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Pokémon GO是一款使用 AR 技術的手機遊戲。玩家打開手機鏡頭，就能在現實街道、公園或校園裡看到虛擬的寶可夢，並透過捕捉、收集和對戰，將虛擬角色與現實環境結合，讓遊戲變得更真實、更有互動感。

#AR

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Beat Saber（音樂光劍遊戲）是一款使用 VR 技術的音樂遊戲。玩家戴上 VR 頭盔後，會進入一個充滿彩色方塊的虛擬世界，用手上的光劍隨著音樂節奏劈砍方塊，就像真的在舞動和打擊一樣，帶來沉浸式的遊戲體驗。

#VR

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Oculus Quest 2 | First Steps | The Climb 2 & Beat Saber

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Pikmin Bloom 是由Niantic 與Nintendo 任天堂合作開發的AR遊戲。遊戲結合「走路」與「培育」 兩大元素，藉由在日常生活周遭邊採集和種植各種「Pikmin」，邊組成專屬隊伍，鼓勵玩家出門走動。遊戲中玩家角色背上紀錄步數的特製背包，由Pikmin 花苗發芽開始，全都是靠走路完成。系統亦會記錄每隻「Pikmin」的發芽位置，打造生活回憶。玩家也可以查看自己的行走步數和路線，並為生活記錄加上註解和照片。

#AR

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Grow your Pikmin, make flowers bloom, and keep track of your most precious memories, all through the simple act of walking.

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心理治療

Nick

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Show available content in

Abstract

Virtual reality (VR) is a potentially powerful technology for enhancing assessment in mental health. At any time or place, individuals can be transported into immersive and interactive virtual worlds that are fully controlled by the researcher or clinician. This capability is central to recent interest in how VR might be harnessed in both treatment and assessment of mental health conditions. The current review provides a summary of the advantages of using VR for assessment in mental health, focusing on increasing ecological validity of highly controlled environments, enhancing personalization and engagement, and capturing real-time, automated data in real-world contexts. Considerations for the implementation of VR in research and clinical settings are discussed, including current issues with cost and access, developing evidence base, technical challenges, and ethical implications. The opportunities and challenges of VR are important to understand as researchers and clinicians look to harness this technology to improve mental health outcomes.

Keywords: assessment, digital technology, mental disorders, mental health, psychiatry, virtual reality

Abstract

La realidad virtual (RV) es una tecnología potencialmente poderosa para mejorar la evaluación en salud mental. En cualquier momento o lugar, las personas pueden ser transportadas y quedar inmersos en mundos virtuales interactivos que están totalmente controlados por el investigador o el clínico. Esta capacidad es parte fundamental del interés reciente por la manera en cómo se podría aprovechar la RV tanto en el tratamiento como en la evaluación de las condiciones de salud mental. Esta revisión proporciona un resumen de las ventajas del empleo de la RV para la evaluación en salud mental, enfocándose en el aumento de la validez ecológica de entornos altamente controlados, en mejorar la personalización y el compromiso, y capturar datos automatizados en tiempo real en contextos del mundo real. Se discuten las consideraciones para la implementación de la realidad virtual en investigación y en situaciones clínicas, incluidos los problemas actuales de costo y acceso, el desarrollo en base a la evidencia, los desafíos técnicos y las implicancias éticas. Es importante comprender las oportunidades y los desafíos de la realidad virtual, ya que los investigadores y los médicos buscan aprovechar esta tecnología para mejorar los resultados de salud mental.

