically designed for a single user session. This creates an isolation of the user from any other type of communities which further increases the stigma of VR being a solitary experience. Another issue is the interaction method that is available to users in order to interact with the VE. The use of buttons in most of the available headsets is a counter intuitive method for a person to interact with an environment that wants to be called real. The technological advancements in the field of image processing have resulted in many new methods of interaction and multimodal manipulation within VE and it would be worthy of exploring their effects on the user experience (UX) when used as an interaction method.    For these reasons, this thesis used the case of VR games as a setting to study how UX can be enhanced from its current state by introducing a bare hand gesture interaction method and expanding the VR setting in order to host two users in shared VE. Two individual studies were conducted where user feedback was collected in order to describe the effects of this approach in both a qualitative and quantitative manner. As results indicate, by utilizing gesture analysis on a headset equipped with a smartphone, it is possible to offer a natural and engaging solution for VR interaction capable of rich UXs while maintaining a low entry level for the end users. Finally, the addition of another player significantly affected the experience by influencing the emotional state of the participants in the game and further enforcing their feeling of presence within the VE.
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Elmgren, Rasmus. "Handwriting in VR as a Text Input Method." Thesis, KTH, Skolan för datavetenskap och kommunikation (CSC), 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208646.

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This thesis discusses handwriting as a possible text input method for Virtual Reality (VR) with a goal of comparing handwriting with a virtual keyboard input method. VR applications have different approaches to text input and there is no standard for how the user should enter text. Text input methods are important for the user in many cases, e.g when they document, communicate or enter their login information. The goal of the study was to understand how a handwriting input would compare to pointing at a virtual keyboard, which is the most common approach to the problem. A prototype was built using Tesseract for character recognition and Unity to create a basic virtual environment. This prototype was then evaluated with a user study, comparing it to the de facto standard virtual keyboard input method. The user study had a usability and desirability questionnaire approach and also uses Sutcliffe's heuristics for evaluation of virtual environments. Interviews were performed with each test user. The results suggested that the virtual keyboard performs better except for how engaging the input method was. From the interviews a common comment was that the handwriting input method was more fun and engaging. Further applications of the handwriting input method are discussed as well as why the users favored the virtual keyboard method.<br>Virtual Reality (VR) applikationer har olika tillvägagångssätt för textinmatning och det finns ingen tydlig standard hur användaren matar in text i VR. Textinmatning är viktigt när användaren ska dokumentera, kommunicera eller logga in. Målet med studien var att jämföra en inmatningsmetod baserad på handskrift med det de facto standard virtuella tangentbordet och se vilken inmatningsmetod användarna föredrog. En prototyp som använde handskrift byggdes med hjälp av Tesseract för textinmatning och Unity för att skapa en virtuell miljö. Prototypen jämfördes sedan med det virtuella tangentbordet i en användarstudie. Användarstudien bestod av uppmätt tid samt antal fel, en enkät och en intervju. Enkäten grundades på användarbarhet, önskvärdhet och Sutcliffes utvärderingsheuristik av virtuella miljöer. Resultatet visar att det virtuella tangentbordet presterade bättre, handskriftsmetoden presterade endast bättre på att engagera användaren. Resultatet från intervjuerna styrkte också att handskriftsmetoden var roligare och mer engagerande att använda men inte lika användbar. Framtida studier föreslås i diskussionen samt varför användarna föredrog det virtuella tangentbordet.
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Books on the topic "VR uses"

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Broeren, Joost. Symbiosis: A performative, multi-sensory and multi-user VR experience. The Eriskay Connection, 2021.

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Marx, Johannes. Die Erodierbarkeit charakteristischer Böden im Südosten der VR China. In Kommission bei Duncker & Humblot, 1988.

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Lewis-Evans, Ben. A short guide to user testing for simulation sickness in Virtual Reality. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780198794844.003.0030.

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The increased interest in virtual reality (VR) has yielded a lot of studies and development in both research and game design. Simulation sickness is an issue experienced by a significant subset of players in VR. This chapter focuses on the challenges this issue poses for user research, and suggests practical considerations for researchers to minimize legal and ethical risks.
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Skarbez, Richard, Missie Smith, Amela Sadagic, and Mary C. Whitton, eds. Presence and Beyond: Evaluating User Experience in AR/MR/VR. Frontiers Media SA, 2022. http://dx.doi.org/10.3389/978-2-83250-139-9.

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2023 IEEE Conference Virtual Reality and 3D User Interfaces (VR). IEEE, 2023.

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Gutiérrez-Maldonado, José, Marta Ferrer-García, Antonios Dakanalis, and Giuseppe Riva. Virtual Reality. Edited by W. Stewart Agras and Athena Robinson. Oxford University Press, 2017. http://dx.doi.org/10.1093/oxfordhb/9780190620998.013.26.

