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Author(s): 

Issue Info: 
  • Year: 

    2018
  • Volume: 

    34
  • Issue: 

    4
  • Pages: 

    243-248
Measures: 
  • Citations: 

    1
  • Views: 

    208
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Writer: 

زارعی مریم

Issue Info: 
  • Year: 

    1396
  • Volume: 

    7
Measures: 
  • Views: 

    4659
  • Downloads: 

    0
Abstract: 

واقعیت مجازی، نوعی فناوری برای ایجاد تعامل بین انسان و رایانه است که توسط آن داده های پیچیده تبدیل به تصویر، صوت و عوامل تحریک حواس شخص می شود تا حضور واقعی در محیط مجازی به او القا شود. یکی از مزایای واقعیت مجازی، بهره گیری از آن به عنوان یک ابزار جدید در حوزه هنر معماری، برای شبیه سازی بنا قبل از ساخت است. بدین ترتیب، می توان از لحاظ بصری و طراحی هنری، تناسب به کار رفته در طراحی پروژه را بررسی نموده و از خطاهای احتمالی در حین طراحی جلوگیری نمود. در پژوهش حاضر، به بیان اهمیت همگام سازی طراحی معماری با تکنولوژی های جدید و کارآمدی مانند فناوری واقعیت مجازی پرداخته شده است. با توجه به نوظهور بودن این فناوری در ایران، شناخت قابلیت ها و کاربردهای آن در زمینه هایی هم چون معماری، که کم تر مورد بحث و بررسی قرار گرفته است، ضروری است. اطلاعات مورد استفاده به منظور شناخت فناوری واقعیت مجازی و نحوه استفاده از آن در طراحی معماری، از طریق مطالعات کتابخانه ای و نیز تجزیه و تحلیل منابع خارجی مرتبط، گردآوری شده است. شناخت قابلیت ها و ﮐﺎرﺑﺮدﻫﺎی واﻗﻌﯿﺖﻣﺠﺎزی، و به دنبال آن به کارگیری گسترده این تکنولوژی، ﻣﯽ ﺗﻮاند انقلابی در معماری و طراحی به وجود آورد و داﻣﻨﻪ اﺳﺘﻔﺎده از آن را در اﯾﺮان ﮔﺴﺘﺮش دهد. استفاده از این فناوری توسط معماران، تنها راه شناسایی پتانسیل ها و کمبودهای آن در حوزه معماری و به ویژه طراحی داخلی است. بنابراین، مداخله معماران در بهبود و تکامل این تکنولوژی ضروری است و این امر، تنها با شناساندن و معرفی واقعیت مجازی به طور گسترده در جامعه مهندسی حاصل خواهد شد.

Yearly Impact:   مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2017
  • Volume: 

    4
  • Issue: 

    1 (11)
  • Pages: 

    49-57
Measures: 
  • Citations: 

    2
  • Views: 

    3228
  • Downloads: 

    0
Abstract: 

Introduction: Investment of the US army on Virtual technology in 1999 has caused this technology to become one of the major technologies in the health field. One of the important fields of applied technology is assisting patients, who cope with longlasting, painful, and stressfultroma, such as cancer. Presence of pain, depression, tension, and stress in these illnesses has caused researchers to perform extensive research in this field.Objectives: The main purpose of this research was to determine the effect of Virtual Reality on mental disorders, such as anxiety, depression, and stress in people affected by cancer.Materials and Methods: The method of the research was quasi-experimental with pretest-posttest design with a control group. The sample included all cancer cases over 12 years old, who attended Tehran research hospitals, and treatment and teaching cancer institutes, during years 2014 and 2015. The present research was a semi-experimental study with a pretest and posttest and a control group. Among the sample, 20 were cancer cases with psychological symptoms sampled with random sampling. The sample was divided to the experimental and control group. Then the experimental group played XBOX at least 15 minutes twice a week during one and a half months. At the end of this period, these 2 groups were examined through interviews and the DASS questionnaire.Results: The result of covariance analysis indicated that using this modern technical device had a meaningful effect on reducing psychological symptoms in cancer patients.Discussion and Conclusion: Since treatment intervention and clinical practices take place out of routine and real life of patients, such as at the hospital and care centers, in this method the therapist can do his task in a controlled Virtual situation so that practices and treatment techniques are applied in a credential and proper situation with individual characteristics.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Issue Info: 
  • Year: 

