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Search Results (3,746)

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Keywords = virtual reality

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10 pages, 599 KiB  
Article
Adaptation of Postural Sway in a Standing Position during Tilted Video Viewing Using Virtual Reality: A Comparison between Younger and Older Adults
by Tsubasa Tashiro, Noriaki Maeda, Takeru Abekura, Rami Mizuta, Yui Terao, Satoshi Arima, Satoshi Onoue and Yukio Urabe
Sensors 2024, 24(9), 2718; https://doi.org/10.3390/s24092718 - 24 Apr 2024
Abstract
This study aimed to investigate the effects of wearing virtual reality (VR) with a head-mounted display (HMD) on body sway in younger and older adults. A standing posture with eyes open without an HMD constituted the control condition. Wearing an HMD and viewing [...] Read more.
This study aimed to investigate the effects of wearing virtual reality (VR) with a head-mounted display (HMD) on body sway in younger and older adults. A standing posture with eyes open without an HMD constituted the control condition. Wearing an HMD and viewing a 30°-tilt image and a 60°-tilt image in a resting standing position were the experimental conditions. Measurements were made using a force plate. All conditions were performed three times each and included the X-axis trajectory length (mm), Y-axis trajectory length (mm), total trajectory length (mm), trajectory length per unit time (mm/s), outer peripheral area (mm2), and rectangular area (mm2). The results showed a significant interaction between generation and condition in Y-axis trajectory length (mm) and total trajectory length (mm), with an increased body center-of-gravity sway during the viewing of tilted VR images in older adults than in younger adults in both sexes. The results of this study show that body sway can be induced by visual stimulation alone with VR without movement, suggesting the possibility of providing safe and simple balance training to older adults. Full article
(This article belongs to the Section Intelligent Sensors)
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16 pages, 1035 KiB  
Review
Virtual Reality for Spatial Planning and Emergency Situations: Challenges and Solution Directions
by Reinout Wiltenburg, Frida Ruiz Mendoza, William Hurst and Bedir Tekinerdogan
Appl. Sci. 2024, 14(9), 3595; https://doi.org/10.3390/app14093595 - 24 Apr 2024
Abstract
The notion of the smart city involves embedding Industry 4.0 technologies to improve the lives of inhabitants in urban environments. Within this context, smart city data layers (SCDLs) concern the integration of extra tiers of information for the purposes of improving communication potential. [...] Read more.
The notion of the smart city involves embedding Industry 4.0 technologies to improve the lives of inhabitants in urban environments. Within this context, smart city data layers (SCDLs) concern the integration of extra tiers of information for the purposes of improving communication potential. Under the Industry 4.0 technology grouping, advanced communication technologies, such as virtual reality (VR), further the opportunities to model, recreate, evaluate and communicate scenarios that potentially improve citizens lives at multiple SCDL scales in a smart cities context. The use of added contextual information in SCDLs is of special interest for emergency planning situations at the building scale. In this research, a literature review to understand the current approaches for the use, development and evaluation of VR applications in the context of emergency planning was conducted. The results indicated four main categories of relevant challenges for these types of applications, for which recommendations and a roadmap for VR development are presented. In total, the study identified 10 commonly occurring challenges (e.g., optimization and discomfort) and 19 solution directions (e.g., model construction and spatial directions) in related articles when considering the development of VR for spatial planning and emergency situations. Full article
(This article belongs to the Special Issue Recent Research on Digital Reality)
14 pages, 3573 KiB  
Article
Participatory Exhibition-Viewing Using Augmented Reality and Analysis of Visitor Behavior
by Chun-I Lee, Yen-Hsi Pan and Brian Chen
Appl. Sci. 2024, 14(9), 3579; https://doi.org/10.3390/app14093579 - 24 Apr 2024
Abstract
Augmented reality (AR) is rapidly becoming a popular technology for exhibitions. The extended content provided through virtual elements offers a higher level of interactivity and can increase the appeal of the exhibition for younger viewers, in particular. However, AR technology in exhibition settings [...] Read more.
