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Iskalni niz: "ključne besede" (virtual reality) .

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1.
From learning to enjoyment : virtual reality walking experiences for older adults in long-term care
Ana Hafner, Krištof Debeljak, Nika Brili, 2026, izvirni znanstveni članek

Povzetek: Background and objectives Virtual reality (VR) technologies are increasingly being explored in long-term care (LTC) settings as tools to promote engagement and well-being among older adults, including those with cognitive impairments. However, the usability and accessibility of such technologies remain some critical concerns. This study aimed to examine how older adults in Slovenia adapted to using VR equipment for virtual walking experiences, focusing on their ability to operate the technology and their subjective evaluation of the experience. Method The study involved 31 older adults from two LTC homes in Slovenia who participated in virtual walking sessions using Google Street View, accessed through VR glasses and controlled via a joystick. Researchers observed participants' ability to use the equipment, assessed their cognitive and general health, and collected feedback on their experience via a structured questionnaire. Results Unlike prior studies that focus on VR exposure, our study quantifies learning time and links it to cognitive profiles, proposing a framework for adaptive VR interventions. The results showed that cognitive abilities significantly influenced how quickly participants could navigate the virtual environment, with those possessing higher cognitive abilities adapting more quickly. Although some participants found the navigation challenging, particularly those with dementia, this did not affect their overall enjoyment. Nearly all participants (97%) rated the experience as pleasant, and 74% expressed a desire to repeat it. Discussion and implications The study highlights the strong potential of VR to enhance residents' well-being in LTC homes. However, to ensure accessibility and maximise benefits, varying levels of support and customised technological solutions should be provided based on each resident's health status and cognitive abilities.
Ključne besede: older adults, virtual reality, VR glasses, Google Maps, cognitive abilities, virtual walk, dementia
Objavljeno v DiRROS: 17.08.2026; Ogledov: 173; Prenosov: 247
.pdf Celotno besedilo (2,31 MB)
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2.
Face recognition characteristics in patients with age-related macular degeneration determined using a virtual reality headset with eye tracking
Nina Žugelj, Lara Peterlin, Urša Muznik, Pia Klobučar, Polona Jaki Mekjavić, Nataša Vidović Valentinčič, Ana Fakin, 2024, izvirni znanstveni članek

Povzetek: Background and objectives: Face recognition is one of the most serious disabilities of patients with age-related macular degeneration (AMD). Our purpose was to study face recognition using a novel method incorporating virtual reality (VR) and eye tracking. Materials and methods: Eighteen patients with AMD (seven male; median age 83 years; 89% with bilateral advanced AMD) and nineteen healthy controls (five male; median age 68 years) underwent the face recognition test IC FACES (Synthesius, Ljubljna, Slovenia) on a VR headset with built-in eye tracking sensors. Analysis included recognition accuracy, recognition time and fixation patterns. Additionally, a screening test for dementia and imaging with fundus autofluorescence and optical coherence tomography was performed. Results: AMD patients had significantly lower face recognition accuracy (42% vs. 92%; p < 0.001) and longer recognition time (median 4.0 vs. 2.0 s; p < 0.001) in comparison to controls. Both parameters were significantly worse in patients with lower visual acuity. In both groups, eye-tracking data revealed the two classical characteristics of the face recognition process, i.e., fixations clustering mainly in the nose-eyes-mouth triangle and starting observation in the nasal area. Conclusions: The study demonstrates usability of a VR headset with eye tracking for studying visual perception in real-world situations which could be applicable in the design of clinical studies.
Ključne besede: AMD, eye tracking, face recognition, fixation, heatmap, virtual reality
Objavljeno v DiRROS: 11.06.2026; Ogledov: 240; Prenosov: 217
.pdf Celotno besedilo (3,72 MB)
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3.
Virtual reality systems in occupational therapy after stroke
Zorana Sicherl, David Bogataj, 2025, pregledni znanstveni članek