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In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and extend the assessment tools and treatments currently in use for eating disorders (EDs). Specifically the VR protocols for EDs try to exploit clinically the sense of “presence,” that is, the feeling of “being there” inside the virtual environment. The sense of presence offered by VR can be a powerful tool in therapy because it provides the individual with a world in which he/she can be placed and live a particular experience. This triggers emotional reactions in patients and allows a higher level of self-reflectiveness than that provided by memory and imagination, and greater control than that offered by direct “real” experience. In particular, VR protocols for EDs use technology to alter the experience of the body (embodiment) in real time and as a cue exposure tool for reducing food craving.
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Staff, IEEE. 2022 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, 2022.

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Oculus Quest 2 User Guide: How to Use Your VR Headset for Gaming and Entertainment Like a Pro. Independently Published, 2022.

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Oculus Quest 2 User Guide: How to Use Your VR Headset for Gaming and Entertainment Like a Pro. Independently Published, 2022.

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Dwinal, Catherine. Interactive Visual Ideas for Musical Classroom Activities. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190929855.001.0001.

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This book is a resource on projection systems for any music teacher’s treasure chest of tools. Educators, from brand new to seasoned veterans, can discover new lessons, activities, and resources involving the projection systems already in their classrooms. From conventional projectors to streaming media players, beginners to the digital world will find tips and tricks to start using new systems. More experienced users will discover new resources and activities, from learning how to create VR worlds to demonstrate knowledge of music venues from around the world, to going on an outside safari to find missing instruments of the orchestra. This book also includes a resource index with app and website recommendations for going further and appendices that make it easier to find the activities and resources to fit any type of instruction. This book is a toolbox for teachers to keep on their desks to use every day to incorporate their digital tools in a meaningful way.
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Book chapters on the topic "VR uses"

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McMahon, Elizabeth, and Debra Boeldt. "Uses of VR in Anxiety Treatment." In Virtual Reality Therapy for Anxiety. Routledge, 2021. http://dx.doi.org/10.4324/9781003154068-3.

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Chen, Hong. "User Experience of VR Sports: A Uses and Gratifications View." In E-Business. New Challenges and Opportunities for Digital-Enabled Intelligent Future. Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-60324-2_22.

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Popielski, Krzysztof, Katarzyna Matys-Popielska, and Anna Sibilska-Mroziewicz. "VR Game for Powerlifting Training." In Digital Interaction and Machine Intelligence. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37649-8_28.

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AbstractVirtual reality applications are becoming more and more popular. In addition to apparent uses like providing entertainment, VR applications are finding use in fields such as education, engineering, and architecture. The market for VR games used in medicine and sports is also thriving. The applications allow monitoring of an athlete’s progress, training advanced movements specific to a given sport, and are difficult to reproduce during traditional training. A significant advantage of this type of solution is the increased safety of the user and, thus, a lower risk of injury. The article presents a VR application designed for the training of a powerlifting triathlon. This sport consists of three exercises. They are performed by both strength athletes and those training in other sports to prepare for the season properly. Due to the fact that they are simple multi-joint exercises, they fall into the collection of exercises often performed by amateur trainers. Despite their significant popularity and the undoubted advantages of performing them, it is often observed that they are performed incorrectly, which significantly increases the risk of injury. The purpose of the application is to enable safe training and learning of correct movement patterns of powerlifting exercises, regardless of the user’s level of proficiency.
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Verkerk, Victoria-Ann. "Virtual Reality: A Simple Substitute or New Niche?" In Information and Communication Technologies in Tourism 2022. Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-94751-4_3.

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AbstractSince 2020, the tourism industry worldwide has been devastated as a result of the COVID-19 pandemic. Governments across the globe imposed strict national lockdowns in order to curb the spread of the pandemic, with negative effects on tourism. This forced many tourism companies and organizations to turn to virtual reality (VR) to survive. As a consequence, numerous tourism scholars began to question whether VR would replace conventional tourism after COVID-19. The study aims is to address this concern and to determine if VR will be a substitute for conventional tourism or whether it can be considered as a tourism niche. It is a conceptional study which adopts a comparative analysis of conventional tourism models and VR. It uses two popular conventional tourism models, namely N. Leiper’s (1979) tourism system model and R.W. Butler’s (1980) destination life-cycle model. Based on this analysis, this paper suggests that VR will never be a substitute for conventional tourism, but should rather be considered a future tourism niche.
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Alexdottir, Sasha. "Phantom Touch in VR and Its Potential Uses in the Education Field." In Gaming Media and Social Effects. Springer Nature Singapore, 2025. https://doi.org/10.1007/978-981-96-2332-7_15.

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Lee, Suzanne. "A Showcase of Medical, Therapeutic and Pastime Uses of Virtual Reality (VR) and How (VR) Is Impacting the Dementia Sector." In Advances in Experimental Medicine and Biology. Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-19385-0_10.

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Dimara, Asimina, Stelios Krinidis, Dimosthenis Ioannidis, and Dimitrios Tzovaras. "Building Performance Simulation." In Disrupting Buildings. Springer International Publishing, 2023. http://dx.doi.org/10.1007/978-3-031-32309-6_4.