Augmented reality (AR) is rapidly becoming a popular technology for exhibitions. The extended content provided through virtual elements offers a higher level of interactivity and can increase the appeal of the exhibition for younger viewers, in particular. However, AR technology in exhibition settings is typically utilized to extend the effects of exhibits, focusing solely on individual experiences and lacking in shared social interactions. In order to address this limitation, in this study, we used AR technology to construct a participatory exhibition-viewing system in the form of an AR mobile application (app), “Wander Into Our Sea”. This system was developed as a component of the 2022 Greater Taipei Biennial of Contemporary Art exhibition titled “Log Into Our Sea”. The app features two modes: exhibition-viewing mode and message mode. The first embodies passive exhibition-viewing while the second offers channels for active participation. The app has three functions: (1) in exhibition mode, visitors passively view the exhibition content through the AR lens, (2) in message mode, visitors can use the AR lens to leave messages in the 3D space of the exhibition to become part of the exhibit, and (3) during the use of either mode, the app collects data on visitor behavior and uploads it to a cloud to create a research database. The third function allowed us to compare the behaviors of exhibition visitors while they used the two modes. Results revealed that without restricting the ways and sequences in which AR content was viewed, there were no significant differences in the duration of viewing, or the distance covered by visitors between the two modes. However, the paths they took were more concentrated in the exhibition-viewing mode, which indicates that this mode encouraged visitors to view the exhibit in accordance with the AR content. In contrast, in message mode, visitors were encouraged to leave text messages and read those left by others, which created disorganized unpredictable paths. Our study demonstrates an innovative application of AR positioning within an interactive exhibition-viewing system, showcasing a novel way to engage visitors and enrich their experience. Full article
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24 pages, 9930 KiB  
Article
Vehicle-to-Cyclist Collision Prediction Models by Applying Machine Learning Techniques to Virtual Reality Bicycle Simulator Data
by Ángel Losada, Francisco Javier Páez, Francisco Luque, Luca Piovano, Nuria Sánchez and Miguel Hidalgo
Appl. Sci. 2024, 14(9), 3570; https://doi.org/10.3390/app14093570 - 24 Apr 2024
Abstract
The study of vulnerable road users (VRUs) behavior is key to designing and optimizing driving assistance systems, such as the autonomous emergency braking (AEB) system. These kinds of devices could help lower the VRU accident rate, which is of particular interest to cyclists, [...] Read more.
The study of vulnerable road users (VRUs) behavior is key to designing and optimizing driving assistance systems, such as the autonomous emergency braking (AEB) system. These kinds of devices could help lower the VRU accident rate, which is of particular interest to cyclists, who are the subject of this research. To better understand cyclists’ reaction patterns in frequently occurring collision scenarios in urban environments, this paper focuses on developing a virtual reality (VR) simulator for cyclists (VRBikeSim) that incorporates eye-tracking functionality. The braking and steering systems were calibrated by means of on-track tests with a sensorized bicycle in order to improve the accuracy of the bicycle virtual model. From the data obtained in the virtual tests, a battery of predictive models was built using supervised machine learning classifiers. All of them exhibited an accuracy higher than 85%, especially the K-Nearest Neighbors model. This model allowed us to obtain the best balance between the prediction of avoidance and collision cases, as well as enabling computationally lower times to be incorporated into the decision-making algorithm of an AEB system. Full article
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16 pages, 982 KiB  
Article
Virtual Reality in Cultural Heritage: A Setup for Balzi Rossi Museum
by Saverio Iacono, Matteo Scaramuzzino, Luca Martini, Chiara Panelli, Daniele Zolezzi, Massimo Perotti, Antonella Traverso and Gianni Viardo Vercelli
Appl. Sci. 2024, 14(9), 3562; https://doi.org/10.3390/app14093562 - 23 Apr 2024
Viewed by 247
Abstract
This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and [...] Read more.