Ključne besede: embedded computer control systems, stroke, occupational therapy, virtual reality, rehabilitation
Objavljeno v DiRROS: 22.04.2026; Ogledov: 292; Prenosov: 338
.pdf Celotno besedilo (642,60 KB)
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4.
Head and eye movements during pedestrian crossing in patients with visual impairment : a virtual reality eye tracking study
Mark Mervic, Ema Grašič, Polona Jaki Mekjavić, Nataša Vidović Valentinčič, Ana Fakin, 2025, izvirni znanstveni članek

Povzetek: Real-world navigation depends on coordinated head–eye behaviour that standard tests of visual function miss. We investigated how visual impairment affects traffic navigation, whether behaviour differs by visual impairment type, and whether this functional grouping better explains performance than WHO categorisation. Using a virtual reality (VR) headset with integrated head and eye tracking, we evaluated detection of moving cars and safe road-crossing opportunities in 40 patients with central, peripheral, or combined visual impairment and 19 controls. Only two patients with a combination of very low visual acuity and severely constricted visual fields failed both visual tasks. Overall, patients identified safe-crossing intervals 1.3–1.5 s later than controls (p ≤ 0.01). Head-eye movement profiles diverged by visual impairment: patients with central impairment showed shorter, more frequent saccades (p < 0.05); patients with peripheral impairment showed exploratory behaviour similar to controls; while patients with combined impairment executed fewer microsaccades (p < 0.05), reduced total macrosaccade amplitude (p < 0.05), and fewer head turns (p < 0.05). Classification by impairment type explained behaviour better than WHO categorisation. These findings challenge acuity/field-based classifications and support integrating functional metrics into risk stratification and targeted rehabilitation, with VR providing a safe, scalable assessment tool.
Ključne besede: visual impairment, virtual reality, eye movement, pedestrian crossing
Objavljeno v DiRROS: 15.04.2026; Ogledov: 401; Prenosov: 232
.pdf Celotno besedilo (1,67 MB)
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5.
Materiality, religion and the digital : a theoretical exploration of material religion in immersive platforms
Victoria Dos Santos, Eduardo Rodrigues da Cruz, 2024, izvirni znanstveni članek

Povzetek: This article proposes that the material dimension of religion can be articulated and experienced online. Considering that religion is an embodied phenomenon which relies on material elements, this paper will particularly focus on religious practices taking place in immersive virtual platforms in order to comprehend how the material dimension is manifested by users in their everyday life. Through a the-oretical analysis, we propose that 3D social virtual worlds efficiently enable users to experience key material aspects such as embodiment and space, due to their high levels of immersivity, interactivity, and agency, by embodying avatars in customi-zable spaces. Meyer’s theory of mediation, Hoover and Echchaibi’s Third Spaces of Digital Religion, and Campbell’s theory of Religious–Social Shaping of Digital Technology (RSST) allows us to center the discussion on how religions are practi-ced and experienced by individuals and communities through various mediation practices, and how digital media acquires more affective meanings when they are involved in religious pursuits.
Ključne besede: digital religion, digital materiality, material religion, digital embodiment, virtual reality
Objavljeno v DiRROS: 11.02.2025; Ogledov: 972; Prenosov: 538
.pdf Celotno besedilo (439,26 KB)
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6.
Enhancing balance in Parkinson’s disease patients : a comprehensive literature review on the efficacy of exercise in an enriched environment
Ana Ponebšek, Friderika Kresal, Luka Šlosar, 2023, pregledni znanstveni članek

