• Home
  • virtual reality
    • List of Articles virtual reality

      • Open Access Article

        1 - Analysis of inner peace in virtual reality experience based on the phenomenology of embodied perception of space (case study: design of a residential complex in Kish Island)
        Mina Hasani Jamaledin Soheili Ali Akbari Hamid Nejat
        Bringing living space design closer to space quality standards is one of the most important architectural issues. Considering the high volume of housing construction, the desirability of residential spaces is important and necessary. Testing the quality of the space bas More
        Bringing living space design closer to space quality standards is one of the most important architectural issues. Considering the high volume of housing construction, the desirability of residential spaces is important and necessary. Testing the quality of the space based on its perceptual pseudo-experience during design and before construction is one of the mechanisms to achieve the desired architecture, which is possible for architects today with the help of virtual reality technology. With this aim, in the theoretical framework of the phenomenology of perception, in a quantitative way and with the test of the semantic differentiation scale, first eight components of the feeling of inner peace, including pleasure, interestingness, beauty, normality, calmness, wideness, openness and enjoyment of daylight, were counted. In this experimental perception test, 24 participants (12 women/12 men) rated 24 virtual rooms in eight experimental groups. The participants were randomly selected from people who intended to pre-purchase an apartment unit in Kish Island. The interior of the apartment under construction was renovated for them. For each visualized scene, space evaluation was done through a 45-second exploration interval. The resulting data were evaluated using the semantic difference scale technique. Also, the correlation of the variables was checked through the non-linear quadratic regression test. The findings from the analysis of the components of the perception of inner peace in the virtual reality experience, which in this study are the pleasantness or unpleasantness of the space, the attractiveness of the space, the beauty or ugliness of the space, normality or abnormality, calmness, the perceptual breadth of the space, openness to the outside and the enjoyment of daylight and It was sunlight, it indicates the meaningful relationships between them in a way that is in line with the real experience of the space and as if the people felt themselves present in the space. Also, the correlation diagram between the variables, especially in the case of the three characteristics of pleasantness, attractiveness and beauty, confirms this. In this study, the correlation between the living space characteristics of a residential unit and the experimental qualities attributed to them was studied quantitatively to measure the virtual experience of the perception of inner peace. The interaction of eight components with independent physical factors (floor materials, surface of openings, location, geometry and height of windows along with fixed height of space and fixed view outside) of a component-based description showed to be very effective for describing the variance observed in the ratings. The high level of correlation is particularly notable for the emotional and aesthetic rating categories, which cannot be trivially attributed to only one scene feature. Representation of designed scenes provides evidence for the importance of perceptual features in the experience of space in virtual reality. The current research has been carried out in the direction of generalizing and valuing spatial components in the design of a residential complex in the cultural/climatic context of Kish Island in Iran, so that a more successful design can be offered to users from this practical study. Manuscript profile
      • Open Access Article

        2 - Investigating the Effect of Virtual Reality Techniques on Balance of the Elderly
        Hamid Reza Vatan Khah Yasin Najafi Zadegan
      • Open Access Article

        3 - The Effectiveness of Virtual Reality Technology on Fear of Adolescent Speech
        Yasin Najafi Zadegan Hamid Reza Vatankhah
        The present study was conducted to investigate the effectiveness of virtual reality technology on adolescent fear of speech. The study population consisted of all adolescents aged 12-15 years in Tehran. The sampling method was cluster sampling from one of the counseling More
        The present study was conducted to investigate the effectiveness of virtual reality technology on adolescent fear of speech. The study population consisted of all adolescents aged 12-15 years in Tehran. The sampling method was cluster sampling from one of the counseling centers in Tehran. Of the adolescents who referred to the Center for Behavioral and Psychological Disorders, 30 individuals who referred for social anxiety disorders were selected. Then 15 patients were randomly assigned to the experimental group and 15 others to the control group. Pre-test was performed for both groups. Data gathering tools were Barsolomy and Hallelian Lecture Anxiety Questionnaire (2016). Then, 12 sessions of 20 minutes of play and activity with the Xbox machine were performed on the target group (experiment). At the end of the session, the experimental and control groups received post-test and the results were analyzed. After testing the hypotheses, it has been concluded that Virtual Reality Technology is effective on speech fear, cognitive anxiety, behavioral anxiety and physiological anxiety and can reduce anxiety and phobia by increasing self-efficacy and enhancing problem solving and creativity. Manuscript profile
      • Open Access Article