This study presents the creation of a virtual reality experience for the Museo Preistorico dei Balzi Rossi e Zona Archeologica (hence Balzi Rossi Museum) commemorating the centenary of Prince Albert I Grimaldi’s archaeological work at the site. The project aims to preserve and convey the site’s heritage through advanced VR technology. Photogrammetry was used for 3D reconstruction of the entire Balzi Rossi coastal cliffs, including the notable “Caviglione” and “Florestano” caves, known for their upper Paleolithic rock engravings. Two subsequent development phases produced the final public VR experience, incorporating Nanite technology for enhanced visual fidelity. This advancement resulted in a more detailed and immersive VR experience, presenting the Balzi Rossi cliffs across different historical periods, including the Würm glaciation. Key to this phase was optimizing the VR experience for performance, focusing on stable frame rates and minimizing motion sickness, and integrating a multi-lingual interface for broader accessibility. Since November 2023, the VR setup at Balzi Rossi Museum has been an educational and interactive feature enabling visitors to virtually explore the site’s history. This study aims to describe a process for optimizing and enabling the creation of VR experiences while maintaining a high polygon count within the context of small teams. Full article
(This article belongs to the Special Issue Recent Advances in 3D Reconstruction, 3D Imaging and Virtual Reality)
21 pages, 4649 KiB  
Article
Immersive Storytelling in Social Virtual Reality for Human-Centered Learning about Sensitive Historical Events
by Athina Papadopoulou, Stylianos Mystakidis and Avgoustos Tsinakos
Information 2024, 15(5), 244; https://doi.org/10.3390/info15050244 - 23 Apr 2024
Viewed by 210
Abstract
History is a subject that students often find uninspiring in school education. This paper explores the application of social VR metaverse platforms in combination with interactive, nonlinear web platforms designed for immersive storytelling to support learning about a sensitive historical event, namely the [...] Read more.
History is a subject that students often find uninspiring in school education. This paper explores the application of social VR metaverse platforms in combination with interactive, nonlinear web platforms designed for immersive storytelling to support learning about a sensitive historical event, namely the Asia Minor Catastrophe. The goal was to design an alternative method of learning history and investigate if it would engage students and foster their independence. A mixed-methods research design was applied. Thirty-four (n = 34) adult participants engaged in the interactive book and VR space over the course of three weeks. After an online workshop, feedback was collected from participants through a custom questionnaire. The quantitative data from the questionnaire were analyzed statistically utilizing IBM SPSS, while the qualitative responses were coded thematically. This study reveals that these two tools can enhance historical education by increasing student engagement, interaction, and understanding. Participants appreciated the immersive and participatory nature of the material. This study concludes that these technologies have the potential to enhance history education by promoting active participation and engagement. Full article
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14 pages, 1545 KiB  
Article
Is Virtual Reality Orientation Therapy Useful to Optimize Cognitive and Behavioral Functioning Following Severe Acquired Brain Injury? An Exploratory Study
by Rosaria De Luca, Andrea Calderone, Antonio Gangemi, Carmela Rifici, Mirjam Bonanno, Maria Grazia Maggio, Irene Cappadona, Isabella Veneziani, Augusto Ielo, Francesco Corallo, Angelo Quartarone, Davide Cardile and Rocco Salvatore Calabrò
Brain Sci. 2024, 14(5), 410; https://doi.org/10.3390/brainsci14050410 - 23 Apr 2024
Viewed by 233
Abstract
Introduction: Severe acquired brain injury (SABI) is a leading cause of death and disability, and it is defined as a brain injury that occurs after birth due to traumatic or non-traumatic causes. Reality orientation therapy (ROT) uses repeated time–place–person orientation and meaningful stimuli [...] Read more.
