Saudi Cultural Missions Theses & Dissertations

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    Evaluation of an Early-Stage Prototype of a Virtual Reality-Based Physiotherapy Toolkit for Individuals with Chronic Knee Pain
    (Saudi Digital Library, 2025) Almutairi, Alhanouf; Button, Kate; Alamri, Mohammad
    Abstract Background: Chronic knee pain (CKP) affects quality of life and poses significant challenges for healthcare delivery, with low treatment adherence outside clinical settings. Therapeutic exercise remains a cornerstone intervention for managing CKP, with evidence supporting its effectiveness in improving function and reducing pain. Virtual reality (VR) has emerged as a promising tool for delivering therapeutic exercises in a more engaging and motivating format. However, there remains a paucity of evidence regarding the biomechanical challenges and usability of VR applications for home-based knee rehabilitation. This thesis aimed to evaluate an early-stage prototype of a VR-based physiotherapy toolkit designed for people with CKP with the aim of facilitating therapeutic exercises within a home setting. Method and findings: A total of 40 participants with CKP (52.5% male, 47.5% female, age range 18–56+ years) underwent a single laboratory session during which both kinematic performance and system usability were assessed. The study design was informed by the Medical Research Council (MRC) framework for developing complex interventions and was structured across three parts: part 1 comprised an umbrella review of eight systematic reviews examining the applications of VR-based physiotherapy. This part aimed to identify, synthesise and critically evaluate existing evidence on the application of VR in therapeutic interventions. The findings suggested that while VR demonstrates potential to improve physical function, significant gaps persist in understanding its biomechanics and its usability for home-based physiotherapy settings. The methodological quality of the reviewed research was low, highlighting the need for rigorous and high-quality research in this area. Part 2 evaluated whether an in-house VR-based physiotherapy toolkit can accurately replicate therapeutic movements and provide appropriate challenges across different difficulty levels. Participants performed five VR-based physiotherapy exercise scenarios, during which joint range of motion (ROM) and key muscles’ activity were recorded concurrently. The results demonstrated that progressive increases in exercise difficulty led to enhanced movement demands while preserving symmetrical lower-limb muscle activation. These findings indicate that the system can deliver individualised exercise interventions that adapt to personal movement characteristics following physiotherapy best practices. Part 3 focused on evaluating the usability and acceptability of the VR-based physiotherapy prototype among participants with CKP. Usability was quantitatively established using the System Usability Scale (SUS), yielding a mean score of 76, which is indicative of good overall usability. Qualitative feedback was also collected and exposed to content analysis, which revealed a positive user experience: 389 positive codes were recorded, compared to 62 negative codes. However, specific areas for improvement were identified, including frequent technical challenges (307 codes) and the need for clearer instructional guidance (84 codes). Conclusion: This research demonstrates that VR can offer a promising, engaging, and biomechanically relevant system to deliver therapeutic exercises. However, challenges related to technical reliability and clarity of instructional content require further development to ensure successful long-term implementation. This research contributes to a growing body of evidence supporting the integration of VR into musculoskeletal physiotherapy and provides valuable insights to inform future development and successful implementation in both home and clinical settings.
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    Development of a Virtual Reality Environment for Teaching and Learning in Air Accident Investigation
    (Saudi Digital Library, 2025) Alburaidi, Faisal Othman H; Teschner, Tom
    This thesis addresses the challenge of effectively training aviation accident investigators by developing a Virtual Reality (VR) environment based on the 2010 Alaska USAF C-17 Globemaster III transport plane crash. Traditional methods, such as reading accident reports and analysing static diagrams, are insufficient for understanding the complex, three-dimensional nature of aviation accidents. The aim of this research was to develop and empirically evaluate a VR model as a complementary educational tool, enhancing investigators' cognitive and procedural understanding through immersive learning. The VR model operates using manufactured data to simulate realistic air accident scenarios, enabling consistent and scalable visualisation for training and analysis purposes. A key feature of the system is its support for structured input via CSV files, allowing the dynamic visualisation of flight behaviours without manual keyframe animation. This design ensures scalability and adaptability, capable of accommodating hundreds of variables efficiently. The model’s capacity for visual inspection, interaction, and contextual immersion highlights its potential as a complementary tool within safety-critical domains, adding cognitive and experiential depth to air accident investigation training. The study adopted a mixed-methods design, combining quantitative and qualitative measures. Quantitatively, 101 participants (67 male, 35 female) across three age groups (18–24, 25–34, 35–44) were exposed to both traditional accident reports and the VR simulation. Gender differences were not statistically significant, though the youngest group (18–24) demonstrated higher adaptability to VR. Statistical analysis showed that VR simulations significantly enhanced comprehension, retention, and recall of 3 accident data by approximately 25–30% compared to traditional methods. The findings highlight that while both educational tools are effective, VR simulations provide additional perceived benefits that extend understanding beyond what is achievable through text-based reports alone. This underscores the potential of integrating VR technology into aviation safety training programmes to complement conventional approaches and provide a more comprehensive, interactive, and scalable learning experience. Keywords: Virtual reality framework; Air Accident investigation report; virtual reality; learning; Interactive learning; Aviation safety