        4 - The Effectiveness of Virtual Reality Technology on Fear of Adolescent Speech
        Yasin Najafizadegan Hamidreza Vatankhah
        The present study was conducted to investigate the effectiveness of virtual reality technology on adolescent fear of speech. The study population consisted of all adolescents aged 12-15 years in Tehran. The sampling method was cluster sampling from one of the counseling More
        The present study was conducted to investigate the effectiveness of virtual reality technology on adolescent fear of speech. The study population consisted of all adolescents aged 12-15 years in Tehran. The sampling method was cluster sampling from one of the counseling centers in Tehran. Of the adolescents who referred to the Center for Behavioral and Psychological Disorders, 30 individuals who referred for social anxiety disorders were selected. Then 15 patients were randomly assigned to the experimental group and 15 others to the control group. Pre-test was performed for both groups. Data gathering tools were Barsolomy and Hallelian Lecture Anxiety Questionnaire (2016). Then, 12 sessions of 20 minutes of play and activity with the Xbox machine were performed on the target group (experiment). At the end of the session, the experimental and control groups received post-test and the results were analyzed. After testing the hypotheses, it has been concluded that Virtual Reality Technology is effective on speech fear, cognitive anxiety, behavioral anxiety and physiological anxiety and can reduce anxiety and phobia by increasing self-efficacy and enhancing problem solving and creativity. Manuscript profile
      • Open Access Article

        5 - Design and Validation of Virtual Reality Exposure Therapy Software for Treatment of Flying Phobia
        Javad Rasti gholamreza manshaee Parvin Eslami
        This study wasaimed at designing and validation of a software for treating flying phobia, based on real recorded VR 360-degree films of an entire flying. At the content validity stage of the software, the population consisted of all phobia therapists and computer and me More
        This study wasaimed at designing and validation of a software for treating flying phobia, based on real recorded VR 360-degree films of an entire flying. At the content validity stage of the software, the population consisted of all phobia therapists and computer and media specialists, and 9 of them were selected on purpose as the samples. At the introductory intervention stage, the population comprised all subjects with flying phobia, and 10 of them were, then, randomly assigned to test and control groups. The research tools were a 360-degree camera, a VR display, and Bornas’ Fear of Flight Scale. For content validation, the software was presented to the specialists and their ratings were analyzed, which led to Cohen's Kappa Coefficient of 0.78.This seems to fit well in terms of content validity. Also, covariance analysis at the introductory intervention stage indicated that this software significantly was effective in diminishing fear of flying (P < 0.05). Manuscript profile
      • Open Access Article

        6 - Comparison of the effectiveness of virtual reality therapy with neurofeedback on attention deficit of ADHD elementary students
        Mehdi Tabrizi Gholamreza Manshaee Amir Ghamarani Javad Rasti
        The purpose of this study was to compare the effectiveness of virtual reality with neurofeedback on attention deficit of students with attention deficit / hyperactivity disorder. The research method was quasi-experimental with pretest, posttest, control and follow up de More
        The purpose of this study was to compare the effectiveness of virtual reality with neurofeedback on attention deficit of students with attention deficit / hyperactivity disorder. The research method was quasi-experimental with pretest, posttest, control and follow up design. The statistical population consisted of 7-12 years-old elementary school students with attention deficit / hyperactivity disorder in Isfahan city in the school year of 1397-98 from which 48 subjects purposely selected based on entrance criteria and randomly assigned into virtual reality, neurofeedback and control groups (each 16 students). The SNAP-4 Parent Form (1981) was completed to measure students' attention deficit by their mothers. The virtual reality experiment group received 10 three-minute sessions of virtual reality software intervention and the neurofeedback experiment group received 30 neurofeedback sessions of 45 minutes each. The control group received no intervention. Then, post-test and after two months, follow-up measure were done. The results showed that virtual reality and neurofeedback are effective in improving attention, their effects are persistent in the follow-up phase, and the difference between the mean of the experimental and the control groups is significant (p <0.001). The obtained results show that virtual reality and neurofeedback are effective in improving the attention of affected students in both stages and the difference between virtual reality and neurofeedback groups is not significant (p <0.05). Manuscript profile
      • Open Access Article