Introduction: Severe acquired brain injury (SABI) is a leading cause of death and disability, and it is defined as a brain injury that occurs after birth due to traumatic or non-traumatic causes. Reality orientation therapy (ROT) uses repeated time–place–person orientation and meaningful stimuli to develop a better understanding of the environment and has great potential as an effective strategy to improve cognitive and behavioral functioning. Objective: This study aims to investigate the feasibility and potential effects of virtual reality orientation therapy (VR-rot) on optimizing cognitive and behavioral functioning and depressive symptoms post-SABI. Method: Forty patients with SABI were enrolled from October 2022 to December 2023 and divided into two groups: the experimental group (EG, n = 20) received VR_rot, while the control group (CG, n = 20) received standard ROT (S_rot). All patients were evaluated with a psychometric battery, including the Mini-Mental State Examination (MMSE) and the Hamilton Rating Scale for Depression (HRS-D), administered before (T0) and after the end (T1) of rehabilitation. Results: Within-group comparisons indicated a statistically significant change in MMSE scores from T0 to T1 in the EG and CG, with the EG showing a greater improvement than the CG. Regarding HRS-D scores, the EG showed a statistically significant change. VR-ROT could be a valuable tool for improving cognitive–behavioral functioning in SABI patients. Conclusions: The VRRS can help reduce depressive symptoms and improve the reality orientation deficit caused by traumatic brain injury and stroke on brain tissue. This study highlights the benefits of virtual reality. Full article
(This article belongs to the Special Issue At the Frontiers of Neurorehabilitation: Series II)
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15 pages, 2621 KiB  
Article
SlowR50-SA: A Self-Attention Enhanced Dynamic Facial Expression Recognition Model for Tactile Internet Applications
by Nikolay Neshov, Nicole Christoff, Teodora Sechkova, Krasimir Tonchev and Agata Manolova
Electronics 2024, 13(9), 1606; https://doi.org/10.3390/electronics13091606 - 23 Apr 2024
Viewed by 195
Abstract
Emotion recognition from facial expressions is a challenging task due to the subtle and nuanced nature of facial expressions. Within the framework of Tactile Internet (TI), the integration of this technology has the capacity to completely transform real-time user interactions, by delivering customized [...] Read more.
Emotion recognition from facial expressions is a challenging task due to the subtle and nuanced nature of facial expressions. Within the framework of Tactile Internet (TI), the integration of this technology has the capacity to completely transform real-time user interactions, by delivering customized emotional input. The influence of this technology is far-reaching, as it may be used in immersive virtual reality interactions and remote tele-care applications to identify emotional states in patients. In this paper, a novel emotion recognition algorithm is presented that integrates a Self-Attention (SA) module into the SlowR50 backbone (SlowR50-SA). The experiments on the DFEW and FERV39K datasets demonstrate that the proposed model achieves good performance in terms of both Unweighted Average Recall (UAR) and Weighted Average Recall (WAR) metrics, achieving a UAR (WAR) of 57.09% (69.87%) on the DFEW dataset, and UAR (WAR) of 39.48% (49.34%) on the FERV39K dataset. Notably, SlowR50-SA operates with only eight frames of input at low temporal resolution, highlighting its efficiency. Furthermore, the algorithm has the potential to be integrated into Tactile Internet applications, where it can be used to enhance the user experience by providing real-time emotion feedback. SlowR50-SA can also be used to enhance virtual reality experiences by providing personalized haptic feedback based on the user’s emotional state. It can also be used in remote tele-care applications to detect signs of stress, anxiety, or depression in patients. Full article
(This article belongs to the Section Electronic Multimedia)
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13 pages, 858 KiB  
Article
User Experience in Neurofeedback Applications Using AR as Feedback Modality
by Lisa Maria Berger, Guilherme Wood and Silvia Erika Kober
Computers 2024, 13(5), 110; https://doi.org/10.3390/computers13050110 - 23 Apr 2024
Viewed by 174
Abstract
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, [...] Read more.