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    Virtual Reality Immersion Therapy for the Treatment of Anxiety Disorders
    (La Trobe University, 2024-11) Alahmari, Khadijah; Skarbez,Richard; Duh, Henry
    Virtual Reality (VR) has emerged as a promising therapeutic tool for addressing anxiety disorders. This thesis delves into the effectiveness of virtual reality exposure therapy and its impact on anxiety symptoms. Drawing from extensive systematic reviews and meta-analyses, we evaluate the use of immersive VR techniques in treating various anxiety disorders, such as generalised anxiety disorder, social anxiety disorder, post-traumatic stress disorder, and panic disorder. This analysis encompasses a broad range of studies, involving diverse patient populations. While the results show improvements in anxiety symptoms with VR interventions, it is important to note that the evidence does not conclusively establish VR as a superior replacement for traditional therapies. This dissertation also explores the importance of evidence-based treatment protocols and guidelines for implementing VR Immersion Therapy in healthcare settings, emphasising individualised treatment plans, standardised protocols, thorough patient assessment, and interdisciplinary collaboration. In conclusion, VR-based interventions hold promise in enhancing quality of life for individuals with anxiety disorders. However, more research is needed to fully understand the efficacy of such interventions and how they fit into the broader landscape of mental health treatment. The insights and recommendations provided here serve as a valuable resource for healthcare professionals seeking to optimise the delivery of VR-based therapies and improve patient outcomes in the realm of mental health.
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    THE AFFECT OF FACIAL EXPRESSION ANIMATIONS IN SYSTEMS THAT INCORPORATES A VR
    (Queen Mary University of London, 2024) Serafi, Mohamad; Healey, Patrick
    Advances in the quality of virtual reality hardware and software mean that it is now possible to have real-time conversations using high fidelity avatars driven by live capture of facial expressions. Not all facial movements are captured or animated by current state-of-the-art systems. This raises two questions. First, which types of facial expressions are most important for effective communication? Second, how effectively are they reproduced by avatars and perceived by users? One especially important class of facial expressions for natural human interaction are those associated with communication of misunderstanding: ‘confused’ or ‘puzzled’ faces. To answer these questions a corpus of 9 facial expressions of confusion plus 5 baseline expressions are constructed using facial movement data captured from natural conversation. Each expression is then reconstructed using high quality avatars. The set of expressions are presented to users as 3D animations and participants judge whether they show confusion. Data on the type and speed of response and from live eye tracking show that all facial expressions were significant individual levels to predict pressing yes compared to fluent expression which we think is far from the confused facial expression. the direction of eyes or head roll didn’t make much.
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    An Investigation of Science Teachers' Intention to Use Augmented Reality for Educational Purposes in Saudi Arabia's Public Education System.
    (The University of Kansas, 2023) Almughamisi, Samer; Zhao, Yong
    Augmented reality (AR) is one of the most prominent emerging technologies in the educational environment in the world and especially in the educational system in Saudi Arabia. The Ministry of Education in Saudi Arabia claims to have enabled the use of AR and anticipates it to be utilized for educational purposes in public education, but not all science teachers have yet taken and accepted it to the point of thinking of it for routine use. This quantitative research design investigates science teachers' intention to use AR for educational purposes in Saudi Arabia's public education system. UTAUT2 is selected for the purposes of this study as the most renowned and comprehensive model to identify the relationship between the intended use of augmented reality and five UTAUT2 factors (performance expectancy, effort expectancy, social influence, facilitating conditions, and hedonic motivation). Unlike previous UTAUT2 research, a differentiation was made between those already using the technology and those not. Age, gender, and experience were found to have no effect, with the exception of AR users with over 20 years of teaching experience. Performance expectancy (β = . 322 t= 4.014, p<.001) had the strongest predictive power for non-user behavioral intention to use AR in the classroom. The second most predictive variable for the non-user group was hedonic motivation (β = .317 t= 3.752, p<.001). Social influence had the third largest predictive power for the non-user group (β = .263 t= 3.370, p<.001). For the user group hedonic motivation had a more elevated sway in the prediction of behavioral intention (β = .374 t= 5.687, p<.001). It is followed by facilitating conditions that (β =.289 t= 3.646, p<.001). The result clearly showed that there is a variance between the two groups in the strength of the influence of performance expectancy and facilitating conditions. Finally, social influence had the third largest predictive power for the user group (β = .208 t= 3.393, p<.001). Intention levels were analyzed by an independent t-test to compare the means of the two groups. Both groups have positive intentions to use AR for educational purposes in the public education system in Saudi Arabia (t (342.786)=0.708, p=0.597). Both groups accept using AR in the classroom.
