Background
To provide participants with a more real and immersive intervening experience, virtual reality (VR) and/or augmented reality (AR) technologies have been integrated into some bystander intervention training programs and studies measuring bystander behaviors.
Objective
We focused on whether VR or AR can be used as a tool to enhance training bystanders. We reviewed the evidence from empirical studies that used VR and/or AR as a tool for examining bystander behaviors in the domain of interpersonal violence research.
Methods
Two librarians searched for articles in databases, including APA PsycInfo (Ovid), Criminal Justice Abstracts (EBSCO), Medline (Ovid), Applied Social Sciences Index & Abstracts (ProQuest), Sociological Abstracts (ProQuest), and Scopus till April 15, 2020. Studies focusing on bystander behaviors in conflict situations were included. All study types (except reviews) written in English in any discipline were included.
Results
The search resulted in 12,972 articles from six databases, and the articles were imported into Covidence. Eleven studies met the inclusion and exclusion criteria. All 11 articles examined the use of VR as a tool for studying bystander behaviors. Most of the studies were conducted in US young adults. The types of interpersonal violence were school bullying, dating violence, sexual violence/assault, and soccer-associated violence. VR technology was used as an observational measure and bystander intervention program. We evaluated the different uses of VR for bystander behaviors and noted a lack of empirical evidence for AR as a tool. We also discuss the empirical evidence regarding the design, effectiveness, and limitations of implementing VR as a tool in the reviewed studies.
Conclusions
The reviewed results have implications and recommendations for future research in designing and implementing VR/AR technology in the area of interpersonal violence. Future studies in this area may further contribute to the use of VR as an observational measure and explore the potential use of AR to study bystander behaviors.
Voice interaction has long been envisioned as enabling users to transform physical interaction into hands-free, such as allowing fne-grained control of instructional videos without physically disengaging from the task at hand. While signifcant engineering advances have brought us closer to this ideal, we do not fully understand the user requirements for voice interactions that should be supported in such contexts. This paper presents an ecologicallyvalid wizard-of-oz elicitation study exploring realistic user requirements for an ideal instructional video playback control while cooking. Through the analysis of the issued commands and performed actions during this non-linear and complex task, we identify (1) patterns of command formulation, (2) challenges for design, and (3) how task and voice-based commands are interwoven in reallife. We discuss implications for the design and research of voice interactions for navigating instructional videos while performing complex tasks.
CCS CONCEPTS• Human-centered computing → Empirical studies in interaction design.
Given the global trends in population aging, the prevalence of vascular dementia (VD) is increasing year by year. VD has become the second most common type of dementia and can seriously threaten the quality of life of patients. Since VD is preventable, it is important to study VD clinically in order to improve the prognosis of patients. In recent years, a large number of studies have been carried out at home and abroad, focusing on the pathogenesis, rehabilitation assessment, and treatment of VD. This article is a concise overview of these studies.
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