2016
DOI: 10.1016/j.cosrev.2016.09.001
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An overview of self-adaptive technologies within virtual reality training

Abstract: This overview presents the current state-of-the-art of self-adaptive technologies within virtual reality (VR) training. Virtual reality training and assessment is increasingly used for five key areas: medical, industrial & commercial training, serious games, rehabilitation and remote training such as Massive Open Online Courses (MOOCs). Adaptation can be applied to five core technologies of VR including haptic devices, stereo graphics, adaptive content, assessment and autonomous agents. Automation of VR traini… Show more

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Cited by 122 publications
(84 citation statements)
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“…A recent example in this line is the PERSON project (Monaco et al, 2018), a VR-based serious games tool where an electroencephalography (EEG) BCI and haptic devices are used for training cognitive abilities. • Personalization and self-adaptation: Emerging user-friendly personal devices, together with self-adaptive technologies can serve to adjust the VR intervention to the patient's specific care needs (Vaughan et al, 2016). Immersive 3D HMD-VR platforms (Intraraprasit et al, 2017) complemented as needed by other advanced sensory interfaces and feedback resources, and supported by innovative scientifically sound cognitive software and flexible processing capabilities, such as e.g.…”
Section: So Assessmentmentioning
confidence: 99%
“…A recent example in this line is the PERSON project (Monaco et al, 2018), a VR-based serious games tool where an electroencephalography (EEG) BCI and haptic devices are used for training cognitive abilities. • Personalization and self-adaptation: Emerging user-friendly personal devices, together with self-adaptive technologies can serve to adjust the VR intervention to the patient's specific care needs (Vaughan et al, 2016). Immersive 3D HMD-VR platforms (Intraraprasit et al, 2017) complemented as needed by other advanced sensory interfaces and feedback resources, and supported by innovative scientifically sound cognitive software and flexible processing capabilities, such as e.g.…”
Section: So Assessmentmentioning
confidence: 99%
“…These systems create a challenging and motivating environment to provide enhanced feedback of movement characteristics and improved motor learning tasks for the patients [14,15]. However, the VR therapy systems have been widely used for the upper limb rehabilitation and have been adapted for individual patients after stroke [16]. Furthermore, some clinical trial reports figured out the effectiveness of VR in upper limb function improvement [17][18][19].…”
Section: Introductionmentioning
confidence: 99%
“…Zahiri et al [66] propose the use of VR for simulation-based surgical training. Vaughan et al [67] describe five main areas where simulation in VR is applied: manufacturing, medical sciences, serious games, rehabilitation, and remote training, where they focus on on-line interactive training such as Massive Open Online Courses (MOOCs). The approach towards training in areas such as the aforementioned, is based on practice by repetition.…”
Section: Virtual Reality and Its Approach To Simulationmentioning
confidence: 99%