        7 - Applications of Virtual Reality and Augmented Reality in Education
        behroz rajaee jafar salimi naser abbasi khadijeh babakhani
        Introduction: Distance education has always had an important place in education, and currently one of the most attractive innovations that are widely used in distance education is virtual reality and augmented reality technology. We are now on a path where education is More
        Introduction: Distance education has always had an important place in education, and currently one of the most attractive innovations that are widely used in distance education is virtual reality and augmented reality technology. We are now on a path where education is moving towards new technology, among which are augmented reality and virtual reality technologies. Accordingly, virtual reality and augmented reality technology can help students learn by providing educational materials and teachers as a teaching platform. With the help of these technologies, teachers can show anything in the classroom to students and thus engage them much better with lessons and education. The exact thing that is considered in divergent education; students have a role in the knowledge process of participation and active learning (student-centered).Method: The research method was a systematic review of research findings on the applications of virtual reality and augmented reality. Thus, the articles of the years (2016 to 2021) from databases (PubMed, Google scholar, science direct, Elsevier, Scopus, Springer, SID, Civilica) with the keywords "virtual reality", "augmented reality", "virtual education" was investigated.Findings: The evaluations of the articles showed that virtual reality provides outstanding visualization that cannot be achieved in the traditional classroom, and augmented reality experiences are an effective way to stimulate the presence and participation of students in online and hybrid education. Discussion and conclusion: virtual reality/augmented reality in the educational field has created interaction with virtual objects in the real environment. Therefore, in the era of the global pandemic, when the entire educational process is transferred online, virtual reality and augmented reality technology can create physical interaction between the learner and the environment, and engage the student's senses, and increase information and experience learning, and research They demonstrated improvements in learning, student engagement, motivation, and collaboration with educational environments enriched with virtual reality/augmented reality applications. In general, the results of this research are of great importance for the application of these technologies in the educational field, so that students' learning can be useful with both technologies.   Manuscript profile
      • Open Access Article

        8 - فناوری کمکی واقعیت مجازی برای زبان آموزان دارای اختلال بیانی زبان: اثربخشی، امکان سنجی، و خطرات
        Mojgan Khaki Hossein Heidari Tabrizi Sajad Shafiee
        این مطالعه کیفی که ریشه در تئوری فناوری کمکی (AST) دارد، واقعیت مجازی (VR) را به عنوان یک فناوری کمکی در بین زبان آموزان زبان انگلیسی مبتلا به اختلال زبان بیانی (ELD) در رابطه با اثربخشی، امکان سنجی و خطرات آن مورد بررسی قرار داد. پس از یک نمونه گیری هدفمند، 18 زبان آمو More
        این مطالعه کیفی که ریشه در تئوری فناوری کمکی (AST) دارد، واقعیت مجازی (VR) را به عنوان یک فناوری کمکی در بین زبان آموزان زبان انگلیسی مبتلا به اختلال زبان بیانی (ELD) در رابطه با اثربخشی، امکان سنجی و خطرات آن مورد بررسی قرار داد. پس از یک نمونه گیری هدفمند، 18 زبان آموز انگلیسی زبان پیش از متوسط ​​ایرانی با سطوح خفیف تا متوسط ​​ELD انتخاب شدند و یک محیط یادگیری واقعیت مجازی کاملاً فراگیر را از طریق نمایشگرهای واقعیت مجازی روی سر (VR-HMDs) که در آن مجموعه ای از قطعات یادگیری را تجربه کردند. با تمرکز بر مهارت‌های گفتاری به مدت 20 جلسه هفتاد دقیقه‌ای توسط VR نوشته شد. داده ها به صورت موضوعی توسط تحلیل داده های کیفی ماکس وبر (MAXQDA) تجزیه و تحلیل شدند. یافته‌ها عوامل تشکیل‌دهنده فناوری کمکی VR در مورد (A) اثربخشی (سواد فناوری اطلاعات و ارتباطات، پیش داوری‌ها، فن‌هراسی یا استرس فنی، انگیزه و کیفیت تجهیزات VR) را نشان دادند. (ب) امکان‌سنجی (زیرساخت‌های آکادمیک، قیمت تجهیزات، ویژگی‌های سفارشی‌سازی، انواع محتوا یا زمینه، و آموزش)، و (C) خطرات (علائم فیزیکی و ذهنی مختلف ناشی از VR). نتایج ممکن است به نفع TEFL، فناوری کمکی و آموزشی، و آموزش درمانی باشد. Manuscript profile
      • Open Access Article

