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Extended reality (XR), encompassing virtual reality (VR) and augmented reality (AR), has become a crucial tool in Behavioural Data Science. This chapter explores the applications of XR, VR and AR in this field, with a focus on analysing human behaviour and decision-making in immersive environments. The chapter begins with an overview of XR, VR and AR technologies and their potential in Behavioural Data Science. It discusses the advantages of using immersive environments for studying human behaviour, such as the ability to control and manipulate variables, measure behaviour in real time and simulate complex scenarios. It reviews various applications of XR, VR and AR in Behavioural Data Science. The chapter covers how immersive environments aid in studying decision-making, social interaction, learning, training and cognitive processes, with specific examples like using VR for consumer behaviour studies and AR for employee training. The challenges and opportunities of applying XR, VR and AR in Behavioural Data Science are also discussed. This includes the need for advanced data collection and analysis tools, ethical considerations around data privacy and security and potential new applications in fields like healthcare, education and entertainment. The chapter emphasises the significance of XR, VR and AR in understanding human behaviour and decision-making in immersive environments. It calls for ongoing research to further explore the potential applications of these technologies in Behavioural Data Science and to develop new tools and methods for analysing data from immersive environments.
This chapter begins with a brief overview of the historical connections between the fields of second language acquisition (SLA) and computer-assisted language learning (CALL). We trace the development of this field from its primarily cognitive origins to the social turn in the early 2000s and to the affective turn, with its more recent emphasis on the learner and teacher’s psychology. The latter has led to an increased recognition of the roles of individual learner differences in second and foreign language learning and the investigation of technology on learners’ motivation, emotions and self-regulation of learning both inside and outside of the classroom. The complex interaction between learner-internal and -external factors (including the mediating role of technology) has led to a view of language acquisition as a complex dynamic process, and this is increasingly evident in research on technology-mediated learning. In our synthesis, we classify recent developments into four distinctive, yet interrelated strands: technological developments, theoretical and conceptual developments, pedagogical developments, and methodological developments. In particular, we illustrate these developments with examples of technological and pedagogical innovations used for language learning such as Language MOOCs, augmented and virtual reality, big data, learning analytics and artificial intelligence.
The study investigated the effects of the integration of augmented reality (AR) into water resources education on 23 Taiwanese sixth graders’ water and vocabulary knowledge. Based on the descriptive analysis of quantitative data (pre- and posttests on water and vocabulary knowledge) and thematic analysis of qualitative data (interviews, observations, and teaching reflection notes), the study reached the following conclusion. First, the provision of a contextualised scenario through AR helped the students acquire water-resources knowledge. Secondly, the interaction between the user and AR assisted the students in comprehending abstract concepts. Thirdly, 3D virtual objects enhanced the students’ meaningful learning. Moreover, AR video helped the students improve the retention of word meanings.
This paper investigates the emergence, development and creative potential of three-dimensional musical scores, examining their transformation from physical layered media to contemporary mixed reality implementations. Through analysis of key historical works and recent technological innovations, it explores how depth and spatial materiality in musical notation create new possibilities for compositional organisation, performance practice and aesthetic expression. The study examines pioneering works utilising transparent overlays and physical depth by composers such as Cage and Takemitsu, before analysing contemporary applications in augmented and virtual reality environments that enable dynamic, interactive score generation and networked performance possibilities. Drawing on phenomenological perspectives and spatial theory, the research demonstrates how three-dimensional scores challenge traditional temporal-spatial relationships in musical notation while suggesting new frameworks for understanding musical structure and interpretation. Technical affordances and limitations of current mixed reality platforms are evaluated, alongside consideration of their implications for future developments in notation and composition. The paper argues that while three-dimensional scores offer compelling new creative possibilities, their successful implementation requires both technological expertise and collaborative approaches that may reshape traditional models of compositional practice.
Clinical exposure is vital in medical education, but in paediatric otolaryngology traditional bedside teaching can cause children distress and fatigue. Augmented reality technology offers a solution to enhance learning while reducing these challenges. This study evaluated the feasibility of using Microsoft HoloLens 2 augmented reality technology in clinical paediatric ENT to reduce children distress during bedside teaching.
Methods
An 18-month pilot study at Alder Hey Children’s Hospital involved 109 4th-year medical students from the University of Liverpool. Students participated in virtual ward round sessions, where one student performed a clinical review using HoloLens 2, while others observed and interacted remotely. Feedback from students, patients and parents was collected verbally and via questionnaires.
Results
Overall, 69 per cent of students rated the augmented reality session as equivalent or better than traditional bedside teaching. Most students (87 per cent) had no prior experience with augmented reality, yet found it engaging and beneficial. Parent reported reduced stress for their children.
Conclusion
Augmented reality using HoloLens 2 is a promising tool for teaching clinical paediatric ENT, providing an immersive, child-friendly learning experience. While effective, high costs and technical challenges may restrict wider implementation. Future studies should explore further integration of augmented reality in medical education.