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AbstractSimulation is a proven technique that uses computational, mathematical, and machine learning models to represent the physical characteristics, expected or actual operation, and control strategies of a building and its energy systems. Simulations can be used in a number of tasks along the deep renovation life cycle, including: (a) integrating simulations with other knowledge-based systems to support decision-making, (b) using simulations to evaluate and compare design scenarios, (c) integrating simulations with real-time monitoring and diagnostic systems for building energy management and control, (d) integrating multiple simulation applications, and (e) using virtual reality (VR) to enable digital building design and operation experiences. While building performance simulation is relatively well established, there are numerous challenges to applying it across the renovation life cycle, including data integration from fragmented building systems, and modelling human-building interactions, amongst others. This chapter defines the building performance simulation domain outlining significant use cases, widely used simulation tools, and the challenges for implementation.
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Brumana, Raffaella, Stefano Roascio, Dario Attico, Maria Radoslavova Gerganova, and Nicola Genzano. "Paradata to Reuse Holistic HBIM Quality Models in the SCAN-to-HBIM-to-VR Process. The Mausoleum of Cecilia Metella and the Castrum Caetani." In Lecture Notes in Computer Science. Springer Nature Switzerland, 2024. https://doi.org/10.1007/978-3-031-78590-0_13.

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AbstractThe multiplication of efforts to digitize complex architectural and archaeological heritage sites in the form of informative models increasingly requires to document survey and modelling methods through qualitative and quantitative parameters to ensure mutual trustworthiness and proper re-use for different purposes by the potential multiple users, as well as the citation of the contributors’ data source (archaeologists, designers, conservators, civil engineers, geologists, XR-VR developers). The HBIM of the Mausoleum of Cecilia Metella and the Castrum Caetani (Rome, Italy), is part of the digitization of the PAAA (Parco Archeologico dell’Appia Antica, Archaeological Park of the Appian Way): it is emblematic for the complexity of the interconnections among users and contributors across the time. The article discusses needs and definition of Paradata for the re-use of holistic HBIM quality information models documenting the entire SCAN-to-HBIM-to-XR process, through diverse Levels of Development and Levels of Geometry (LODs100-600, LOGs100-600) from the surveys to the modelling phases including Virtual Reality experiences built on informative models, as well as remote environmental risk applications as part of long life management and monitoring. Being the models generated for different HBIM-USES and users, parameters that document the Grade of Accuracy of the Survey and of the Object Models generated in various times are identified. It is the case of the construction technologies associated to the transformation phases for potential future HBIM-uses, as for BIM-to-FEA and Seismic Vulnerability Plan exploitation, remote monitoring or XR (eXtended Reality) in a holistic process.
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Mah, Pascal Muam, Iwona Skalna, Tomasz Pełech-Pilichowski, et al. "Analysis of Virtual Reality Based on the Internet of Things on Human Psychology ‘Internet of Thoughts’ (IoThs) for Rich Content Extraction Applied Natural Language Processing and Deep Learning." In Digital Health Transformation, Smart Ageing, and Managing Disability. Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-43950-6_22.

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AbstractIn the past decade, a lot of challenges to access, assess, and to acquire the needed technological opportunities to teach computers what naturally comes from the human brain and to understand how we naturally react when we rely on technology. The ability to document human thoughts, reactions and behavior to computers has led to the coming of NLP, AI, Dl, &amp; ML. Aim to understand the influence of IoT on humans with the use of DL to achieve content correctness and accuracy with virtual technology. Studies show that the way we think, react, and do the things we think “Internet of thoughts” reflect our personality. The way we think determines the way we react and the way we do things are based on how we think. Technology advancement has reinforced a lot of changes in humans which makes humans vulnerable to personal content exposure misappropriation due to the continuously changing nature of humanity and language. The study uses NLP, DL and behavior-oriented drive and influential function and results show that IoT based on VR influences human psychology “Internet of Thoughts”.
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Sateei, Shahin, Mattias Roupé, and Mikael Johansson. "Transitioning from 2D to VR in Design Review – Resistance to Engagement." In CONVR 2023 - Proceedings of the 23rd International Conference on Construction Applications of Virtual Reality. Firenze University Press, 2023. http://dx.doi.org/10.36253/979-12-215-0289-3.07.

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Although immersive virtual reality (VR) has been shown to facilitate collaborative understanding of a design, many users remain resistant to its use. Moreover, there is currently a lack of real-world studies investigating why certain users (e.g., architects) are resistant to use VR during design reviews. The aim of this study is to understand the resistance that influence client representatives’ and architects’ interaction with a VR-system that supports both fully- and non-immersive experiences of the virtual environment. Data were gathered from three VR-workshops, which were part of 3 design review sessions of a new elementary school. Additional data were gathered from four semi-structured interviews with both the architects and client representatives participating in all workshop sessions, the interior architect involved in the project as well as an additional six semi-structured interviews. These additional six interviews involved exterior architects from different firms, who had previously used VR for both informative and design review purposes. The findings suggest that client representatives and the architects had initially been resistant to use VR during the design reviews, but their attitudes changed progressively during the three workshops, in particular that of the architects. The findings also indicate that interactive features in VR (e.g., object manipulation, multi-user) help end users negotiate design requests more efficiently and make informed decision-making. This paper highlights how immersive VR could improve the design review process
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Conference papers on the topic "VR uses"

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Lu, Feiyu, and Doug A. Bowman. "Evaluating the Potential of Glanceable AR Interfaces for Authentic Everyday Uses." In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, 2021. http://dx.doi.org/10.1109/vr50410.2021.00104.