        9 - The Impact of Virtual Reality Technology on Creating the Attitude and Understanding of Customers Towards the Property and Service Provider in the Real Estate Consulting Division
        soraya Khanzadeh Ghalati Mousa Rahimi sirous keshavarz
      • Open Access Article

        10 - Virtual reality (VR) alongside Social Media Marketing Activities (SMMAs) as a solution for Management Information Systems (MIS)
        Yazdan Shirmohammadi Parisa abiyaran Mike Peters
      • Open Access Article

        11 - Investigating factors affecting the acceptance and use of augmented reality applications in education in the context of the COVID-19 pandemic
        Yazdan Shirmohammadi Afsaneh Abdolahi Amene Kamali Sarvestani
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. E More
        Introduction: Augmented reality and virtual reality are considered smart and digital technologies that have left their impact in many industries and environments. On the other hand, the COVID-19 pandemic creates a series of issues and challenges for tourism education. Education through augmented reality and virtual reality has become very important. The tourism industry, as one of the most important service industries, experiences tight competition compared to other industries and services in the world. research methodology: The present study was conducted with the aim of investigating the factors affecting the acceptance and use of augmented reality and virtual reality applications in tourism education in the context of the COVID-19 pandemic. The research method of this study is quantitative, and data analysis is done using structural equations. The statistical population of the research also includes education experts in the field of augmented reality. The basic idea of this research and its dimensions and spheres are taken from Barta's research model (2023), and changes and innovations have been made to the said model. The research tool is a researcher-made questionnaire with reliable sources. The final designed conceptual model was estimated using structural equations and Smart PLS software. Findings: Based on the modeling results of structural equations, usefulness, ease, pleasure motivation, perceived value of price and perceived quality are effective on the attitude of using augmented reality and virtual reality applications in tourism education with values of 0.560, 0.485, 0.303, 0.677 and 0.444 respectively. Conclusion: Therefore, the perceived value of price has a greater impact on the attitude and acceptance of the use of augmented reality and virtual reality applications in tourism education in the era of COVID-19 than other identified factors. Manuscript profile
      • Open Access Article

        12 - Virtual Assets from the Internet of Things Perspective
        Mohammad Davarpour Mohammad Ahmadinia
      • Open Access Article

        13 - Mechaverse: The Iran’s first metaverse of mechanical engineering
        Mohammad Hossein Davarpour
        Along with the considerable growth of emerging technologies (such as artificial intelligence and big data, internet of things, blockchain, cloud computing, etc.) and expansion of their application in people’s everyday life, one of the technological concepts which More
        Along with the considerable growth of emerging technologies (such as artificial intelligence and big data, internet of things, blockchain, cloud computing, etc.) and expansion of their application in people’s everyday life, one of the technological concepts which has received more attention recently is the Metaverse or meta-universe. Metaverse as a virtual world is based on Virtual Reality technology and simulates environments, objects, people and their communications in a 3D space and provides a near-reality experience known as immersive experience for users. One of the contexts which is noticeably affected by Metaverse is education. Using VR and Metaverse, we can cope with many existing educational challenges such as space and time limitations, lack of sufficient raw materials, difficulties of equipment maintenance, etc. using cost-effective and low-risk solutions. In this paper, Mechaverse, the Iran’s first domain-specific metaverse of mechanical engineering is introduced which is designed and implemented to provide laboratory courses and skill workshops related to physics and mechanics. Afterwards, necessary tools for development of Mechaverse are described and some defined practical courses and the mechanisms of accessing and using them are discussed. Manuscript profile
      • Open Access Article

        14 - The Effect of using Virtual Reality Game on Health and Fitness
        Seyed Amirhossein Mousavi Ehsan Tahami Majid Zare Bidaki
      • Open Access Article