Neuroendoscopy has evolved from its ancient Egyptian origins to a vital tool in modern neurosurgery. Initially, developments stagnated due to prohibitions on human dissection and technological limitations. The late eighteenth century saw advancements with Philipp Bozzini’s “Lichtleiter” and the invention of incandescent bulbs. Significant progress in the twentieth century included the first neuroendoscopy attempts and improvements in fiber optics by Harold Hopkins and Karl Storz. Neuroendoscopy became widely accepted in the 1980s for procedures such as ventriculoscopy and endonasal surgeries, driven by the need for less invasive techniques. Modern applications include spinal endoscopy and endoscopy-assisted surgeries. Innovations such as three-dimensional endoscopy, augmented reality, and remote teaching have expanded its use and accessibility globally, improving surgical outcomes and training. Despite technological challenges, neuroendoscopy continues to advance, offering promising future developments.
The chapter highlights the importance of precision, planning, and rehearsal in neurosurgery due to the brain’s intricate structure. Advances in technology, such as augmented reality (AR) and virtual reality (VR), have revolutionized surgical planning, training, and execution. These technologies offer detailed 3D visualizations and interactive simulations, allowing surgeons to practice and refine their skills in a controlled environment. VR systems enable customized patient-specific models, enhancing pre-operative planning and interdisciplinary collaboration. AR overlays digital information onto the real world, providing real-time guidance during surgeries. The integration of AI, haptic feedback, and robotics further improves precision and outcomes, potentially transforming neurosurgical procedures and training.
Neurosurgery has always been at the forefront of adopting innovative technologies and this may easily be explained by the unique demands imposed on surgeons when operating in the brain and spine. Augmented reality (AR) has emerged as a promising technology in neurosurgery, aiming to link the digital and physical worlds to enhance clinical practice and education. This review explores the evolution of AR in neurosurgery, from a modest optical technology inception to a digitally enhanced plethora of mixed reality media, and how widespread adoption has been hindered by technical limitations. Various approaches to displaying AR as well as requirements for future-proof patient digital models are discussed. Challenges associated with updating models intra-operatively and the need for precise tracking of the physical environment are also reviewed. The chapter concludes with the authors’ vision for overcoming these technical hurdles, which will be essential for realizing the full potential of AR in neurosurgical practice.
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.
To capture the distortion of exploratory activity typical of patients with spatial neglect, traditional diagnostic methods and new virtual reality applications use confined workspaces that limit patients’ exploration behavior to a predefined area. Our aim was to overcome these limitations and enable the recording of patients’ biased activity in real, unconfined space.
Methods:
We developed the Free Exploration Test (FET) based on augmented reality technology. Using a live stream via the back camera on a tablet, patients search for a (non-existent) virtual target in their environment, while their exploration movements are recorded for 30 s. We tested 20 neglect patients and 20 healthy participants and compared the performance of the FET with traditional neglect tests.
Results:
In contrast to controls, neglect patients exhibited a significant rightward bias in exploratory movements. The FET had a high discriminative power (area under the curve = 0.89) and correlated positively with traditional tests of spatial neglect (Letter Cancellation, Bells Test, Copying Task, Line Bisection). An optimal cut-off point of the averaged bias of exploratory activity was at 9.0° on the right; it distinguished neglect patients from controls with 85% sensitivity.
Discussion:
FET offers time-efficient (execution time: ∼3 min), easy-to-apply, and gamified assessment of free exploratory activity. It supplements traditional neglect tests, providing unrestricted recording of exploration in the real, unconfined space surrounding the patient.
This chapter will explore the use of digital technologies to develop psychomotor procedures when learning with our bodies. This includes the use of video, images and annotations to practise technique or strategy in physical education, such as improving a cricket bowling technique, or to review and analyse team performance and gameplay following a match. It could be using video or audio to develop musical instrument technique or to improve public speaking or other acting or speaking skills in drama. It could be used to develop choreography or dance technique, or to practice speaking a new language. Psychomotor procedures are also involved in learning to form letters when writing and acquiring the manual skill of typing.
This chapter begins with a theory-based explanation of psychomotor procedures and how they are incorporated in some of the key models of knowledge such as Bloom’s Taxonomy and Marzano and Kendall’s New Taxonomy. It then considers how you can use digital tools to develop psychomotor procedures in curriculum subjects.
Medical resuscitations in rugged prehospital settings require emergency personnel to perform high-risk procedures in low-resource conditions. Just-in-Time Guidance (JITG) utilizing augmented reality (AR) guidance may be a solution. There is little literature on the utility of AR-mediated JITG tools for facilitating the performance of emergent field care.
Study Objective:
The objective of this study was to investigate the feasibility and efficacy of a novel AR-mediated JITG tool for emergency field procedures.
Methods:
Emergency medical technician-basic (EMT-B) and paramedic cohorts were randomized to either video training (control) or JITG-AR guidance (intervention) groups for performing bag-valve-mask (BVM) ventilation, intraosseous (IO) line placement, and needle-decompression (Needle-d) in a medium-fidelity simulation environment. For the interventional condition, subjects used an AR technology platform to perform the tasks. The primary outcome was participant task performance; the secondary outcomes were participant-reported acceptability. Participant task score, task time, and acceptability ratings were reported descriptively and compared between the control and intervention groups using chi-square analysis for binary variables and unpaired t-testing for continuous variables.