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Satava, Richard. "Keynote speaker: Virtual reality: Current uses in medical simulation and future opportunities & medical technologies that VR can exploit in education and training." In 2013 IEEE Virtual Reality (VR). IEEE, 2013. http://dx.doi.org/10.1109/vr.2013.6549339.

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Na, Jiyoung. "A Study on the Usage Behavior of Heavy VR Game Users." In 6th World Conference on Business, Management, Finance, Economics and Marketing. Eurasia Conferences, 2024. https://doi.org/10.62422/978-81-970328-1-3-014.

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A VR game is a game that uses dedicated devices to experience virtual reality similar to the real world in a digital environment isolated from the outside. It can be utilized on platforms such as PCs, mobiles, consoles, etc., and consists of a series of processes that recognize and respond to the user's specific actions in the virtual world. Virtual Reality industry is expanding rapidly with the development of technologies related to the Fourth Industrial Revolution and is predominantly used in the game industry. Therefore, understanding the characteristics of VR game users is essential to revitalizing the VR industry. The heavy user group typically refers to a group that intensively consumes specific media or content, and it is necessary to identify their characteristics and use them for foundational research or service improvement. In particular, those who invest a relatively large amount of time or money in games are classified as heavy users, and they have high economic and strategic value in commercial use that is directly connected to sales. Heavy VR game users showed higher usage behavior in terms of personal innovativeness, presence, and continuous usage intention compared to light users. This study has identified some characteristics of the VR game user group, and continuous management and strategies are needed to maintain the characteristics of heavy VR users in the future. Keywords: VR, Game, Heavy Users, Light Users, Metaverse
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Yu, Chunsheng, Qingjin Peng, and Lushen Wu. "A VR-Based Data Retrieval System." In ASME 2005 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2005. http://dx.doi.org/10.1115/detc2005-84325.

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Concurrent Engineering (CE) considers a product design and manufacturing simultaneously. The CE research has led to the product information integration. However, the current CE research focuses on smooth of the product information flow rather than a user-friendly searching process for users to obtain product information quickly. A new data retrieval system for product design and manufacturing is proposed in this paper. The system not only provides an integrated product database, but also uses Virtual Reality (VR) and Web technologies for easing navigation in product data and for accelerating access to useful information. The effective collaboration in a product design and manufacturing can be achieved through the proposed information searching method. Examples are presented in the discussion.
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Bae, Arram, Doheum Park, Sehee Lee, and Juyong Park. "Social Network Analysis of Classical Music and Possible Uses in Ubiquitous VR." In 2013 International Symposium on Ubiquitous Virtual Reality (ISUVR). IEEE, 2013. http://dx.doi.org/10.1109/isuvr.2013.20.

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Evans, Paul T., Judy M. Vance, and Veronica J. Dark. "Assessing the Effectiveness of Traditional and Virtual Reality Interfaces in Spherical Mechanism Design." In ASME 1998 Design Engineering Technical Conferences. American Society of Mechanical Engineers, 1998. http://dx.doi.org/10.1115/detc98/cie-5546.

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Abstract Virtual reality (VR) interfaces have the potential to enhance the engineering design process, but before industry embraces them, the benefits must be understood and documented. The current research compared two software applications, one which uses a traditional human-computer interface (HCI) and one which uses a virtual reality HCI, that were developed to aid engineers in designing complex three-dimensional spherical mechanisms. Participants used each system to design a spherical mechanism and then evaluated the different interfaces. Participants rated their ability to interact with the computer images, their feelings about each interface, and their preferences for which interface device to use for certain tasks. The results indicated that participants preferred a traditional interface for interaction tasks and a VR interface for visual tasks. These results provide information about how to improve implementation of VR technology, specifically for complex three-dimensional design applications.
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Zhao, Long, and Qingjin Peng. "Development of a CMM Training System in Virtual Environments." In ASME 2010 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. ASMEDC, 2010. http://dx.doi.org/10.1115/detc2010-28274.

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Product inspection is a critical process of quality control in manufacturing. Coordinate measuring machine (CMM) is a type of precise inspection device widely used in manufacturing industry. The training of CMM operators is a time-consuming and costly processing, which has been identified as the primary intervention to improve the quality and reliability of the product inspection. Virtual Reality (VR) technology provides an intuitive and immersive user interface, which can be an efficient tool for the CMM training. Existing CMM software tools are either without VR user interface, or inefficient for a particular CMM application. This paper proposes a VR-based CMM training system. It uses virtual environments for trainees to operate and view the CMM motion and measurement processing. The VR-based training provides guides, instructions, and examples for trainees. The system design and implementation are discussed and illustrated.
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Natrayan, L., Seeniappan Kaliappan, V. Swamy Nadh, Ramya Maranan, and V. Balaji. "A Novel Approach for Integrating Virtual Reality in the Ergonomic Testing of Automotive Interior Designs." In Automotive Technical Papers. SAE International, 2025. https://doi.org/10.4271/2024-01-5243.