        15 - The Effect of Curriculum based on Virtual Reality on Primary School Students' Problem Solving Perception and Academic Achievement
        sajjad pourbaghban Firooz Mahmoodi Eskandar Fathiazar Behroz Kohestani
        The aim of this study was to determine the effect of virtual reality-based curriculum on problem-solving perceptions and academic achievement of sixth grade elementary students in science. The method of the present study was quasi-experimental and the pretest-posttest r More
        The aim of this study was to determine the effect of virtual reality-based curriculum on problem-solving perceptions and academic achievement of sixth grade elementary students in science. The method of the present study was quasi-experimental and the pretest-posttest research design was with a control group. The statistical population included all sixth grade elementary school students in Tabriz and the statistical sample, due to its semi-experimental nature, included 30 people (15 in the experimental group and 15 in the control group). The experimental group consisted of students who were exposed to education based on a virtual reality-based curriculum model, and the control group consisted of students who were exposed to conventional school education. Hepner and Patterson (1982) problem-solving perception questionnaire and teacher-made academic achievement test were used to collect information. The research data were analyzed using multivariate and univariate Analysis of Variance. Findings showed that virtual reality education has a positive effect on all three components of problem-solving perception (self-confidence, closeness to the problem and personal control) and academic achievement. Therefore, by using virtual reality-based curricula, students' problem-solving perception and academic achievement can be increased Manuscript profile
      • Open Access Article

        16 - Metaverse and Its Impact on Lifestyle
        Mohsen Mahmoudi Salar Sadeghi
        Metaverse, as an emerging technology and the next generation of the internet which enjoys noticeable special and quite new features including its unlimited and simultaneous communication possibility in virtual reality, promises undeniable positive effects on the human l More
        Metaverse, as an emerging technology and the next generation of the internet which enjoys noticeable special and quite new features including its unlimited and simultaneous communication possibility in virtual reality, promises undeniable positive effects on the human lifestyle in the fields of medicine, economics, and education. It also brings with itself some negative outcomes including new types of crimes, impersonation and privacy breach risks. Therefore, management of lifestyle in such a new environment is necessary from technical and content point of view. In this regard, defining interactive protocols and standards and explaining the legal aspects of such a space and the contents produced therein as well as strengthening of governance in this areas seem to be among the most important challenges and tasks that the policymakers and legislators encounter. Considering such points, ensuring cyber security and privacy, identifying possible risks in the metaverse, strengthening governance with a balance of security and freedom in the metaverse, and informing and educating people through the media will be necessary for users in using the metaverse appropriately Manuscript profile
      • Open Access Article

        17 - The Use of Virtual Reality Technology during the Outbreak of the Covid 19 Epidemic in the Tourism Industry (A Case study of the Museum of Ancient Iran)
        yazdan Shirmohammadi Abase Kiani
        The current research aims to investigate the use of virtual reality during the Covid-19 pandemic in the tourism industry (case study, museum of ancient Iran). In terms of its objective, the current research is an applied one and as its nature and method are regarded it More
        The current research aims to investigate the use of virtual reality during the Covid-19 pandemic in the tourism industry (case study, museum of ancient Iran). In terms of its objective, the current research is an applied one and as its nature and method are regarded it uses a field-based descriptive-correlation methodology. The statistical population of the research includes all of the tourists referred to the virtual site of the museum of ancient Iran. Using the Cochran formula for determining sample size through simple random sampling, 384 individuals were chosen as the statistical community among whom 379 responded to the questionnaires. The data was collected using the library and experimental methods. To score the items, each item was given a score based on a Likert five-point scale (completely disagree- completely agree). To determine the reliability of the questionnaire, the Cronbach alpha was run which indicated optimal reliability. To analyze the data, the SPSS 24 was used for the descriptive statistics and the structural equations of PLS3 were used for the inferential statistics. The results indicated that the authentic experience influences positively, directly, and significantly on tourists' visit willingness through the variables of cognitive response, affective response, and attachment to virtual reality tours in the museum of ancient Iran during the Covid-19 pandemic. Manuscript profile
      • Open Access Article

        18 - The effect of virtual reality on learning, memorization and cognitive load
        farzaneh gharibi Faezah Nateghi Saeid Mosavipour mohamad seifi
        , the present study aimed to determine the effect of virtual reality education on learning, memorization and cognitive burden in biology. The research method was quasi-experimental using a pretest-posttest design with a control group. The statistical population included More
        , the present study aimed to determine the effect of virtual reality education on learning, memorization and cognitive burden in biology. The research method was quasi-experimental using a pretest-posttest design with a control group. The statistical population included all 10th grade female students in Arak who were randomly selected by cluster sampling of two schools and the method of replacing classes in the experimental and control groups was random. To measure the amount of learning and retention, the Academic Achievement Test was done by the researcher and to measure the amount of load, the Pass and Van Marinboer grading scale was used. Data were analyzed using analysis of covariance and repeated measures. Findings showed that the learning and retention of the virtual reality group was significantly higher than the group that was trained in the traditional way. Other findings showed a significant reduction in the cognitive load of the virtual reality group compared to the control group. According to the findings, it can be concluded that the correct use of virtual reality in the learning environment allows users to have less effective learning and forgetfulness. Therefore, it is recommended to use the potentials of this technology in teaching different courses. Manuscript profile
      • Open Access Article