Results:
Sixty participants were enrolled (mean age 34.8 years; 72% male). In the EMT-B cohort, there was no difference in average task performance score between the control and JITG groups for the BVM and IO tasks; however, the control group had higher performance scores for the Needle-d task (mean score difference 22%; P = .01). In the paramedic cohort, there was no difference in performance scores between the control and JITG group for the BVM and Needle-d tasks, but the control group had higher task scores for the IO task (mean score difference 23%; P = .01). For all task and participant types, the control group performed tasks more quickly than in the JITG group. There was no difference in participant usability or usefulness ratings between the JITG or control conditions for any of the tasks, although paramedics reported they were less likely to use the JITG equipment again (mean difference 1.96 rating points; P = .02).
Conclusions:
This study demonstrated preliminary evidence that AR-mediated guidance for emergency medical procedures is feasible and acceptable. These observations, coupled with AR’s promise for real-time interaction and on-going technological advancements, suggest the potential for this modality in training and practice that justifies future investigation.
Immersive learning technologies offer K–12 English learners simulated contexts for language acquisition through virtual interactions, influencing learner attitudes and enhancing cross-curricular skills. While past literature reviews have explored learners’ English skills and emotions, few have delved into the learning effectiveness of immersive technologies for K–12 students. This systematic review analyzed 33 studies from 2012 to 2021, focusing on research designs, the role of immersive technologies in English learning, and the theoretical underpinnings of these studies. Results highlight the methods used to gauge learning effectiveness, the ways immersive technologies bolster learners’ attitudes and skills, and a noticeable gap in theoretical grounding. Recommendations for future research are provided.
The study clarified differences in understanding and satisfaction between face-to-face and online training on radiation emergency medical preparedness (REMP) training.
Methods:
The training was held at Hirosaki University between 2018 and 2022, with 46 face-to-face participants and 25 online participants.
Results:
Face-to-face training was significantly more understandable than online for the use of the Geiger counter (P < 0.05), but the educational effect of virtual reality (VR) was not significantly different from the actual practice. For the team exercise of taking care of the victims, online resulted in a significantly higher understanding (P < 0.05).
Conclusions:
Interactive exercises can be done online with equipment sent to learners, and VR is also as effective. The use of videos was more effective for first-timers to learn the practical process from a bird’s-eye view, especially for team-based medical procedures.
As part of the digital transformation towards Industry 4.0, the tasks of staff on the shop floor are changing. Despite increasing automation, complex assembly steps still have to be carried out by humans, especially when it comes to complex products rich in variants, whose assembly cannpt be fully automated for various reasons. Due to increasing individualization and the steadily growing complexity of products, providing the right information at the right time and in the right place is becoming more important. In this context, the visualization of information via novel technologies such as augmented reality plays a crucial role towards an efficient and error-free production process. This paper compiles existing challenges when using augmented reality as a visualization form for an assistance system. On the one hand, the challenges found originate from a systematic literature review and are organized according to predefined categories. On the other hand, these challenges are complemented and compared through findings gained from expert interviews, which are conducted with employees of two European commercial vehicle manufacturers in the field of production. The analysis of the two methods highlights the need for further research.
Recognition skills refer to the ability of a practitioner to rapidly size up a situation and know what actions to take. We describe approaches to training recognition skills through the lens of naturalistic decision-making. Specifically, we link the design of training to key theories and constructs, including the recognition-primed decision model, which describes expert decision-making; the data-frame model of sensemaking, which describes how people make sense of a situation and act; and macrocognition, which encompasses complex cognitive activities such as problem solving, coordination, and anticipation. This chapter also describes the components of recognition skills to be trained and defines scenario-based training.
Augmented reality technology enables the creation of training that more closely resembles real-world environments without the cost and complexity of organizing large- scale training exercises in high-stakes domains that require recognition skills (e.g., military operations, emergency medicine). Augmented reality can be used to project virtual objects such as patients, medical equipment, colleagues, and terrain features onto any surface, transforming any space into a simulation center. Augmented reality can also be integrated into an existing simulation center. For example, a virtual patient can be mapped onto a physical manikin so learners can practice assessments skills on the highly tailorable virtual patient, and practice interventions on the physical manikin using the tools they use in their everyday work. This chapter sets the stage by describing how the author drew from their own experiences, reviewed scientific literature, and consulted with skilled instructors to articulate eleven design principles for creating augmented reality training.
The Handbook of Augmented Reality Training Design Principles is for anyone interested in using augmented reality and other forms of simulation to design better training. It includes eleven design principles aimed at training recognition skills for combat medics, emergency department physicians, military helicopter pilots, and others who must rapidly assess a situation to determine actions. Chapters on engagement, creating scenario-based training, fidelity and realism, building mental models, and scaffolding and reflection use real-world examples and theoretical links to present approaches for incorporating augmented reality training in effective ways. The Learn, Experience, Reflect framework is offered as a guide to applying these principles to training design. This handbook is a useful resource for innovative design training that leverages the strengths of augmented reality to create an engaging and productive learning experience.