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&lt;div class="section abstract"&gt;&lt;div class="htmlview paragraph"&gt;This research aimed to explore the integration of Virtual reality technology in ergonomically testing automotive interior designs. This objective was aimed at ensuring that such technology could be used to ameliorate user comfort through controlled simulations. Existing ergonomic testing methods are often limited when it comes to recreating actual driving situations and quickly repeating design improvements. VR could be used as a solution because its ergonomically tested simulation can be used to provide users with the real experience of driving. The users can be observed while they experience it and asked for their feedback. For this research, an interactive VR environment imitating a 10-minute-long trip through traffic and changing road conditions was created. It was populated by ten users, concatenated equally in men and women, both aged 20-35, representing approximate demographics of workers in the automotive production industry. Participants of the research were asked to use assessed metrics, which included subjective comfort rating, control reachability, visibility rating and overall user experience within the VR simulation. The VR environment was overall well-received by the demands of this research. Its uses found it comfortable and easy to use, with average metrics of 7.5, 8.0, and 7.5, respectively for comfort, controls, and visibility. The overall user experience averaged at 7.8. The information obtained through this research proves that VR environments can be used effectively to simulate the interior of cars and ameliorate the ergonomics of their designs. This could potentially be a revolutionary technology, accelerating automotive development by the early detection of design mistakes and facilitating iterative improvements with subsequent iterations.&lt;/div&gt;&lt;/div&gt;
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Ferrise, Francesco, Nicolò Dozio, Elena Spadoni, Marco Rossoni, Marina Carulli, and Monica Bordegoni. "Adding a Novel Olfactory Dimension to Multisensory Experience in Virtual Reality Training." In ASME 2023 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2023. http://dx.doi.org/10.1115/detc2023-116561.

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Abstract Nowadays, industrial training is gaining popularity, and in particular, Virtual Reality (VR) technologies are often adopted to recreate training experiences that can transform the learning process by exploiting the concept of learning by doing. Moreover, VR allows us to recreate realistic and immersive environments that provide trainees with hands-on experience in a safe and controlled setting. One of the advantages of using VR technologies to perform training simulations lies in the ability that these tools offer to mix different senses as if they were independent variables and to manipulate them one at a time. In this way, the effects of using one sense on the specific task under analysis can be discovered in a controlled scenario in which the others are controlled. One of the least used senses in VR is undoubtedly that of smell. In this paper, we intend to use a new olfactory device specifically designed to be adopted with VR technologies, integrate it with an immersive VR training application, and propose a series of uses allowed by this combination. In the paper, we report the details of the multisensory approach that integrates the different senses. Additionally, the paper presents the findings of a pilot experiment conducted to validate the adopted approach and assess the results. The study demonstrates that the developed Olfactory Display had no adverse impact on users’ interaction with VR content.
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Mahboob, Atif, Stephan Husung, Christian Weber, Andreas Liebal, and Heidi Krömker. "An Approach for Building Product Use-Case Scenarios in Different Virtual Reality Systems." In ASME 2018 International Design Engineering Technical Conferences and Computers and Information in Engineering Conference. American Society of Mechanical Engineers, 2018. http://dx.doi.org/10.1115/detc2018-85223.

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During the product development process, it is of great importance to consider the later life phase situations of a product. This includes the interaction of the product with its environment and the human actor(s) in its different life phases. Therefore, an early evaluation of a product and its later life phase interactions are of great value. Virtual Reality (VR) technology is seen as very important at this point, as it can help the designer to realize the later life phase situations of a product inside VR. However, the preparation of VR-scenes remains a difficult task, as it requires a great amount of time and effort. Furthermore, the current methods for the preparation of such scenes offer very limited reusability. This paper will focus on an existing method that uses Model Based Systems Engineering (MBSE) to describe the VR-scene for a CAVE-type VR-system. This method will be further extended and an improvement to the existing modeling approach will be presented to achieve a faster simulation in VR and reusability of VR-scenes. Furthermore, a detailed comparison of the conventional and the new approach will be presented. The new approach enables a faster simulation that will be validated by comparing the execution speed of both approaches under the modeling approach section. The reusability perspective of the prepared VR-scene will also be discussed. A Head Mounted Display (HMD), in comparison with CAVE type VR-systems, offers a cost reduction in the use of VR technology. This paper will also provide the idea for achieving a simulation in HMD while using the same MBSE-approach used for CAVE type VR-systems. The flow of information for simulation in HMD and the idea of implementation will be presented in detail.
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Reports on the topic "VR uses"

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Tummalapudi, Manideep, and Prem Timilsena. Inspection Technologies for Construction and Maintenance of Highway Infrastructure – Review and Analysis. Mineta Transportation Institute, 2025. https://doi.org/10.31979/mti.2024.2357.

