1. Acceptance and feasibility of virtual reality for teaching adult basic life support in older populationsAna Belen Ocampo Cervantes, Carmen Amalia Lopez Lopez, Robert Greif, Federico Semeraro, Manuel Pardo Rios, Nino Fijačko, 2025, original scientific article Abstract: Abstract Background Virtual reality (VR) is emerging in adult Basic Life Support (BLS) training, but its acceptance among older adults has not been fully studied. This study aimed to develop expert-informed BLS content for both VR and laptop formats, and to evaluate the feasibility, usability, knowledge acquisition, satisfaction, and cybersickness of these platforms among older adult learners. Methods A two-phase mixed-methods study was conducted. Five experts co-developed and validated a VR/laptop-compatible adult BLS scenario based on the 2021 European Resuscitation Council guidelines. This scenario was then tested by older adults who voluntarily participated in either VR- or laptop-based training at a public technology event in Spain. Post-training, we measured knowledge acquisition, usability, satisfaction, user experience, and cybersickness. Comparative statistics and regression analyses were performed to evaluate learning outcomes and predictors. Results Five experts developed a consensus-based adult BLS decision tree with 10 scenes and six questions. A total of 583 adults (mean age 72.3 ± 4.8 years) took part in the BLS training evaluation. Those in the VR group (n = 415) outperformed those in the laptop group (n = 168) in key steps, including initiating CPR (58 % vs 41 %, p < 0.001) and using an AED (49 % vs 23 %, p < 0.001). VR participants rated usability of VR-training as excellent (73.8 ± 4.2), expressed high satisfaction and realism. Cybersickness was low (13.1 %). VR training predicted higher knowledge scores (β = 5.8, p < 0.001), and increased scores by 5.8 points over laptop training. VR participants were 2.3 times more likely to answer BLS questions correctly (OR = 2.3, 95 % CI: 1.6–3.2, p < 0.001) Conclusion VR could improve adult BLS knowledge in older adults, with high levels of acceptance and positive user experience. Future work should enhance accessibility and reduce discomfort. Keywords: Older adults, Training methods, Virtual reality, Cardiopulmonary resuscitation, Basic Life Support, Knowledge, Usability Published in DKUM: 29.10.2025; Views: 0; Downloads: 2
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2. Digital Fashion Marketing in the Metaverse: Visual Presentation through Virtual Reality : visual presentation through virtual realityJana Ristić, 2025, undergraduate thesis Abstract: This thesis examines digital fashion marketing in the metaverse, with a particular focus on visual presentation through virtual reality. The theoretical section defines the metaverse, digital fashion, and the role of immersive technologies in marketing. Special attention is given to avatars, virtual fashion shows, NFTs, and consumer engagement. The practical section involves designing a 3D fashion model in Blender, implementing it in Unity, and presenting it in a VR environment using Meta Quest Pro. The project demonstrates a proof of concept for virtual fashion runway experiences, highlighting both the potential and the limitations of using VR for marketing communication. Keywords: metaverse, digital fashion, virtual reality, marketing Published in DKUM: 15.10.2025; Views: 0; Downloads: 6
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3. Virtual reality for basic life support training in high school students : thematic analysis of focus group interviewsHyojin Jenny Min, Caroline Andler, Rebecca Ortiz La Banca Barber, Todd P. Chang, Cristian Abelairas-Gómez, Laquanda T. Knowlin, Deborah R. Liu, Nino Fijačko, 2024, original scientific article Keywords: virtual reality, mixed reality, technology, basic life support, cardiovascular pulmonary resuscitation, near-peer mentoring, education, high school students Published in DKUM: 07.10.2025; Views: 0; Downloads: 3
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4. Comparative analysis of 2d visual elements in 3d animated filmsAleksandar Ilievski, 2025, master's thesis Abstract: This thesis explores the integration of 2D and 3D visual elements in hybrid animation, with a particular focus on their application within the context of virtual reality (VR). The first section presents a theoretical framework, analyzing the characteristics of 2D and 3D elements and examining hybrid animation techniques used in films such as The Peanuts Movie, Soul, and Spider-Man: Into the Spider-Verse. These case studies were applied in the empirical section, in which a 360° animated shot was created in program Blender by blending both animation styles. The project challenges the traditional boundaries between 2D and 3D animation by employing custom shaders, 2D planes for texture mapping, and VR-specific adjustments to provide a seamless viewer experience. The thesis highlights the technical and artistic challenges of integrating these two forms within an immersive environment, offering new insights into the potential of hybrid animation for storytelling in virtual spaces. Future work could explore advancements in VR interactivity and more dynamic 2D-3D integration techniques. Keywords: hybrid Animation, CG animation, traditional animation, virtual reality Published in DKUM: 22.09.2025; Views: 0; Downloads: 6