Neurofeedback (NF) is a brain–computer interface in which users can learn to modulate their own brain activation while receiving real-time feedback thereof. To increase motivation and adherence to training, virtual reality has recently been used as a feedback modality. In the presented study, we focused on the effects of augmented reality (AR) based visual feedback on subjective user experience, including positive/negative affect, cybersickness, flow experience, and experience with the use of this technology, and compared it with a traditional 2D feedback modality. Also, half of the participants got real feedback and the other half got sham feedback. All participants performed one NF training session, in which they tried to increase their sensorimotor rhythm (SMR, 12–15 Hz) over central brain areas. Forty-four participants received conventional 2D visual feedback (moving bars on a conventional computer screen) about real-time changes in SMR activity, while 45 participants received AR feedback (3D virtual flowers grew out of a real pot). The subjective user experience differed in several points between the groups. Participants from the AR group received a tendentially higher flow score, and the AR sham group perceived a tendentially higher feeling of flow than the 2D sham group. Further, participants from the AR group reported a higher technology usability, experienced a higher feeling of control, and perceived themselves as more successful than those from the 2D group. Psychological factors like this are crucial for NF training motivation and success. In the 2D group, participants reported more concern related to their performance, a tendentially higher technology anxiety, and also more physical discomfort. These results show the potential advantage of the use of AR-based feedback in NF applications over traditional feedback modalities. Full article
(This article belongs to the Special Issue Extended or Mixed Reality (AR + VR): Technology and Applications)
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12 pages, 1150 KiB  
Article
How the Effect of Virtual Reality on Cognitive Functioning Is Modulated by Gender Differences
by Stefania Righi, Gioele Gavazzi, Viola Benedetti, Giulia Raineri and Maria Pia Viggiano
Bioengineering 2024, 11(4), 408; https://doi.org/10.3390/bioengineering11040408 - 21 Apr 2024
Viewed by 254
Abstract
Virtual reality (VR) can be a promising tool to simulate reality in various settings but the real impact of this technology on the human mental system is still unclear as to how VR might (if at all) interfere with cognitive functioning. Using a [...] Read more.
Virtual reality (VR) can be a promising tool to simulate reality in various settings but the real impact of this technology on the human mental system is still unclear as to how VR might (if at all) interfere with cognitive functioning. Using a computer, we can concentrate, enter a state of flow, and still maintain control over our surrounding world. Differently, VR is a very immersive experience which could be a challenge for our ability to allocate divided attention to the environment to perform executive functioning tasks. This may also have a different impact on women and men since gender differences in both executive functioning and the immersivity experience have been referred to by the literature. The present study aims to investigate cognitive multitasking performance as a function of (1) virtual reality and computer administration and (2) gender differences. To explore this issue, subjects were asked to perform simultaneous tasks (span forward and backward, logical–arithmetic reasoning, and visuospatial reasoning) in virtual reality via a head-mounted display system (HDMS) and on a personal computer (PC). Our results showed in virtual reality an overall impairment of executive functioning but a better performance of women, compared to men, in visuospatial reasoning. These findings are consistent with previous studies showing a detrimental effect of virtual reality on cognitive functioning. Full article
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13 pages, 1278 KiB  
Article
Effects of Action Observation Plus Motor Imagery Administered by Immersive Virtual Reality on Hand Dexterity in Healthy Subjects
by Paola Adamo, Gianluca Longhi, Federico Temporiti, Giorgia Marino, Emilia Scalona, Maddalena Fabbri-Destro, Pietro Avanzini and Roberto Gatti
Bioengineering 2024, 11(4), 398; https://doi.org/10.3390/bioengineering11040398 - 19 Apr 2024
Viewed by 290
Abstract
Action observation and motor imagery (AOMI) are commonly delivered through a laptop screen. Immersive virtual reality (VR) may enhance the observer’s embodiment, a factor that may boost AOMI effects. The study aimed to investigate the effects on manual dexterity of AOMI delivered through [...] Read more.