Povzetek: Various physiotherapeutic methods and approaches play a significant role in the treatment of patients with Parkinson’s disease, including the use of enriched environments. Virtual reality (VR) as a type of enriched environment has the potential to create multiple sensory experiences and feedback, influencing various aspects of the patient’s information processing and response. The suitability for home use and the considerable impact on motivation highlight its advantages over alternative approaches. The objective of this review is to investigate the impact of VR-based exercise on balance outcomes among individuals with Parkinson’s disease. The inclusion criteria consisted Parkinson’s disease. The comparable improvements in balance observed between the experimental and control groups signify the potential effectiveness of VR-based exercises. This underscores the encouragement for further development in this technology, particularly focusing on fully immersive VR environments, which may yield superior effects in enhancing balance among individuals with Parkinson’s disease. of randomized controlled trials (RCTs) that examined the effects of exercise in a VR environment on individuals’ static and dynamic balance outcomes. In order to gather relevant studies, we conducted a comprehensive search across three databases. From a dataset of 625 records, we conducted a comprehensive full-text screening based on specific inclusion and exclusion criteria. This process resulted in the inclusion of 14 RCTs in our review. The emerging evidence regarding exercising in a VR environment does not definitively prove its superiority over standard exercise routines. However, studies have demonstrated that both the experimental and control groups showed comparable improvements in enhancing static and dynamic balance among individuals with
Ključne besede: virtual reality, Parkinson's disease, balance, rehabilitation
Objavljeno v DiRROS: 16.04.2024; Ogledov: 1341; Prenosov: 838
.pdf Celotno besedilo (552,71 KB)
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7.
Environmental enrichment through virtual reality as multisensory stimulation to mitigate the negative effects of prolonged bed rest
Luka Šlosar, Manca Peskar, Rado Pišot, Uroš Marušič, 2023, pregledni znanstveni članek

Povzetek: Prolonged bed rest causes a multitude of deleterious physiological changes in the human body that require interventions even during immobilization to prevent or minimize these negative effects. In addition to other interventions such as physical and nutritional therapy, non-physical interventions such as cognitive training, motor imagery, and action observation have demonstrated efficacy in mitigating or improving not only cognitive but also motor outcomes in bedridden patients. Recent technological advances have opened new opportunities to implement such non-physical interventions in semi- or fully-immersive environments to enable the development of bed rest countermeasures. Extended Reality (XR), which covers augmented reality (AR), mixed reality (MR), and virtual reality (VR), can enhance the training process by further engaging the kinesthetic, visual, and auditory senses. XR-based enriched environments offer a promising research avenue to investigate the effects of multisensory stimulation on motor rehabilitation and to counteract dysfunctional brain mechanisms that occur during prolonged bed rest. This review discussed the use of enriched environment applications in bedridden patients as a promising tool to improve patient rehabilitation outcomes and suggested their integration into existing treatment protocols to improve patient care. Finally, the neurobiological mechanisms associated with the positive cognitive and motor effects of an enriched environment are highlighted.
Ključne besede: physical inactivity, bed rest, nonphysical interventions, virtual reality
Objavljeno v DiRROS: 11.09.2023; Ogledov: 1987; Prenosov: 1095
.pdf Celotno besedilo (1,18 MB)
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8.
Combining physical and virtual worlds for motor-cognitive training interventions : position paper with guidelines on technology classification in movement-related research
Luka Šlosar, Claudia Voelcker-Rehage, Armin Paravlić, Ensar Abazović, Eling D. de Bruin, Uroš Marušič, 2022, pregledni znanstveni članek

Povzetek: Efficient movements require intact motor and cognitive function. There is a growing literature on motor-cognitive interventions to improve the overall quality of life of healthy or diseased older people. For such interventions, novel technological advances are crucial not only in terms of motivation but also to improve the user experience in a multi-stimuli world, usually offered as a mixture of real and virtual environments. This article provides a classification system for movement-related research dealing with motor-cognitive interventions performed in different extents of a virtual environment. The classification is divided into three categories: (a) type of digital device with the associated degree of immersiveness provided; (b) presence or absence of a human-computer interaction; and (c) activity engagement during training, defined by activity >1.5 Metabolic Equivalent of task. Since virtual reality (VR) often categorizes different technologies under the same term, we propose a taxonomy of digital devices ranging from computer monitors and projectors to head-mounted VR technology. All immersive technologies that have developed rapidly in recent years are grouped under the umbrella term Extended Reality (XR). These include augmented reality (AR), mixed reality (MR), and VR, as well as all technologies that have yet to be developed. This technology has potential not only for gaming and entertainment, but also for research, motor-cognitive training programs, rehabilitation, telemedicine, etc. This position paper provides definitions, recommendations, and guidelines for future movement-related interventions based on digital devices, human-computer interactions, and physical engagement to use terms more consistently and contribute to a clearer understanding of their implications.
Ključne besede: extended reality, virtual reality, augmented reality, mixed reality, exergaming, taxonomy, classification
Objavljeno v DiRROS: 21.12.2022; Ogledov: 1793; Prenosov: 1091
.pdf Celotno besedilo (518,01 KB)
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9.
A perspective on implementation of technology-driven exergames for adults as telerehabilitation services
Cécil J. W. Meulenberg, Eling D. de Bruin, Uroš Marušič, 2022, pregledni znanstveni članek

