Results 61 to 70 of about 2,187 (174)

Augmented reality for teaching undergraduate human anatomy: An educators' perspective

open access: yesAnatomical Sciences Education, Volume 19, Issue 5, Page 671-683, May 2026.
Abstract The purpose of this study was to explore the perspectives of Australian educators on using augmented reality (AR) as a method for learning human anatomy in the undergraduate health sciences. This will determine the current value of AR and guide future research and development. This prospective qualitative study used a mixed‐methods approach to
Ally Williams   +2 more
wiley   +1 more source

Understanding User Perceptions Toward Queue Cutting in Immersive VR Environments

open access: yesComputer Animation and Virtual Worlds, Volume 37, Issue 3, May/June 2026.
We conduct a study on understanding how users perceive a queue‐cutting NPC in a virtual doctor's office reception area. During the wait, a queue‐cutting NPC requests an in‐queue NPC to cut in ahead of them and is either allowed or denied entry into the queue.
Elza Ibragimov   +3 more
wiley   +1 more source

Effects of Different Types of 3D Rest Frames on Reducing Cybersickness in a Virtual Environment

open access: yesi-Perception, 2011
A virtual environment (VE) presents several kinds of sensory stimuli for creating a virtual reality. Some sensory stimuli presented in the VE have been reported to provoke cybersickness, which is caused by conflicts between sensory stimuli, especially ...
KyungHun Han   +7 more
doaj   +1 more source

Technology‐Driven Ergonomics: A Narrative Review of Innovative Strategies for Preventing Musculoskeletal Disorders in Modern Work Environments

open access: yesHealth Science Reports, Volume 9, Issue 5, May 2026.
ABSTRACT Background Musculoskeletal disorders (MSDs) remain a major cause of occupational disability, absenteeism, and productivity loss. Traditional ergonomic interventions have shown limited success in addressing their complex, multifactorial nature.
Mahnaz Shakerian, Azam Salehi
wiley   +1 more source

Latency and Cybersickness: Impact, Causes, and Measures. A Review

open access: yesFrontiers in Virtual Reality, 2020
Latency is a key characteristic inherent to any computer system. Motion-to-Photon (MTP) latency describes the time between the movement of a tracked object and its corresponding movement rendered and depicted by computer-generated images on a graphical ...
Jan-Philipp Stauffert   +2 more
doaj   +1 more source

Extended Reality in Rehabilitation Medicine: A Systematic Review

open access: yesHealth Science Reports, Volume 9, Issue 5, May 2026.
ABSTRACT Background and Aims This systematic review synthesizes current evidence on the application of extended reality (XR) technologies, comprising virtual reality (VR), augmented reality (AR), and mixed reality (MR), in rehabilitation medicine, assessing their effects across diverse rehabilitation domains and clinical outcomes.
Jie Hao, Yao Yao, Ka‐Chun Siu
wiley   +1 more source

Exploring vestibular stimulation to reduce the influence of cybersickness on virtual reality experiences

open access: yesFrontiers in Virtual Reality
IntroductionThere is increasing use of head-worn displays to support immersive virtual reality (VR) experiences. However, users of such technology often encounter motion sickness-like effects, commonly termed cybersickness.
Shamus P. Smith   +4 more
doaj   +1 more source

The Analgesic Effect of Extended Reality (XR) on Acute and Postoperative Pain in Children: A Systematic Review and Meta‐Analysis

open access: yesPediatric Anesthesia, Volume 36, Issue 5, Page 479-490, May 2026.
ABSTRACT Background Acute and postoperative pain in children is often undertreated, with effects on patient comfort and postoperative recovery. Extended reality (XR) interventions offer non‐pharmacological pain management by distracting patients from discomfort.
Louise Meulenkamp‐Yilmaz   +5 more
wiley   +1 more source

Off-Center Rotational Dynamics in Virtual Reality: Effects on Cybersickness and Presence

open access: yesIEEE Access
This study investigates the effects of off-center rotational acceleration and rotational radius on cybersickness and spatial presence in virtual reality (VR) environments through a set of constrained rotational scenarios.
Sion Cha   +5 more
doaj   +1 more source

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