        19 - The Pattern of Road-Crossing Behavior of Children with Internalized and Externalized Behavioral Problems
        Mahboobeh Hashemi Juzdani Zahra Tabibi Ali Mashhadi
        The current study aimed to investigate road crossing behavior of three groups of children, namely; typically-developing chil- dren, children with internalized problems and children with externalized problems. A total of 79 children aged 7.5 to 10 years in three groups o More
        The current study aimed to investigate road crossing behavior of three groups of children, namely; typically-developing chil- dren, children with internalized problems and children with externalized problems. A total of 79 children aged 7.5 to 10 years in three groups of typically-developing children, children with internalized problems, and children with externalized problems voluntarily participated in the study. Tools included a pedestrian virtual reality environment (Schwebel, Gaines & Severson, 2007) to assess road-crossing behavior and Barkley Deficits in Executive Functioning Scale-Children and Adolescents (Barkley, 2012) to measure the deficits in executive functions. The results of MANCOVA with age and scores in BDEFS-CA as the covariates showed that children with internalized problems waited longer on the sidewalk than typically-developing children and children with externalized problems; they had more missed opportunities, and after a traffic gap, they started crossing with more delay. Children with externalized problems had more hits than typically-developing children. Compared to typically-developing children and children with internalized problems, children with externalized problems also exhibited less safe behavior when crossing the roads. Therefore, it’s necessary for the specialists of child traffic injury prevention programs to focus on behavior modification-based interventions, taking into account the pattern of street-crossing behavior of at-risk groups. Manuscript profile
      • Open Access Article

        20 - طراحی و ساخت شبیه ساز مکاترونیکی برای درمان بیماری فوبیا (ترس از تاریکی)
        مجید اسلامی حمیدرضا حاجی میرزاعلیان افسانه کرباسی
        استفاده از سامانه های شبیه ساز سال­ها است در حوزه های مختلف علمی و صنعتی و نظامی فراگیر بوده و این تکنولوژی (ورود به واقعیت مجازی)در حال گسترش در همه زمینه ها  است. در این مقاله با استفاده از متدهای نوین و ساخت یک مکانیزم درمانی که شامل سخت افزارهای مکاترونیکی More
        استفاده از سامانه های شبیه ساز سال­ها است در حوزه های مختلف علمی و صنعتی و نظامی فراگیر بوده و این تکنولوژی (ورود به واقعیت مجازی)در حال گسترش در همه زمینه ها  است. در این مقاله با استفاده از متدهای نوین و ساخت یک مکانیزم درمانی که شامل سخت افزارهای مکاترونیکی با بهره گیری از محیط گرافیکی  می باشد، سعی در روند بهبود و درمان بیماران مبتلا به فوبیا (ترس از تاریکی) شده است. مکانیزم طراحی شده پس از فراهم آوردن شرایط محیطی نزدیک به محیط واقعی توسط نرم افزارها و موتورهای گرافیکی، و همچنین شبیه­سازی حرکت سر بیمار با کمک سخت افزارهای مناسب (عینک های سه بعدی و سنسورهای حرکتی چند بعدی)، احساس واقعی بودن شرایط را برای بیمار بطور کامل بوجود می آورد و فرآیند درمان را ساده می سازد. همچنین در این پژوهش پارامترهای موثر بر بیماری ترس از تاریکی با استفاده از نظر متخصصین روانپزشک و بطور جامع و مشابه به واقعیت در محیط گرافیکی شبیه سازی شده است. پس از طراحی و ساخت سامانه مذکور، آزمایشات عملی بر روی تعدادی از کودکان مبتلا به بیماری فوبیا (ترس از تاریکی)  در بازه های زمانی مشخص با صلاحدید پزشک معالج، انجام شد. که نتایج آزمایشات بیانگر تاثیر به سزای این سامانه در درمان این بیماری را داشت. همچنین احساس رضایت کودکان نسبت به کار با سامانه درمانی بسیار عالی ارزیابی گردید Manuscript profile