Abstract

L'évaluation de la santé mentale pourrait bénéficier de la puissance de la technologie de la réalité virtuelle (RV). Les sujets peuvent être transportés en immersion à tout moment ou en tout lieu dans des mondes virtuels interactifs totalement contrôlés par le chercheur ou le médecin. C'est ce qui motive l'intérêt récent sur la façon d'exploiter la RV à la fois dans le traitement et l'évaluation des maladies mentales. Notre présentation résume les avantages de la RV dans ce cadre ; elle est centrée sur la validité écologique renforcée des environnements très contrôlés, sur une meilleure personnalisation et participation du sujet, et sur la saisie de données automatisées en temps et contextes réels. Nous analysons les conditions de l'introduction de la RV en recherche et en clinique, y compris les enjeux actuels de coût et d'accès, le développement d'une base de données, les défis techniques et les questions éthiques. Chercheurs et médecins souhaitent expérimenter la réalité virtuelle pour améliorer les résultats dans le contexte de la santé mentale, il est donc important d'en comprendre les opportunités et les difficultés.

Introduction

Developments in virtual reality (VR) have the potential to radically transform the landscape of assessment in mental health. Immersive VR involves wearing an enclosed head-mounted device (HMD) that displays three dimensional images on a screen so that the person is fully immersed in a virtual environment (eg, Figure 1 ).1 Images are continuously rendered relative to the position of the head and can capture movements of the body, allowing users to explore and interact with objects and avatars (digital agents) in the virtual space. These virtual environments are either programmed using specialist software to create computer-generated, photorealistic images, or filmed with specialized cameras to create 360-degree videos of real-world scenes that can be replayed within VR. Together, these capabilities make it possible for researchers and clinicians to observe and record individuals in highly controlled and near-natural environments, in real time.

Figure 1. Examples of virtual reality environments (King's College London, IoPPN Virtual Reality Research Lab, Developer: Jerome Di Pietro).

VR has been applied for the delivery of exposure-based treatments, whereby individuals can experience feared situations or contexts in a safe and controlled manner, without leaving the clinical setting. Indeed, VR exposure treatments have proven effective across a range of mental health conditions. A number of reviews have been written on the topic of VR-based treatments for psychiatric conditions more broadly.2-7 Freeman et al4 conducted a systematic review in 2017, finding 154 studies on VR treatments for a range of mental health disorders. Further reviews have been published on VR treatments for schizophrenia,5 anxiety disorders,2,8 and mental disorders more generally.3,6 Evidence for the efficacy of VR treatments is noted within these reviews; however, the methodological quality of studies is generally low and the implementation of VR treatments beyond research settings is yet to be examined. Exposure therapy is notably dominant within this literature, highlighting how the ability of VR to recreate real-world environments has been leveraged to target the mechanism underpinning exposure. However, in general, innovation has not moved far from this approach, with more novel clinical applications of VR yet to be explored. One such application of VR within treatment is its use as a clinical assessment tool, a topic of relatively limited discussion within the literature. Clinical assessment is an integral element of mental health treatment, from diagnosis to treatment planning and monitoring. As such, the aim of this review is to orient the reader to the clinical application of VR as an assessment tool within mental health research and practice. The specific capabilities that underlie the utility of VR for clinical assessment is provided, as well as examples from high-quality research studies, finishing with a discussion of current considerations and limitations in the field.

Benefits of virtual reality for assessment

From symptoms and cognition to functioning and capacity, the measurement of psychological phenomena is central to research and practice in mental health.9 Although we can have confidence in current assessment instruments to a certain degree, there are many threats to reliability and validity.10 Differences between the assessment context (eg, a lab or clinic) and the real world generate multiple sources of potential bias, threatening the accuracy of results. Real-world assessments are possible, but can be costly and time consuming, and access can be limited by location and mobility. VR may overcome many of these limitations through the ability to generate highly controlled, real-world experiences.11

Enhancing ecological validity

With technological advances over the past decade in particular, VR has become increasingly immersive. By immersing individuals in real-world situations through VR, it is possible to conduct assessments that more closely emulate what happens in daily life. This capability overcomes the issue of ecological validity, that is, the degree to which the findings of research studies generalize to real-world settings.11 Research has consistently shown that individuals respond to virtual environments as if they were experiencing them in real life.12-15 Virtual environments are known to produce physiological changes consistent with emotional responses to real-world scenarios13,16,17 and have the ability to elicit symptoms such as paranoia,18,19 cravings,20,21 anxiety,14,15,22 and fear.23 A meta-analysis of nine randomized controlled trials comparing VR exposure with in vivo exposure for phobias found equivalent effects for both interventions, suggesting similar processes occur.24 Experiences in VR have also been found to elicit predictable behaviors, with one study finding that people with higher levels of paranoia kept a greater interpersonal distance from avatars within a virtual environment, which was considered a reflection of perceived trust and social threat.25 These findings highlight one of the main advantages of VR within mental health: the ability to simulate experiences in everyday life.