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    Adapting to Change: The Integration of Artificial Intelligence (AI) to Address Labour Shortages in UK Hospitality
    (Bournemouth University, 2024) AlMalki, AlAnoud Awadh Yahya; Ladkin, Adele
    This dissertation explores the transformative role of Artificial Intelligence (AI) and digital innovation in mitigating labour shortages within the UK's hospitality industry. Amidst an era marked by significant staff deficits, exacerbated by demographic shifts, Brexit, and the aftermath of the COVID-19 pandemic, the hospitality sector faces unprecedented challenges. Through qualitative research, involving semi-structured interviews with four hotel managers, seven hotel staff and two customers. This study delves into the multifaceted impacts of AI integration on operational efficiency, employee dynamics, and customer satisfaction. Findings indicate that AI technologies—spanning predictive analytics, service robots, and digital training platforms—offer potent solutions to labour scarcities by enhancing service delivery, streamlining recruitment, and fostering workforce development. Yet, the adoption of such technologies is not without its challenges, including substantial initial investments, requisite skill upgrades for existing staff, and potential impacts on employment. This research further examines the distinction between AI-equipped and traditional hotels, revealing that while AI promises operational advancements and cost efficiencies, the human element remains irreplaceable in ensuring guest satisfaction. In conclusion, the study underscores the necessity of a balanced approach towards AI adoption in the hospitality sector, advocating for strategic planning and stakeholder engagement to leverage technology effectively while preserving the essence of hospitality's human touch. The insights gleaned from this investigation not only contribute to academic discourse but also offer practical guidance for hospitality managers and policymakers navigating the sector's digital transformation journey.
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    Understanding Perceptual Mesh Quality in Virtual Reality and Desktop Settings
    (Cardiff University, 2024-07) Alfarasani, Dalia A; Lai, Yukun
    This thesis focuses on 3D mesh quality, essential for immersive VR applications. It examines subjective methodologies for Quality of Experience (QoE) assessments and then develops objective quality metrics incorporating QoE influencing factors. Existing studies consider 3D mesh quality on the desktop. The perceptual quality in a Virtual Reality (VR) setting can be different, this inspired us to measure mesh quality in a VR setting, which has been the subject of limited studies in this area. We consider how different 3D distortion types affect perceptual quality of 3D when viewed in a VR setup. In our experiment findings, in the VR setting, perception appears more sensitive to particular distortions than others, compared with the desktop. This can provide helpful guidance for downstream applications. Furthermore, we evaluate state-of-the-art perceptually inspired mesh difference metrics for predicting objective quality scores captured in VR and compare them with the desktop. The experimental results show that subjective scores in the VR setting are more consistent than those on desktop setting. As we focus on a better understanding of perceptual mesh quality, we further consider the problem of mesh saliency, which measures the perceptual importance of different regions on a mesh. However, existing mesh saliency models are largely built with hard-coded formulae or utilise indirect measures, which cannot capture true human perception. In this thesis, to generate ground truth mesh saliency, we use subjective studies that collect eye-tracking data from participants and develop a method for mapping the eye-tracking data of individual views consistently onto a mesh. We further evaluate existing methods of measuring saliency and propose a new machine learning-based method that better predicts subjective saliency values. The predicted saliency is also demonstrated to help with mesh quality prediction as salient regions tend to be more important perceptually, leading to a novel effective mesh quality measure.