    2017
  • Volume: 

    32
  • Issue: 

    -
  • Pages: 

    248-262
Measures: 
  • Citations: 

    1
  • Views: 

    104
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Gonzalez Fernandes Francisco Tomas | Fahimi Mahdi | Brini Seifeddine

Issue Info: 
  • Year: 

    2025
  • Volume: 

    3
  • Issue: 

    3 (پیاپی 11)
  • Pages: 

    1-11
Measures: 
  • Citations: 

    0
  • Views: 

    0
  • Downloads: 

    0
Abstract: 

This Quasi-Experimental Study examined the efficacy of Virtual Reality ((VR))-enhanced mental skills training compared to traditional methods in improving psychological resilience, physiological regulation, and sport-specific performance among elite athletes. Eighty elite athletes (40 male, 40 female) from football, basketball, swimming, and track and field were randomly assigned to either a (VR) training group (n=40) or a traditional mental skills training group (n=40). The (VR) group completed six weeks of immersive, biofeedback-assisted sessions using the Meta Quest Pro headset with sport-specific scenarios, while the control group received conventional mental training. Psychological (SMTQ, CSAI-2R), physiological (HRV, EDA), and performance metrics were assessed at baseline, post-intervention, and three-month follow-up. The (VR) group demonstrated significantly greater improvements in mental toughness (28. 6% vs. 12. 4%, p < 0. 001), faster autonomic recovery (40% reduction in stress recovery time, p = 0. 003), and enhanced decision-making under pressure (23% faster correct responses, p < 0. 001) compared to controls. Team sport athletes showed larger benefits than individual sport athletes (p = 0. 02), and effects were maintained at follow-up with minimal decay (<5%). (VR)-based mental training outperforms traditional methods, particularly when integrated with biofeedback and sport-specific simulations. These findings support (VR) as a transformative tool for elite athlete preparation, offering scalable, data-driven psychological training with lasting effects.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Issue Info: 
  • Year: 

    2023
  • Volume: 

    45
  • Issue: 

    1
  • Pages: 

    136-144
Measures: 
  • Citations: 

    1
  • Views: 

    5
  • Downloads: 

    0
Keywords: 
Abstract: 

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Journal: 

Payavard Salamat

Issue Info: 
  • Year: 

    2020
  • Volume: 

    13
  • Issue: 

    6
  • Pages: 

    439-449
Measures: 
  • Citations: 

    0
  • Views: 

    1200
  • Downloads: 

    0
Abstract: 

Background and Aim: Implementation of Virtual Reality systems in the field of health care has recently made significant progress. This article aims to examine a Virtual Reality-based system designed for patients with two types of Phobia: darkness and height. Materials and Methods: The present paper is the result of a study conducted by searching valid scientific sources including Springer, PubMed and Science Direct(Elsevier), and observing and examining similar Virtual Reality systems. According to the performed studies, patients enter the Virtual Reality environment based on their Phobia and physician opinion. To assess the effect of Phobia, a series of questionnaires are used before and after the test; and using these questionnaires, physicians can evaluate the extent of their patients' recovery. Results: One of the ways to treat Phobia is to put the patient in real environment; but in terms of cost and feasibility, it is not possible to provide the environment for physicians and patients in many cases. However, by using Virtual Reality technology and in the system designed in this research, psychiatrists can implement real environments as Virtual Reality in front of the patient's eyes. Conclusion: In the system presented in this study, the existence of several diverse and appropriate Virtual Reality environments for the care and treatment of patients with darkness and height Phobia is one of its distinct points because in many studies only a fixed environment is used for patients.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2024
  • Volume: 

    10
  • Issue: 

    1
  • Pages: 

    133-154
Measures: 
  • Citations: 

    0
  • Views: 

    14
  • Downloads: 