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The Federal Highway Administration (FHWA) and state Departments of Transportation (DOTs) seek to provide high quality infrastructure that meets or exceeds the desired quality standards crucial for ensuring safety and efficiency in our nation's transportation systems. Efficient inspection practices—which enable conformance with plans, specifications, and quality standards—are an essential part of this effort. In this digital age, state DOTs are relying on emerging technologies to improve inspection practices. However, there is limited knowledge available regarding various emerging technologies used for highway infrastructure construction and maintenance inspection. This study identifies various emerging technologies that are implemented at the state DOTs and their uses/applications for various inspection purposes. The emerging technologies studied in this project include Remote Sensing and Monitoring Technologies—specifically, Unmanned Aerial Systems (UASs) and Light Detection and Ranging (LiDAR)—as well as Building Information Modelling (BIM), and Augmented Reality and Virtual Reality (AR/VR). Based on a comprehensive literature review and content analysis of journal articles, technical reports, state DOT documents/reports, templates, and guidelines on the identified technologies, the research findings indicate different usage levels among state DOTs and found that DOTs use these technologies for applications such as structural inspection, verifying quantities, bridge and visual inspection, safety inspection, inspection workforce training, inspection documentation, and measurements of pay quantities, among others. This study serves as a valuable resource for state DOTs seeking to maximize the benefits of their investments and embrace innovative inspection technologies to ensure safety and efficiency in the nation's transportation infrastructure.
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Baluk, Nadia, Natalia Basij, Larysa Buk, and Olha Vovchanska. VR/AR-TECHNOLOGIES – NEW CONTENT OF THE NEW MEDIA. Ivan Franko National University of Lviv, 2021. http://dx.doi.org/10.30970/vjo.2021.49.11074.

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The article analyzes the peculiarities of the media content shaping and transformation in the convergent dimension of cross-media, taking into account the possibilities of augmented reality. With the help of the principles of objectivity, complexity and reliability in scientific research, a number of general scientific and special methods are used: method of analysis, synthesis, generalization, method of monitoring, observation, problem-thematic, typological and discursive methods. According to the form of information presentation, such types of media content as visual, audio, verbal and combined are defined and characterized. The most important in journalism is verbal content, it is the one that carries the main information load. The dynamic development of converged media leads to the dominance of image and video content; the likelihood of increasing the secondary content of the text increases. Given the market situation, the effective information product is a combined content that combines text with images, spreadsheets with video, animation with infographics, etc. Increasing number of new media are using applications and website platforms to interact with recipients. To proceed, the peculiarities of the new content of new media with the involvement of augmented reality are determined. Examples of successful interactive communication between recipients, the leading news agencies and commercial structures are provided. The conditions for effective use of VR / AR-technologies in the media content of new media, the involvement of viewers in changing stories with augmented reality are determined. The so-called immersive effect with the use of VR / AR-technologies involves complete immersion, immersion of the interested audience in the essence of the event being relayed. This interaction can be achieved through different types of VR video interactivity. One of the most important results of using VR content is the spatio-temporal and emotional immersion of viewers in the plot. The recipient turns from an external observer into an internal one; but his constant participation requires that the user preferences are taken into account. Factors such as satisfaction, positive reinforcement, empathy, and value influence the choice of VR / AR content by viewers.
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Voloshynov, Serhii A., Felix M. Zhuravlev, Ivan M. Riabukha, Vitaliy V. Smolets, and Halyna V. Popova. Application of VR technologies in building future maritime specialists' professional competences. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4623.

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Progress of modern digital technologies enlarged the quantity of researches about implementation and usage of VR technologies in education process of higher educational establishments. The article provides analysis of best practices of simulation technologies application in maritime education. Absence of national research experience, evidence base for efficiency of new VR simulators operation leaves this issue open to be investigated in terms of researches on their performance effectiveness. The article proposes overview of advantages of VR technologies implementation aimed at building and shaping of future maritime specialists’ professional competences. Authors investigate potential application possibilities of interactive and representative potential of immersion digital technologies during education process at maritime educational establishments. Problem of VR technologies integration into education and training of future seafarers is highlighted, as well as possibility to use virtual courses in the process of future maritime specialists’ training. The article reveals prognostic validity of VR simulators used for building of professional competences.
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Popov, Oleksandr O., Anna V. Iatsyshyn, Andrii V. Iatsyshyn, et al. Immersive technology for training and professional development of nuclear power plants personnel. CEUR Workshop Proceedings, 2021. http://dx.doi.org/10.31812/123456789/4631.

