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Spatial Computing (SC), the use of technology to blur the boundaries between physical and digital into an efficient, intuitive, high performance set of tools, holds huge promise for engineering design. With dramatic and accelerating industry prominence but little research in the design field, there is a need to generalize and frame SC for design. This paper contributes an operational framework for Spatial Engineering (SE) systems highlighting the roles of physical and digital users, objects, environments, and data, and five capabilities required for implementation. It then identifies value propositions for SE evidenced from review of the design field, including design activities in which value is generated. Finally, it presents research opportunities centered on good practice, system interaction and technology, and balancing overhead with the value that these systems provide.
Mixed reality prototypes are used for applications like design, analysis, and training. They combine high-fidelity overlays on low-fidelity tangible prototypes, giving users physical interactions in virtual environments. Suitable virtual environments are crucial in taking full advantage of these prototypes. However, there is a lack of guidance in the literature on choosing environment reconstruction methods for various applications. The rapid advancements in this area necessitate the characterisation of the reconstruction methods. This paper thus presents a novel knowledge framework for mapping the reconstruction methods with the requirements of MR prototype applications. The aim of the proposed framework is to help designers and engineers make informed decisions. The effectiveness of the framework has been illustrated using five reconstruction methods and testing via four case studies.
Virtual reality (VR) based product evaluation is a growing area of research, but has not yet been studied in the context of design education. In this study, participants evaluated four pairs of product design student models in physical and VR form using a custom VR application. The models included a variety of product types and a variety of prototyping materials. Participants rated the physical and VR models using a rubric adapted from a study of design student prototyping. Significant differences were found in VR versus physical ratings of some model evaluation categories, but only for certain products. The majority of participants preferred the physical model evaluation over the VR evaluation. Our findings suggest that VR product evaluation may be suitable for use in design education contexts, especially when budget or time for physical prototyping is limited.
The transition to Industry 5.0 (I5.0) marks a shift toward human-centric, sustainable, and resilient manufacturing, leveraging technologies like collaborative robots (cobots) and AR/VR to enhance inclusivity, empowerment, and safety. This study investigates how Learning Factories (LFs) can effectively convey I5.0 principles to students and professionals. A simulated production line using AR/VR allowed participants to interact with virtual cobots, assessing key pillars of safety, inclusivity, and empowerment. A survey was used to assess the impact of this immersive environment on participants' perceptions and unconscious reactions. The findings demonstrate LFs' potential to prepare a workforce that integrates human creativity with technological innovation.
Design activities rely on external representations to offload cognitive effort and communicate ideas. These representations, ranging from sketches to virtual reality (VR), influence cognitive processes and perceptual outcomes. This study investigates the impact of different media representations on brain activity by comparing neural responses to design representations in VR and desktop monitor conditions. Utilizing brain network analyses derived from EEG signals in alpha, beta, gamma, and theta bands, results demonstrate that VR elicits greater cognitive integration and sensory engagement. These patterns suggest that VR facilitates holistic evaluations, while desktop representations support precision-focused tasks. These findings provide actionable guidance for optimizing design media selection based on cognitive objectives and contribute to the emerging design neurocognition field.
Virtual Reality (VR) has garnered significant attention as a potential ‘empathy machine’ for its ability to simulate firsthand experiences of others’ perspectives. However, recent research reveals conflicting evidence regarding VR’s effectiveness in fostering empathy, with outcomes ranging from strong positive effects to complete ineffectiveness. By analyzing both subjective experiences and objective measures, this study aims to elucidate the relationship between VR design and human empathy, addressing three prevalent perspectives on the field’s inconsistencies: flawed mechanisms, ineffective design, and mismatched methodology. The findings contribute to the theoretical understanding of empathic VR and provide practical implications for designing effective VR-based empathy interventions in engineering contexts.
Gracia de Luna conducted experiments with an HMD virtual environment in which human subjects were presented with surprise distractions. His collected data for head, dominant hand, and non-dominant hand included 6 DOF human subject trajectories. This paper examines this data from 57 human subject responses to those surprise virtual environment distractions using statistical trajectory clustering algorithms. The data is organized and processed with a Dynamic Time Warping (DTW) algorithm and then analyzed using the Density Based Spatial Clustering (DBSCAN) algorithm. The K-means method was used to determine the appropriate number of clusters. Chi Squared goodness of fit was used to determine statistical significance. For five of the data sets, a p value of less than 0.05 was found. These five data sets were found to have a limited relationship to the measured variables.