Whereas validation studies are still lacking, research has demonstrated that VR-based assessments can perform comparatively to assessments conducted in the real world.12,26-28 Gorini et al12 examined emotional reactions to food in a virtual kitchen, a real kitchen, and in photographs, among individuals with eating disorders. They found that both real and virtual exposure to food cues elicited the same emotional reactions, which were greater than those elicited by the photographs. VR also enables access to situations and experiences previously difficult to attain in research, such as hard to reach or dangerous environments. For example, VR has been used in neuroimaging research to study brain activation in naturalistic scenarios, a method previously impossible from inside the scanner.29 Furthermore, since recent developments have resulted in VR becoming completely mobile, assessments do not need to occur within the clinic or lab, allowing people to access them remotely.30 The possibility to deliver automated assessments in people's homes, independent from a clinician, is an exciting opportunity to increase efficiency, improve accessibility, and reduce cost.

Control and manipulation of the virtual environment

VR offers the ability to control and manipulate features of the environment that can be used to test and assess relevant variables, such as eliciting paranoia in social situations18,31,32 or examining responses to cues within the environment.12,20,21 Experimental control is a cornerstone of psychological research, enabling direct comparison between conditions to determine causal relationships between variables. Strong methodological rigor can be achieved in VR through careful manipulation of variables across conditions in virtual environments.11 For example, Veling et al31 randomized participants with psychosis, siblings, and health controls to conditions with varying levels of social stress within a virtual environment. They found a dose-response relationship between social stress and paranoia, which was associated with psychosis liability, supporting the theory that social stress may account for the relationship between the environment and psychosis. Another example comes from Freeman et al33 who examined experiences of paranoia and perceptions of social rank within a virtual underground train. Participants were placed in two conditions: one where they were taller than others on the train and another where they were shorter. Findings showed that under the condition where they were shorter, participants had a more negative view of themselves relative to others and greater levels of paranoia. The differences in paranoia were fully mediated by social comparison, suggesting that negative views of the self, relative to others, may drive feelings of mistrust.

Another capability of VR is that individuals are able to interact with objects within the system, rather than simply observing or imagining different scenarios. This not only enhances ecological validity, as interaction is inherent to the real world, but also allows researchers to examine behaviors of individuals within the virtual environment and their impact by manipulating different contingencies.34 Previously, this type of research was only possible using actors or "confederates" who performed certain roles within situations, which was costly and limited in ecological validity. Furthermore, the controlled nature of the experience enables greater reproducibility relative to field studies where the environment is constantly changing. These capabilities have important implications for social psychology,35 but also for identifying differences characteristic of mental disorders.5 For example, previous studies have demonstrated that exposure of each participant to the same virtual scenario can allow controlled examination of the determinants of paranoid ideation.18,33,36,37 As such, the enhanced environmental control and interactivity of VR allows for standardization of otherwise dynamic variables, ensuring a consistent assessment experience, both over time and across individuals.