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Training and professional development of nuclear power plant personnel are essential components of the atomic energy industry’s successful performance. The rapid growth of virtual reality (VR) and augmented reality (AR) technologies allowed to expand their scope and caused the need for various studies and experiments in terms of their application and effectiveness. Therefore, this publication studies the peculiarities of the application of VR and AR technologies for the training and professional development of personnel of nuclear power plants. The research and experiments on various aspects of VR and AR applications for specialists’ training in multiple fields have recently started. The analysis of international experience regarding the technologies application has shown that powerful companies and large companies have long used VR and AR in the industries they function. The paper analyzes the examples and trends of the application of VR technologies for nuclear power plants. It is determined that VR and AR’s economic efficiency for atomic power plants is achieved by eliminating design errors before starting the construction phase; reducing the cost and time expenditures for staff travel and staff training; increasing industrial safety, and increasing management efficiency. VR and AR technologies for nuclear power plants are successfully used in the following areas: modeling various atomic energy processes; construction of nuclear power plants; staff training and development; operation, repair, and maintenance of nuclear power plant equipment; presentation of activities and equipment. Peculiarities of application of VR and AR technologies for training of future specialists and advanced training of nuclear power plant personnel are analyzed. Staff training and professional development using VR and AR technologies take place in close to real-world conditions that are safe for participants and equipment. Applying VR and AR at nuclear power plants can increase efficiency: to work out the order of actions in the emergency mode; to optimize the temporary cost of urgent repairs; to test of dismantling/installation of elements of the equipment; to identify weaknesses in the work of individual pieces of equipment and the working complex as a whole. The trends in the application of VR and AR technologies for the popularization of professions in nuclear energy among children and youth are outlined. Due to VR and AR technologies, the issues of “nuclear energy safety” have gained new importance both for the personnel of nuclear power plants and for the training of future specialists in the energy sector. Using VR and AR to acquaint children and young people with atomic energy in a playful way, it becomes possible to inform about the peculiarities of the nuclear industry’s functioning and increase industry professions’ prestige.
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Pinchuk, O. P., V. A. Tkachenko, and O. Yu Burov. AV and VR as Gamification of Cognitive Tasks. CEUR Workshop Proceedings, 2019. http://dx.doi.org/10.33407/lib.naes.718697.

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The paper presents a comparative analysis of the functionality of mobile applications of the augmented reality Da Vinci Machines AR, Electricity AR, Bridges AR, Geometry, the collection of VR models VictoryVR Science Curriculum and the digital collection Mozaik. The possibility of using these tools for educational purposes is explored, in particular, to construct cognitive tasks for students during the study of subjects in the natural and mathematical cycle. The indicated shortcomings are stated, didactic requirements for such educational activities are formulated. Among others, attention is focused on the following indicators: hardware, usability, variability of model parameters, interactivity, interdisciplinary use, and the ability to activate certain cognitive actions of students, degree/form of gamification. The educational potential of using interactive models and video is analyzed for both group and individual work with students. Examples of methodical developments are given.
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Semerikov, Serhiy O., Mykhailo M. Mintii, and Iryna S. Mintii. Review of the course "Development of Virtual and Augmented Reality Software" for STEM teachers: implementation results and improvement potentials. [б. в.], 2021. http://dx.doi.org/10.31812/123456789/4591.

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The research provides a review of applying the virtual reality (VR) and augmented reality (AR) technology to education. There are analysed VR and AR tools applied to the course “Development of VR and AR software” for STEM teachers and specified efficiency of mutual application of the environment Unity to visual design, the programming environment (e.g. Visual Studio) and the VR and AR platforms (e.g. Vuforia). JavaScript language and the A-Frame, AR.js, Three.js, ARToolKit and 8th Wall libraries are selected as programming tools. The designed course includes the following modules: development of VR tools (VR and Game Engines; physical interactions and camera; 3D interface and positioning; 3D user interaction; VR navigation and introduction) and development of AR tools (set up AR tools in Unity 3D; development of a project for a photograph; development of training materials with Vuforia; development for promising devices). The course lasts 16 weeks and contains the task content and patterns of performance. It is ascertained that the course enhances development of competences of designing and using innovative learning tools. There are provided the survey of the course participants concerning their expectations and the course results. Reduced amounts of independent work, increased classroom hours, detailed methodological recommendations and increased number of practical problems associated with STEM subjects are mentioned as the course potentials to be implemented.
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Osadchyi, Viacheslav V., Hanna Y. Chemerys, Kateryna P. Osadcha, Vladyslav S. Kruhlyk, Serhii L. Koniukhov, and Arnold E. Kiv. Conceptual model of learning based on the combined capabilities of augmented and virtual reality technologies with adaptive learning systems. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4417.