VR sketching tools have matured to a practical level, enabling use across various 3D design disciplines. Studies into VR sketching in design report beneficial affordances but are based on brief testing of tools in simulated tasks. Consequently, there is a knowledge deficit in understanding how to effectively integrate VR sketching into design projects. We address this gap with a case study on the sustained use of VR sketching in 10 automotive concept design projects over 10 months. In analysing designers’ logbooks, which captured design development, and post-study reflections, we show how the affordances of VR sketching outlined in literature manifest in practice. Specifically, we show how and when designers can exploit the precedence of 3D geometry embodied in VR sketches to advance the design process in terms of several dimensions of design fidelity. We highlight where process advantages are realised through (1) increased spatial fidelity, reducing the time required to iterate 2D sketches, (2) operational fidelity supporting dynamic testing of concept functionality via animation and (3) environmental fidelity supporting contextualising components and storytelling. As such, our findings highlight how and when practitioners can realise the comparative benefits of VR sketching alongside traditional sketching and 3d modelling during the concept design process.
This pilot randomised controlled trial evaluated virtual reality as a supplementary teaching tool for peritonsillar abscess drainage among third year medical students.
Methods
Twenty students were randomised to virtual reality-based or traditional teaching, each receiving a 90-minute session followed by an objective structured clinical examination and pre-/post-session knowledge tests. The virtual reality group used HTC Vive Focus 3 headsets with Virti, 3D Organon and EXR platforms.
Results
The virtual reality group scored higher in objective structured clinical examinations (26.9 vs. 21.5; p = 0.005) and reported greater procedural confidence (p = 0.008) and engagement (p = 0.003). Both groups improved knowledge (p < 0.001) without significant difference post-session (p = 0.701). Virtual reality was rated highly for effectiveness (9.6/10) and immersion (8.5/10) and had minimal cybersickness (1.8/10).
Conclusion
Virtual reality significantly enhances procedural confidence and performance. Its immersive format supports integration into surgical education, warranting further validation in larger studies.
Virtual reality (VR) may improve psychological treatments for psychotic disorders. We investigated the effects of VR-based cognitive behavior therapy for paranoid ideation (VR-CBTp) compared to standard CBTp.
Methods
We conducted a pragmatic, single-blind, randomized clinical trial in seven mental health centers across the Netherlands and Belgium. A total of 98 participants with a psychotic spectrum disorder and paranoid ideation were randomized to a maximum of 16 sessions of VR-CBTp (n = 48) or CBTp (n = 50). The primary outcome was momentary paranoia, measured with the experience sampling method (ESM) at posttreatment. Secondary measures, assessed at baseline, posttreatment, and 3-month follow-up, included symptoms (paranoia, hallucination, depression, cognition, and anxiety related), social functioning, self-esteem, and schemes.
Results
Both groups showed reductions in momentary paranoia between baseline and posttreatment (n = 56, b = −15.0, effect size [ES] = 0.65), but those were greater for VR-CBT (interaction b = 8.3, ES = 0.62). Reductions remained at follow-up (n = 50, b = −10.7, ES = 0.57) but not the interaction. Limited ESM compliance resulted in data loss; however, secondary paranoia measures did confirm improvements (ES range = 0.66–1.15, n = 78–81), but not the interaction. Both groups improved in symptoms, self-esteem, and social functioning. Interaction effects in favor of VR-CBTp were found for safety behavior, depression, and self-esteem at posttreatment, and self-esteem and anxiety at follow-up. For VR-CBTp, 37.5% did not complete treatment; for CBTp, this was 24.0%. Completers, on average, received 12.7 (VR-CBTp: standard deviation [SD] = 3.9) and 15.1 (CBTp: SD = 2.5) sessions.
Conclusions
Both CBTp and VR-CBTp are efficacious treatments for paranoid ideation, but VR-CBTp may be somewhat more effective. Limitations concern missing primary outcome data and a lower sample size than anticipated.
Accessibility at the Sterkfontein Caves UNESCO World Heritage Site limits public and scientific engagement. The authors digitally visualised part of the cave using laser scans and photogrammetry, geospatially integrating the digital cave and fossil datasets. This enables broader access for learners, educators and scientists and enhances scientific outreach potential.
Virtual reality (VR) is considered one of the most promising emerging technologies for learning. Its incorporation in education offers teachers and students endless opportunities to enjoy embodied experiences that would otherwise be inaccessible in a classroom setting (e.g. visiting Mount Everest or experiencing the cellular defense system from inside your body). The increasing popularity of VR has stimulated educators’ and researchers’ interest to explore its learning potential in education. In the present chapter we explore the historical development of VR, we discuss the pedagogical theories underpinning its use, describe its potential for language education, analyze empirical research, and make suggestions for future research.