Personalization and tailoring

Because virtual environments are computer-generated or recorded, it is also possible to program tailored VR experiences that match individual needs, abilities, or preferences (eg, slowing down a sequence, using text or audio instructions, minimizing distraction). Rizzo et al38 developed a VR-based exposure therapy for posttraumatic stress disorder (PTSD) that enabled the therapist to customize various features of a combat scenario most relevant to the trauma experienced by soldiers. Since effective treatment of PTSD requires exposure to cues of highly idiosyncratic experiences, customization of the virtual environment is an important feature. Such customization also has important utility for assessment purposes, though very little research has examined this to date. For example, functional analysis involves the examination of how symptoms change in relation to different triggers and responses.39 VR could be used to examine changes in symptoms across different situations and in relation to certain cues, for example visual, auditory, and olfactory, allowing precise insight into the determinants of relevant clinical events. Gatti et al40 describe a VR protocol whereby clinicians were able to customize the virtual environment with personally relevant cues to alcohol craving and behaviors for the purposes of clinical formulation. The ability to perform psychiatric assessment via personalized tests and tasks meaningful to the individual and their situation is powerful but is currently understudied within VR.

Real-time, automated data capture

The benefits of using technology for automatic data capture has been well recognized.41 Mobile apps for tracking symptoms and other clinically relevant information over time42 has been a major area of progress in digital mental health, with findings suggesting that they are feasible and acceptable to individuals.43,44 Researchers are starting to consider how data collected from devices such as smartphone apps and VR might be clinically informative. Patterns in data collected from technology devices, such as movement, speech, and geolocation, have been associated with changes in symptoms45 and may even be used to predict relapse among people with psychosis.42

It is possible to capture data automatically from users during VR experiences. Eye-tracking software can be integrated with VR,30 capturing a source of data commonly used to identify markers of psychiatric disorders and cognition.46 It is also possible to measure behaviors within the virtual environment, such as decisions about how to navigate and interact with different objects and agents.25 Capturing the temporal relationship between variables in real time (ie, how thoughts, emotions, and behaviors unfold in relation to changes in the environment), makes it possible to test hypothesized processes and causal interactions. Furthermore, physiological measures commonly used as objective indicators of psychological states, such as heart rate and galvanic skin response, can be recorded and synced with virtual content or even eye gaze. Mühlberger et al47 developed a VR-delivered behavioral avoidance test (VR-BAT) to assess fear in specific phobia while automatically collecting heart rate, skin conductance, subjective rating of discomfort, and stimulus-approach distance. Results indicated that the physiological measures were good predictors of fear intensity. Others have begun to investigate integrating more sophisticated biosensors, such as wireless electroencephalography (EEG), with VR to assess psychologically relevant constructs such as emotional state, with the aim to feed the data back to clinicians for enhanced decision making48 or even within VR itself as biofeedback.49

Increasing engagement

Another benefit of delivering clinical evaluation via VR is the potential to enhance an individual's engagement with the test or assessment. Traditional testing procedures undertaken in mental health can be lengthy, repetitive, and/or laborious, which may impact individual performance, especially for measures of attention or memory. Therefore, replacing traditional assessment with more engaging, meaningful, or enjoyable methods has substantial appeal. This is particularly important given that symptoms such as poor concentration and lack of motivation are common across mental health conditions.50 This application of VR may also be of benefit in young people experiencing mental ill-health, a population where digital technologies are common and their use for mental health is promising.51

VR may enhance engagement with clinical evaluations through the immersive, realistic, enjoyable environments enabled by the technology.52,53 The term "presence" has been used in VR research to refer to the subjective experience of being in a place or environment, even when one is physically situated in another.1 The feeling of presence is influenced by the degree of immersion, defined as the extent to which the system generates sensory stimulation consistent with sensorimotor experience (eg, images are updated as the head moves). Sense of presence has traditionally been linked to an individual's level of engagement54 and motivation.55 As such, high rates of presence and immersion reported within investigations of clinical uses of VR point to the ability of the technology to enhance engagement with clinical evaluation.56-58 However, it is currently difficult to create VR environments with a high level of realism, which can create a strong aversion to the experience.59

VR could further increase engagement with clinical evaluation by adding elements of digital games to the assessments, a process known as "gamification."60 Incorporating features of games, such as rewards and feedback, within VR may engage individuals more fully in the evaluation process, limiting distractions that may compete for attention. Pollak et al53 reported that young participants (aged 9 to 17) rated a VR attention-deficit/hyperactivity disorder (ADHD) assessment significantly more enjoyable than a computerized test of attention. The affordances inherent within VR technology have the potential to increase engagement with clinical evaluation for all individuals across presenting disorders, potentially improving the reliability and validity of the assessments.