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5. Use of augmented and virtual reality in resuscitation training : a systematic reviewAdam Cheng, Nino Fijačko, Andrew Lockey, Robert Greif, Cristian Abelairas-Gómez, Lucija Gosak, Yiqun Lin, 2024, review article Keywords: resuscitation, immersive technology, virtual reality, augmented reality, training, life support Published in DKUM: 17.09.2025; Views: 0; Downloads: 4
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6. Rethinking realities: a call for accurate terminology in eXtended reality studiesNino Fijačko, Gregor Štiglic, Christina Gsaxner, Todd P. Chang, Robert Greif, 2024, other scientific articles Keywords: resuscitation education, virtual technology, XR terminology, new terminologies, reality studies Published in DKUM: 15.09.2025; Views: 0; Downloads: 2
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7. Customer perception of technologies for new-generation web shops – preliminary study : XIV.Tamara Križnjak, Simona Sternad Zabukovšek, Samo Bobek, 2025, independent scientific component part or a chapter in a monograph Abstract: This paper investigates emerging technological trends in web commerce and examines user perceptions through a pilot survey. Key innovations include IoT, AI, ML, chatbots, social and voice commerce, as well as immersive technologies like AR and VR. These tools enhance personalization, automate services, and support better consumer decision-making. The pilot study, based on an online questionnaire, explores user behaviour, expectations, and attitudes toward these developments. Results show that while users are familiar with technologies like chatbots and personalization, awareness of AR and VR remains low. Concerns about security and data privacy significantly influence user trust. The findings highlight the need for seamless technological integration, increased user education, and transparent communication to build trust and improve the digital shopping experience. Keywords: web commerce, e-commerce trends, internet of things (IoT), artificial intelligence (AI), machine learning (ML), chatbots, augmented reality (AR), virtual reality (VR), voice commerce, user perception, digital transformation, data privacy Published in DKUM: 29.08.2025; Views: 0; Downloads: 7
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9. Resuscitation education science meets virtual and augmented reality: evolution from potential concept to recommendationsNino Fijačko, Manuel Pardo Rios, Federico Semeraro, Vinay Nadkarni, Robert Greif, 2025, other scientific articles Keywords: extended reality, virtual reality, augmented reality, adult basic life support, review Published in DKUM: 21.07.2025; Views: 0; Downloads: 1
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10. Extended reality technologies in adult basic life support education : a scoping reviewNino Fijačko, Špela Metličar, Boža Janžekovič, Benjamin S. Abella, Vinay Nadkarni, Robert Greif, 2025, review article Abstract: Abstract Aim: In recent years, virtual and augmented reality (VR/AR) technologies have gained increasing attention as innovative tools for education, including in the field of adult Basic Life Support (BLS). While existing reviews on this topic primarily focus on comparing VR/AR with other educational approaches, our research aimed to identify the VR/AR hardware and software applications assessed in published studies and their alignment with learning objectives in adult BLS education. Methods: We conducted a scoping literature review using the Population, Exposure, and Outcome (PEO) framework to analyse publications from 2018 to 2024. The review focused on the impact of VR/AR (exposure) on affective, behavioral, and cognitive learning outcomes (outcome) in adult BLS education among laypersons, healthcare professionals, pre-licensure students, and duty-to-respond laypersons (population). Results: From 1,282 database records and 54 alternative sources, 31 articles were selected for comprehensive analysis. Many of the studies (11/31; 36%) targeted pre-licensure students, such as nursing students, and laypersons (9/31; 20%), primarily high school students. Only one study focused on duty-to-respond laypersons (1/31; 3%). VR studies (24/31; 77%) were more common than AR studies (6/31; 19%), featuring a broad spectrum of ten VR headsets compared to just two types of AR headsets. Among the assessed software applications, twenty-one commercial programs were examined—sixteen designed for VR and five for AR. Most studies investigated affective outcomes (25/31; 81%), while behavioural outcomes were also commonly examined (22/31; 71%). In contrast, cognitive outcomes were explored in fewer studies (9/31; 29%). Conclusion: Our review identified several challenges in existing studies, including variability in software and hardware, diverse learning outcomes, and accessibility issues with extended reality (XR) technology. To maximize its effectiveness, XR should be aligned with specific learning objectives rather than adopted for its novelty. Prioritizing educational efficacy ensures that XR enhances learning by addressing precise gaps, ultimately improving the understanding and retention of resuscitation skills among both laypersons and healthcare professionals. Keywords: extended reality, immersive technology, virtual reality, augmented reality, adult basic life support, headsets, software, applications Published in DKUM: 21.07.2025; Views: 0; Downloads: 2
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