Theologians often struggle to engage with scientific and technological proposals meaningfully in our contemporary context. This Element provides an introduction to the use of science fiction as a conversation partner for theological reflection, arguing that it shifts the science – religion dialogue away from propositional discourse in a more fruitful and imaginative direction. Science fiction is presented as a mediator between theological and scientific disciplines and worldviews in the context of recent methodological debates. Several sections provide examples of theological engagement in relation to the themes of embodiment, human uniqueness, disability and economic inequalities, exploring relevant technologies such as mind-uploading, artificial intelligence, and virtual reality in dialogue with select works of science fiction. A final section considers the pragmatic challenge of progress in the real world towards the more utopian futures presented in science fiction.
Young adults with a psychotic disorder often experience difficulties in social functioning. We developed a modular virtual reality treatment to improve social activities and participation by targeting common causes of social functioning difficulties in patients with a psychotic disorder (VR-SOAP). This paper details the development of this intervention, encompassing a piloting phase.
Method:
Using an iterative Scrum method with software engineers, clinicians, researchers, and individuals with lived experience of psychosis, we developed a treatment protocol along with a software prototype. Subsequently five patients with a psychotic disorder, aged 18–40, and three therapists, piloted VR-SOAP. Feasibility was assessed by means of interviews and session forms. Acceptability was evaluated along the seven domains of the Theoretical Framework of Acceptability (i.e. affective attitude, burden, ethicality, intervention coherence, opportunity costs, self-efficacy, and perceived effectiveness).
Results:
The final protocol consisted of the following modules and targets: 1. Motivation and Pleasure (negative symptoms); 2. Understanding Others (social cognition); 3. Safety and Trust (paranoid ideations and social anxiety); 4. Self-Image (self-esteem and self-stigma); 5. Communication (communication and interaction skills). Modules were piloted by the participating patients and therapists. The modules proved feasible and showed a high degree of acceptability on all seven domains of the acceptability framework.
Conclusion:
The modular VR-SOAP treatment protocol and prototype was acceptable and feasible for therapists and patients. The primary recommendation for enhancement underscores the need for flexibility regarding the number of sessions and the content.
Key learning aims
(1) Understanding the development and structure of a novel modular CBT treatment in VR.
(2) Learning to use specific VR modules to target negative symptoms, social cognition, paranoid ideations, social anxiety, self-esteem, and communication skills.
(3) Gaining insights into the feasibility and acceptability assessments of a novel modular CBT treatment in VR.
The UK’s Health and Care Act (2022; paused until 2025) includes a globally novel ban on paid-for online advertising of food and beverage products high in saturated fat, salt and sugar (HFSS), to address growing concerns about the scale of digital marketing and its impact in particular on children’s food and beverage preferences, purchases and consumption. This study aimed to understand the potential impact of the novel ban (as proposed in 2020) on specified forms of online HFSS advertising, through the lens of interdisciplinary expertise. We conducted semi-structured interviews via videoconference with eight purposively selected UK and global digital marketing, food and privacy experts. We identified deductive and inductive themes addressing the policy’s scope, design, implementation, monitoring and enforcement through iterative, consensual thematic analyses. Experts felt this novel ‘breakthrough’ policy has potential to substantially impact global marketing by establishing the principle of no HFSS advertising online to consumers of all ages, but they also identified substantive limitations that could potentially render it ‘entirely ineffective’, for example, the exclusion of common forms of digital marketing, especially brand marketing and marketing integrated within entertainment content; virtual/augmented reality, and ‘advertainment’ as particularly likely spaces for rapid growth of digital food marketing; and technical digital media issues that raise significant barriers to effective monitoring and compliance. Experts recommended well-defined regulations with strong enforcement mechanisms. These findings contribute insights for effective design and implementation of global initiatives to limit online HFSS food marketing, including the need for government regulations in place of voluntary industry restrictions.
Understanding complex three-dimensional cardiac structures is the key to knowing CHD. Many learners have limited access to cadaveric specimens, and most alternative teaching modalities are two-dimensional. Therefore, we have developed virtual cardiac models using photogrammetry of actual heart specimens to address this educational need.