    0
Abstract: 

The impact of social media and cyberspace in promoting tourism destinations, especially when businesses are heavily affected by management Information system (MIS), is undeniable. The primary purpose of this study is to investigate the effect of Virtual Reality ((VR)) alongside Social Media Marketing Activities (SMMAs) through the state flow, subjective well-being, and continued use in future visits. Data were collected from a total number of 384 visitors through a non-probability convenience sampling method. In this study, the use of SMMAs in the context of MIS has been investigated. The results showed that (VR) and MIS are essential digital marketing instruments. Also, (VR) under the action of MIS play an essential role in revisiting tourist destinations.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Issue Info: 
  • Year: 

    2023
  • Volume: 

    2
  • Issue: 

    3
  • Pages: 

    1-18
Measures: 
  • Citations: 

    0
  • Views: 

    187
  • Downloads: 

    41
Abstract: 

Rooted in Assistive Technology Theory (AST), this qualitative study examined Virtual Reality ((VR)) as an assistive technology among EFL learners with Expressive Language Disorder (ELD) concerning its effectiveness, feasibility, and risks. Following a purposive sampling, 18 Iranian pre-intermediate EFL learners with mild to moderate levels of ELD were selected and experienced a fully-immersive (VR) learning environment through Virtual-Reality Head-Mounted Displays ((VR)-HMDs) in which a series of learning nuggets focusing on speaking skills were (VR)-authored for 20 seventy-minute sessions. The data were thematically analyzed by Max Weber Qualitative Data Analysis (MAXQDA). The findings showed the factors constituting (VR) assistive technology concerning (A) effectiveness (ICT literacy, prejudgments, technophobia or technostress, motivation, and quality of (VR) equipment), (B) feasibility (academic infrastructure, equipment price, customization features, types of content or context, and training), and (C) risks (various (VR)-induced physical and mental symptoms). The outcomes may benefit TEFL, assistive and educational technology, and therapeutic education.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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Author(s): 

Seyed Farzin Mircheraghi Seyed Farzin Mircheraghi, Majid Khadem-Rezaiyan Majid Khadem-Rezaiyan, Abbas Ali Zeraati Abbas Ali Zeraati

Issue Info: 
  • Year: 

    2025
  • Volume: 

    15
  • Issue: 

    5
  • Pages: 

    493-504
Measures: 
  • Citations: 

    0
  • Views: 

    6
  • Downloads: 

    0
Abstract: 

Background: Hypertension is a major public health problem that may lead to cardiovascular, renal, visual, and auditory complications. According to previous studies, besides pharmacological treatments, other factors are also effective in controlling hypertension, such as healthcare providers’ empathy toward patients. As an innovative tool, Virtual Reality ((VR)) has been used in recent years to promote empathy. This study aimed to investigate the effects of (VR) on the empathy of medical students, medical residents, and fellowship students toward hypertensive patients. Methods: In this experimental study, 198 medical learners, after stratification based on their program level, were randomly assigned to the (VR) (intervention) group and the pamphlet (control) group. At first, both groups filled out the Jefferson scale of empathy (JSE) questionnaire. Seven days later, participants in the (VR) group were exposed to a (VR) scenario under normal audiovisual conditions for the first minute, followed by exposure to visually simulated glaucoma, macular edema, cataract, and vitreous hemorrhage, accompanied by a simultaneous tinnitus sound as visual and auditory complications of hypertension. The participants in the control group were exposed to a written pamphlet about visual and auditory complications of hypertension. Afterward, both groups answered the JSE Questionnaire again. Finally, 93 participants from the (VR) group and 88 participants from the control group were eligible for analysis.  Results: The results showed that although there was no statistically significant difference between both groups in the empathy scores at the pre-intervention phase (P=0.706), after exposure to (VR) and pamphlet, the empathy scores of the (VR) group (112.46±12.67) were significantly higher than those of the control group (108.17±12.59) at the post-intervention phase (P=0.024). Conclusion: This study showed that innovative technologies, like (VR), can promote empathy among future healthcare providers toward patients, which may lead to more effective hypertension control.

Yearly Impact: مرکز اطلاعات علمی Scientific Information Database (SID) - Trusted Source for Research and Academic Resources

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