Povzetek: A major concern of public health authorities is to also encourage adults to be exposed to enriched environments (sensory and cognitive-motor activity) during the pandemic lockdown, as was recently the case worldwide during the COVID-19 outbreak. Games for adults that require physical activity, known as exergames, offer opportunities here. In particular, the output of the gaming industry nowadays offers computer games with extended reality (XR) which combines real and virtual environments and refers to human-machine interactions generated by computers and wearable technologies. For example, playing the game in front of a computer screen while standing or walking on a force plate or treadmill allows the user to react to certain infrastructural changes and obstacles within the virtual environment. Recent developments, optimization, and minimizations in wearable technology have produced wireless headsets and sensors that allow for unrestricted whole-body movement. This makes the virtual experience more immersive and provides the opportunity for greater engagement than traditional exercise. Currently, XR serves as an umbrella term for current immersive technologies as well as future realities that enhance the experience with features that produce new controllable environments. Overall, these technology-enhanced exergames challenge the adult user and modify the experience by increasing sensory stimulation and creating an environment where virtual and real elements interact. As a therapy, exergames can potentially create new environments and visualizations that may be more ecologically valid and thus simulate real activities of daily living that can be trained. Furthermore, by adding telemedicine features to the exergame, progress over time can be closely monitored and feedback provided, offering future opportunities for cognitive-motor assessment. To more optimally serve and challenge adults both physically and cognitively over time in future lockdowns, there is a need to provide long-term remote training and feedback. Particularly related to activities of daily living that create opportunities for effective and lasting rehabilitation for elderly and sufferers from chronic non-communicable diseases (CNDs). The aim of the current review is to envision the remote training and monitoring of physical and cognitive aspects for adults with limited mobility (due to disability, disease, or age), through the implementation of concurrent telehealth and exergame features using XR and wireless sensor technologies.
Ključne besede: older adults, telemedicine, virtual reality, rehabilitation, active video games
Objavljeno v DiRROS: 17.03.2022; Ogledov: 1884; Prenosov: 1398
.pdf Celotno besedilo (258,68 KB)
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10.
Motor imagery and action observation as appropriate strategies for home-based rehabilitation : ǂa ǂmini-review focusing on improving physical function in orthopedic patients
Armin Paravlić, 2022, drugi znanstveni članki

Povzetek: Dynamic stability of the knee and weakness of the extensor muscles are considered to be the most important functional limitations after anterior cruciate ligament (ACL) injury, probably due to changes at the central (cortical and corticospinal) level of motor control rather than at the peripheral level. Despite general technological advances, fewer contraindicative surgical procedures, and extensive postoperative rehabilitation, up to 65% of patients fail to return to their preinjury level of sports, and only half were able to return to competitive sport. Later, it becomes clear that current rehabilitation after knee surgery is not sufficient to address the functional limitations after ACL reconstruction even years after surgery. Therefore, new therapeutic tools targeting the central neural system, i.e., the higher centers of motor control, should be investigated and integrated into current rehabilitation practice. To improve motor performance when overt movement cannot be fully performed (e.g., due to pain, impaired motor control, and/or joint immobilization), several techniques have been developed to increase physical and mental activation without the need to perform overt movements. Among the most popular cognitive techniques used to increase physical performance are motor imagery and action observation practices. This review, which examines the available evidence, presents the underlying mechanisms of the efficacy of cognitive interventions and provides guidelines for their use at home.
Ključne besede: motor imagery, action observation, virtual reality, rehabilitation, physical functions, mental simulation
Objavljeno v DiRROS: 03.03.2022; Ogledov: 1878; Prenosov: 1478
.pdf Celotno besedilo (480,89 KB)
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