Methods:
A descriptive study was conducted at a single institution during a week-long cardiac morphology conference in October 2022 and 2023. Conference attendees viewed virtual cardiac models via laptop screen and virtual reality headset. Learners were surveyed on their opinions of the virtual models and their perceived effectiveness compared to existing educational materials.
Results:
Forty-six learners completed the survey. Participants reported the virtual cardiac models to be more effective than textbook diagrams (60%), and equally or more effective compared to didactic teaching (78%) and specimen videos (78%). Approximately half of participants (54%) found the virtual models to be less effective than hands-on cadaveric specimen inspection. Attitudes towards the virtual specimens were overall positive with most responders finding the tool engaging (87%) and enjoyable (85%). A majority reported that the models deepened their understanding of cardiac morphology (79%) and that they would recommend them to other trainees (87%).
Conclusions:
This study demonstrates that a novel teaching tool, virtual cardiac specimens, is equivalent to or more effective than many current materials for learning cardiac morphology. While they may not replace direct cadaveric specimen review, virtual models are an engaging alternative with the ability to reach a wider audience.
The chemistry of combining the simulation hypothesis (which many believe to be a modern variation of skepticism) and manipulation arguments will be explored for the first time in this paper. I argue: If we take the possibility that we are now in a simulation seriously enough, then contrary to a common intuition, manipulation very likely does not undermine moral responsibility. To this goal, I first defend the structural isomorphism between simulation and manipulation: Provided such isomorphism, either both of them are compatible with moral responsibility, or none of them is. Later, I propose two kinds of reasons – i.e., the simulator-centric reason and the simulatee-centric reason – for why we have (genuine) moral responsibilities even if we are in a simulation. I close by addressing the significance of this paper in accounting for the relevance of artificial intelligence and its philosophy, in helping resolve a long-locked debate over free will, and in offering one reminder for moral responsibility specialists.
World politics has changed, claims Bruno Maçães. Geopolitics is no longer simply a contest to control territory: in this age of advanced technology, it has become a contest to create the territory. Great powers seek to build a world for other states to inhabit, while keeping the ability to change the rules or the state of the world when necessary. At a moment when the old concepts no longer work, this book aims to introduce a radically new theory of world politics and technology. Understood as 'world building', the most important events of our troubled times suddenly appear connected and their inner logic is revealed: technology wars between China and the United States, the pandemic, the wars in Ukraine and the Middle East, and the energy transition. To conclude, Maçães considers the more distant future, when the metaverse and artificial intelligence become the world, a world the great powers must struggle to build and control.
Virtual reality (VR) for mental health promotion remains understudied in low-income humanitarian settings. We examined the effectiveness of VR in reducing depression with urban refugee youth in Kampala, Uganda. This randomized controlled trial assessed VR alone (Arm 1), VR followed by Group Problem Management Plus (GPM+) (Arm 2) and a control group (Arm 3), with a peer-driven and convenience sample of refugee youth aged 16–25 in Kampala. The primary outcome, depression, was measured with the Patient Health Questionnaire-9. Secondary outcomes included: mental health literacy, mental health stigma, self-compassion, mental well-being and adaptive coping. Analyses were conducted at three time points (baseline, 8 weeks, 16 weeks) using generalized estimating equations. Among participants (n = 335, mean age: 20.77, standard deviation: 3.01; cisgender women: n = 158, cisgender men: n = 173, transgender women: n = 4), we found no depression reductions for Arms 1 or 2 at 16 weeks compared with Arm 3. At 16 weeks, mental health literacy was significantly higher for Arm 2 compared with Arm 3, and self-compassion was significantly higher in Arm 1 and Arm 2 compared with Arm 3. VR alongside GPM+ may benefit self-compassion and MHL among urban refugee youth in Kampala, but these interventions were not effective in reducing depression.
Charisma, often seen as an innate trait, is now understood as leader signaling grounded in values, symbols, and emotions, suggesting it can be developed through interventions. However, the method for cultivating charisma remains unclear. This study examines nonverbal communication strategies, highlighting the potential of body language, facial expressions, and vocal modulation to enhance charisma. Additionally, we introduce a virtual reality training program focused on these cues and explore the role of audience presence in boosting the intervention’s effectiveness by fostering self-awareness and behavioral adjustments. Results of a controlled randomized experiment with virtual reality-trained participants and online charisma assessors demonstrated significant improvements in observer-rated charisma from pre- to post-training compared to the control group. Moreover, training in front of a virtual audience yielded the expected outcomes. This study sheds light on charisma theory, its potential virtual reality training application, and its implications for leadership development.