Action observation and motor imagery (AOMI) are commonly delivered through a laptop screen. Immersive virtual reality (VR) may enhance the observer’s embodiment, a factor that may boost AOMI effects. The study aimed to investigate the effects on manual dexterity of AOMI delivered through immersive VR compared to AOMI administered through a laptop. To evaluate whether VR can enhance the effects of AOMI, forty-five young volunteers were enrolled and randomly assigned to the VR-AOMI group, who underwent AOMI through immersive VR, the AOMI group, who underwent AOMI through a laptop screen, or the control group, who observed landscape video clips. All participants underwent a 5-day treatment, consisting of 12 min per day. We investigated between and within-group differences after treatments relative to functional manual dexterity tasks using the Purdue Pegboard Test (PPT). This test included right hand (R), left hand (L), both hands (B), R + L + B, and assembly tasks. Additionally, we analyzed kinematics parameters including total and sub-phase duration, peak and mean velocity, and normalized jerk, during the Nine-Hole Peg Test to examine whether changes in functional scores may also occur through specific kinematic patterns. Participants were assessed at baseline (T0), after the first training session (T1), and at the end of training (T2). A significant time by group interaction and time effects were found for PPT, where both VR-AOMI and AOMI groups improved at the end of training. Larger PPT-L task improvements were found in the VR-AOMI group (d: 0.84, CI95: 0.09–1.58) compared to the AOMI group from T0 to T1. Immersive VR used for the delivery of AOMI speeded up hand dexterity improvements. Full article
(This article belongs to the Special Issue Bioengineering of the Motor System)
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16 pages, 921 KiB  
Article
Evaluations of Virtual and Augmented Reality Technology-Enhanced Learning for Higher Education
by Jia Yi Wong, Abu Bakr Azam, Qi Cao, Lihui Huang, Yuan Xie, Ingrid Winkler and Yiyu Cai
Electronics 2024, 13(8), 1549; https://doi.org/10.3390/electronics13081549 - 18 Apr 2024
Viewed by 378
Abstract
Virtual reality (VR) has good potential to promote technology-enhanced learning. Students can benefit from immersive visualization and intuitive interaction in their learning of abstract concepts, complex structures, and dynamic processes. This paper is interested in evaluating the effects of VR learning games in [...] Read more.
Virtual reality (VR) has good potential to promote technology-enhanced learning. Students can benefit from immersive visualization and intuitive interaction in their learning of abstract concepts, complex structures, and dynamic processes. This paper is interested in evaluating the effects of VR learning games in a Virtual and Augmented Reality Technology-Enhanced Learning (VARTeL) environment within an engineering education setting. A VARTeL flipped classroom is established in the HIVE learning hub at Nanyang Technological University (NTU) Singapore for the immersive and interactive learning. Experiments are designed for the university students conducting the learning, with three interactive and immersive VR games related to science, technology, engineering and mathematics (STEM), i.e., virtual cells, a virtual F1 racing car, and vector geometry. These VR games are a part of the VARTeL apps designed in-house at NTU for STEM education. Quantitative and qualitative analyses are performed. A total of 156 students from Mechanical Engineering participated in the experiment. There are 15 participants selected for an interview after the experiment. Pre-tests and post-tests are performed using two different models, the developed VARTeL and the modified Technology-Rich Outcome-Focused Learning Environment Inventory (TROFLEI), in order to measure the efficiency of the VARTeL environment in Higher Education. Significant improvements of about 24.8% are observed for the post-tests over the pre-tests, which illustrate the effectiveness of the VARTeL for Engineering education. Details of the VR simulation games, methods of data collection, data analyses, as well as the experiment results are discussed. It is observed from the results that all the underlying scales of the modified TROFLEI are above the threshold for the ‘Good’ category, indicating that a very reliable questionnaire is designed in this research. The mean ‘Ideal’ values are about 0.7–2.6% higher than the mean ‘Actual’ values. The limitations of the experiment and future works with recommendations are also presented in this paper. Full article
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16 pages, 3229 KiB  
Article
Effect of Proactive Interaction on Trust in Autonomous Vehicles
by Jingyue Sun, Yanqun Huang, Xueqin Huang, Jian Zhang and Hechen Zhang
Sustainability 2024, 16(8), 3404; https://doi.org/10.3390/su16083404 - 18 Apr 2024
Viewed by 303
Abstract
With rapid advancements in autonomous vehicles (AVs), mistrust between humans and autonomous driving systems has become a focal concern for users. Meanwhile, proactive interaction (PI), as a means to enhance the efficiency and satisfaction of human–machine collaboration, is increasingly being applied in the [...] Read more.
