Virtual reality (VR) is increasingly employed in archaeology to showcase reconstructions of ancient sites to the general public, yet its utilization for professional purposes by archaeologists remains less common. To address this gap, we introduce a VR application specifically designed to streamline the storage and access of critical data for archaeological studies. This application provides experts with an immersive visualization of excavation sites and related information during the postexcavation analysis phase.
View Article and Find Full Text PDFUrban Search And Rescue (USAR) personnel need to be appropriately trained to effectively operate in post-disaster conditions, as they need to quickly identify locations where the presence of survivors is more likely. Currently, the training procedure for this kind of triage is based on showing static pictures presenting different types of building collapses accompanied by cards providing additional environmental information. This article presents VRescue, a simulator for training USAR operators using the paradigm of immersive virtual reality (VR).
View Article and Find Full Text PDFInt J Environ Res Public Health
May 2023
Work-related stress presents a significant impact on work performance and physical health. It has been associated with the onset of a multitude of symptoms that can lead to occupational stress diseases, namely Adjustment Disorder and Post-Traumatic Stress Disorder. The literature has evidenced that "exposure therapy" of cognitive-behavioral training (CBT-E) seems to be the most effective technique to manage stress symptoms, including work stress diseases, and several studies have considered Virtual Reality (VR) as an adjuvant tool to exposure-based psychotherapy (CBT-VR) for the treatment of multiple psychiatric disorders.
View Article and Find Full Text PDFAs human beings, we are so used to interacting with each other that any world without humans would feel alien to us, including digital ones. In this article, we present a survey on the role of digital human-like characters in virtual worlds, both as counterparts of real human users and as embodied agents driven by artificial intelligence. The main issues related to 3-D graphics, physics, animation, and behavioral modeling are introduced, suggesting wherever available different alternatives and related development pipelines.
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