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The article is devoted to actual problem of using modern ICT tools to increase the level of efficiency of the educational process. The current state and relevance of the use of augmented reality (AR) and virtual reality (VR) technologies as an appropriate means of improving the educational process are considered. In particular, attention is paid to the potential of the combined capabilities of AR and VR technologies with adaptive learning systems. Insufficient elaboration of cross-use opportunities for achieving of efficiency of the educational process in state-of-the-art research has been identified. Based on analysis of latest publications and experience of using of augmented and virtual reality technologies, as well as the concept of adaptive learning, conceptual model of learning based on the combined capabilities of AR and VR technologies with adaptive learning systems has been designed. The use of VR and AR technologies as a special information environment is justified, which is applied in accordance with the identified dominant type of students' thinking. The prospects of using the proposed model in training process at educational institutions for the implementation and support of new teaching and learning strategies, as well as improving learning outcomes are determined by the example of such courses as “Algorithms and data structures”, “Computer graphics and three-dimensional modeling”, “Circuit Engineering”, “Computer Architecture”.
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Osadchyi, Viacheslav, Hanna Varina, Evgeniy Prokofiev, Iryna Serdiuk, and Svetlana Shevchenko. Use of AR/VR Technologies in the Development of Future Specialists' Stress Resistance: Experience of STEAM-Laboratory and Laboratory of Psychophysiological Research Cooperation. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/4455.

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The scientific article deals with the analysis of peculiarities of the use of innovative AR/VR technologies in the process of developing future special- ists’ stress resistance. Based on the analysis of the introduction of AR/VR tech- nologies in the context of the implementation of a competency-based approach to higher education; modern studies on the impact of augmented reality on the emotional states and physiological features of a person in a stressful situation, the experience of cooperation of students and teachers at the Laboratory of Psy- chophysiological Research and STEAM-Laboratory has been described. Within the framework of the corresponding concept of cooperation, an integrative ap- proach to the process of personality’s stress resistance development has been designed and implemented. It is based on the complex combination of tradition- al psycho-diagnostic and training technologies with innovative AR/VR technol- ogies. According to the results it has been revealed that the implementation of a psycho-correction program with elements of AR technologies has promoted an increase of the level of personality’s emotional stability and stress resistance. The level of future specialists’ situational and personal anxiety has decreased; the level of insecurity, inferiority, anxiety about work, sensitivity to failures has also decreased; the level of flexibility of thinking and behavior, ability to switch from one type of activity to another one has increased; general level of person- ality’s adaptive abilities has also increased. The perspectives of further research include the analysis of the impact of AR/VR technologies on the future profes- sionals’ psychological characteristics in order to optimize the process of im- plementing a learner-centered approach into the system of higher education.
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Ervin, Kelly, Karl Smink, Bryan Vu, and Jonathan Boone. Ship Simulator of the Future in virtual reality. Engineer Research and Development Center (U.S.), 2022. http://dx.doi.org/10.21079/11681/45502.

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The Army’s modernization priorities include the development of augmented reality and virtual reality (AR/VR) simulations for enabling the regiment and increasing soldier readiness. The use of AR/VR technology at the U.S. Army Engineer Research and Development Center (ERDC) is also growing in the realm of military and civil works program missions. The ERDC Coastal and Hydraulics Laboratory (CHL) has developed a ship simulator to evaluate bay channels across the world; however, the current simulator has little to no physical realism in nearshore coastal regions (Figure 1). Thus, the ERDC team is researching opportunities to advance ship simulation to deliver the Ship Simulator of the Future (SSoF). The SSoF will be equipped with a VR mode and will more accurately resolve nearshore wave phenomena by ingesting precalculated output from a Boussinesq-type wave model. This initial prototype of the SSoF application is intended for research and development purposes; however, the technologies employed will be applicable to other disciplines and project scopes, including the Synthetic Training Environment (STE) and ship and coastal structure design in future versions.
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Symonenko, Svitlana V., Nataliia V. Zaitseva, Viacheslav V. Osadchyi, Kateryna P. Osadcha, and Ekaterina O. Shmeltser. Virtual reality in foreign language training at higher educational institutions. [б. в.], 2020. http://dx.doi.org/10.31812/123456789/3759.

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The paper deals with the urgent problem of application of virtual reality in foreign language training. Statistical data confirms that the number of smartphone users, Internet users, including wireless Internet users, has been increasing for recent years in Ukraine and tends to grow. The coherence of quick mobile Internet access and presence of supplementary equipment enables to get trained or to self-dependently advance due to usage of virtual reality possibilities for education in the stationary classrooms, at home and in motion. Several important features of virtual reality, its advantages for education are discussed. It is noted that virtual reality is remaining a relatively new technology in language learning. Benefits from virtual reality implementation into foreign language learning and teaching are given. The aspects of immersion and gamification in foreign language learning are considered. It is emphasized that virtual reality creates necessary preconditions for motivation increasing. The results of the survey at two higher education institution as to personal experience in using VR applications for learning foreign languages are presented. Most students at both universities have indicated quite a low virtual reality application usage. Six popular virtual reality applications for foreign language learning (Mondly, VRSpeech, VR Learn English, Gold Lotus, AltSpaceVR and VirtualSpeech) are analyzed. It is stated that the most preferred VR application for foreign language learning includes detailed virtual environment for maximal immersion, high- level visual effects similar to video games, simple avatar control, thorough material selection and complete complicity level accordance of every element and aspect, affordability, helpful and unobtrusive following up.
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