With rapid advancements in autonomous vehicles (AVs), mistrust between humans and autonomous driving systems has become a focal concern for users. Meanwhile, proactive interaction (PI), as a means to enhance the efficiency and satisfaction of human–machine collaboration, is increasingly being applied in the field of intelligent driving. Our study investigated the influence of varying degrees of PI on driver trust in Level 4 (L4) AVs set against a virtual reality (VR)-simulated driving backdrop. An experiment with 55 participants revealed that, within an autonomous driving scenario without interference, elevated PI levels fostered increased trust in AVs among drivers. Within task scenarios, low PI resulted in enhanced trust compared to PI characterized by information provision. Compared to females, males demonstrated reduced trust in medium PIs. Drivers with elevated extroversion levels exhibited the highest trust in advanced PIs; however, the difference between excessively and moderately extroverted participants was not significant. Our findings provide guidance for interaction designs to increase trust, thereby enhancing the acceptance and sustainability of AVs. Full article
(This article belongs to the Section Economic and Business Aspects of Sustainability)
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14 pages, 10411 KiB  
Article
A Metaverse Platform for Preserving and Promoting Intangible Cultural Heritage
by Chiara Innocente, Francesca Nonis, Antonio Lo Faro, Rossella Ruggieri, Luca Ulrich and Enrico Vezzetti
Appl. Sci. 2024, 14(8), 3426; https://doi.org/10.3390/app14083426 - 18 Apr 2024
Viewed by 333
Abstract
The metaverse, powered by XR technologies, enables human augmentation by enhancing physical, cognitive, and sensory capabilities. Cultural heritage sees the metaverse as a vehicle for expression and exploration, providing new methods for heritage fruition and preservation. This article proposes a metaverse application, inspired [...] Read more.
The metaverse, powered by XR technologies, enables human augmentation by enhancing physical, cognitive, and sensory capabilities. Cultural heritage sees the metaverse as a vehicle for expression and exploration, providing new methods for heritage fruition and preservation. This article proposes a metaverse application, inspired by the events of the Italian Resistance, promoting interactions between multiple users in an immersive VR experience while safeguarding intangible cultural assets according to an edutainment approach. The virtual environment, based on Ivrea’s town hall square, provides in-depth information about the partisan’s life and the historical value of its actions for the city. Furthermore, the application allows users to meet in the same virtual place and engage with one another in real time through the Spatial SDK. Before the public presentation, a heterogeneous group of thirty users underwent usability and engagement tests to assess the experience on both VR headsets and smartphones. Tests revealed statistically significant evidence that there is a genuine difference in users’ perceptions of usability and engagement with different devices and types of interaction. This study highlights the effectiveness of adopting XR as a supporting technology to complement the real experience of cultural heritage valorization. Full article
(This article belongs to the Special Issue Advanced Technologies Applied to Cultural Heritage)
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28 pages, 915 KiB  
Review
Enhancing Food Integrity through Artificial Intelligence and Machine Learning: A Comprehensive Review
by Sefater Gbashi and Patrick Berka Njobeh
Appl. Sci. 2024, 14(8), 3421; https://doi.org/10.3390/app14083421 - 18 Apr 2024
Viewed by 365
Abstract
Herein, we examined the transformative potential of artificial intelligence (AI) and machine learning (ML) as new fronts in addressing some of the pertinent challenges posed by food integrity to human and animal health. In recent times, AI and ML, along with other Industry [...] Read more.
Herein, we examined the transformative potential of artificial intelligence (AI) and machine learning (ML) as new fronts in addressing some of the pertinent challenges posed by food integrity to human and animal health. In recent times, AI and ML, along with other Industry 4.0 technologies such as big data, blockchain, virtual reality, and the internet of things (IoT), have found profound applications within nearly all dimensions of the food industry with a key focus on enhancing food safety and quality and improving the resilience of the food supply chain. This paper provides an accessible scrutiny of these technologies (in particular, AI and ML) in relation to food integrity and gives a summary of their current advancements and applications within the field. Key areas of emphasis include the application of AI and ML in quality control and inspection, food fraud detection, process control, risk assessments, prediction, and management, and supply chain traceability, amongst other critical issues addressed. Based on the literature reviewed herein, the utilization of AI and ML in the food industry has unequivocally led to improved standards of food integrity and consequently enhanced public health and consumer trust, as well as boosting the resilience of the food supply chain. While these applications demonstrate significant promise, the paper also acknowledges some of the challenges associated with the domain-specific implementation of AI in the field of food integrity. The paper further examines the prospects and orientations, underscoring the significance of overcoming the obstacles in order to fully harness the capabilities of AI and ML in safeguarding the integrity of the food system. Full article
(This article belongs to the Special Issue Food Safety and Microbiological Hazards)
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