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    Effectiveness of VirtualSim-COVID on Nursing Students' Learning Outcomes toward COVID-19
    (University of Massachusetts Amherst, 2024-05-17) Alalawi, Reem; Choi, Jeungok
    Background: The COVID-19 pandemic poses challenges to preserving the continuity of education worldwide, mainly within health and nursing education. Thus, non-immersive virtual simulation seems an appropriate pedagogical strategy to help nursing students continue learning safely during the pandemic and improve their learning outcomes. Purpose: This pilot study sought to improve nursing students’ learning outcomes pertaining to COVID-19 among community-dwelling older adults using virtual reality simulation for COVID-19 (VirtualSim-COVID). Method: This pilot study used a one-group pre-test and post-test study design to assess the effectiveness of VirtualSim-COVID on nursing students’ outcomes. Data were collected from September to November 2023 and analyzed using descriptive statistics, a paired t-test, and the Wilcoxon signed rank test. The VirtualSim- COVID consisted of case scenarios, a general review of COVID-19, practice quizzes on preforming hand hygiene, applying personal protective equipment (PPE), and administering the vaccine, and (4) a self-debriefing. Results: A total of 21 junior and senior nursing students in one college in Saudi Arabia were recruited. The result showed that the students demonstrated greater improvement in knowledge (t(19)= -3.33, p=0.004), self-confidence (t(17)= -4.318, p<0.001), and satisfaction (t(17)= -5.063, p<0.001) after the intervention. However, there was no significant change in the overall critical thinking score (t(20)= 0.450, p=0.658), attitude subscale (Z=-1.000, p=.317), and practice subscale (Z=-.258, p=.796). Conclusion: VirtualSim-COVID is an effective educational tool for improving nursing students’ knowledge, skill performance, self-confidence, and satisfaction. Therefore, incorporating virtual simulation into nursing education programs’ curricula is recommended. Further research to replicate with a larger sample size is suggested.
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    The Effectiveness of Virtual Reality as a Non-Pharmacological Intervention to Reduce Pain During Medical Procedures Among Adults: An Integrative Review
    (University of Sydney, 2018-06) Asiri, Salihah; West, Sandra; Betihavas, Vasiliki
    Aim: The aim of this review is to identify the effectiveness of VR as a non-pharmacological intervention to reduce pain among adult patients during medical procedures. Background: Managing pain during medical procedures is important for both patients and caregivers in providing high quality care as well as patient satisfaction. Using non-pharmacological analgesics is highly recommended due to the relative lack of side effects compared to traditional pharmacological analgesics, which can cause several side effects such as constipation, nausea, or cognitive dysfunction. These concerns, along with the associated risk of addiction, have led to limiting the use of opioids for analgesia. This review focused on using VR as a distraction method, which can be used alone or in addition to pharmacologic analgesia to reduce adult patients’ perceived pain during medical procedures. Methods: An integrative literature review was completed via a comprehensive and systematic search performed using online electronic databases, including CINAHL, PubMed, and PsycINFO via OvidSP. After the search and selection process was complete, the literature was categorized as either experimental studies of healthy participants or studies of patients undergoing various medical procedures in clinical settings. Results: Three pain components are measured while using VR in both experimental and clinical studies. These include the sensory (the intensity of pain), affective (unpleasant pain), and cognitive (time spent thinking about pain) components of pain. The amount of ‘fun’ experienced was also measured. This review suggests that the VR condition can reduce all three pain components when compared with the no VR condition, and the amount of fun experienced was increased in the VR condition. Conclusion: This paper seeks to identify the effectiveness of VR as a non-pharmacological intervention to reduce pain among adult patients during medical procedures.
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    THE TRANSFORMATION OF ARAB NARRATIVE FROM ORAL TO VIRTURAL REALITY: A MEDIA ECOLOGY PERSPECTIVE
    (Duquesne University, 2024-04-22) Alaslani, Eman; Wachs, Anthony
    This project examines the evolution of communication in Arab culture from orality to virtual reality (VR). Through the lens of media ecology, it investigates the development of media technologies, particularly VR, and their influence on Arab storytelling, communication, and cultural identity. Making use of the theoretical perspectives of Marshall McLuhan, Walter J. Ong, and Neil Postman, this project explores the potential of VR to reshape Arab storytelling and cultural expression. The paper further discusses the historical, social, and technological dimensions of VR as a medium with the power to alter human communication and perception. This project surveys the effects of Islam on Arabic literacy and narrative forms as influenced by pre- Islamic poetry, the Quran, and narratives in Arabic. The exploration of media ecology in the context of VR and Arab narrative provides a framework for future research. While aiming to understand the role of virtual reality in shaping Arab narrative, this effort encourages the thoughtful integration of emerging technologies into the tapestry of human communication and cultural expression.
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