Applications of VR for assessment in clinical research studies

Owing to the ecological validity, immersive capabilities, and ease of standardized data collection as discussed above, the field has begun to explore the use of VR for the assessment of clinically relevant outcomes. To date, these have fallen into three main areas: social functioning, cognition, and symptomatology. Social functioning can be assessed using automatic data capture such as eye gaze, proximity to VR avatars, and recording of responses to simulated social situations.25,56 Across studies, individuals with mental health conditions known to impact social functioning differed from control participants on VR-recorded measures. Cognition was among the first outcomes to be assessed with early-stage VR programs,61-63 focusing on memory and executive function, commonly assessed using maze navigation and attention tasks. For example, response to a VR-administered continuous performance task assessed attention and response inhibition in children and teens with ADHD compared with controls.64 Finally, VR environments have also been used to elicit and assess symptoms, such as paranoid ideation in the general population,19,65 individuals at risk for psychosis,32,37 those with a first-episode psychosis,57 and individuals with long-standing persecutory delusions.66 Other symptoms such as auditory hallucinations,67 disordered eating,68 addiction,69 and phobia47 have also been studied using VR.

Considerations and limitations

Whereas VR offers exciting opportunities to advance multiple areas of mental health, it is important to remain cautiously optimistic. Mirroring broader issues within the field of digital mental health, the following are major areas where caution is needed.

Cost and access

Although VR has been around for several decades, only recently has the technology advanced to the point of commercial readiness. A major milestone occurred in 2010 with the release of the Oculus Rift , a relatively affordable VR device directed at consumers. Prior to this, VR technology mainly existed behind the closed doors of software companies and specialized research labs.1 Over the past decade, we have seen rapid technological advancement and proliferation of the marketplace, with various companies offering a range of devices suited to different consumers and budgets. Critical to VRs viability, 2019 saw the release of the fully mobile HMD Oculus Quest .70 Mobile HMDs can be run without a cable connecting them to a computer, overcoming earlier problems with mobility and ease of use. It is now easier to imagine VR becoming commonplace in clinics, hospitals, and people's homes because it is easier to set up and more convenient to use. However, the cost of these devices is still prohibitive for many, with the most recent version of the Oculus Quest costing around US $400.

The biggest limiting factor to the implementation of VR into clinical practice at present is the lack of evidence-based VR programs that can be bought off the shelf and used by clinicians and researchers. A number of labs around the world are developing their own software packages and testing them, but they are not yet commercially available. The few commercially available products developed by software companies have not been tested to show whether they are safe and effective. Additionally, because the technology is advancing so rapidly, hardware becomes outdated quickly and proprietary issues limit the availability of VR applications across newer platforms. Consequently, we are yet to see VR have the same market penetration as smartphones, with only a small proportion of consumers currently owning these devices. Some clinicians have integrated VR into their practice,71 but again we are yet to see these treatments become widely available despite good evidence base for some approaches, particularly exposure therapy for anxiety disorders.2 In comparison, there has been a more steady increase in the use of VR within mental health research.72 The slow integration of VR into clinical care is due to many factors. These include a lack in infrastructure to support the technology within services, absence of training and standardized evidence-based VR packages, the learning curve and costs associated with adopting new technologies, and more broadly, fears that technology may hinder engagement or even replace mental health professionals' roles.73 For these reasons, it is imperative that new VR applications, and in fact any digital technology, are designed with considerations for the systems and context in which they will be implemented.74,75

Developing evidence base

Traditionally, medical research is painstakingly slow at developing new evidence.76 Research is costly, time consuming, and in many ways, inefficient. This is particularly problematic in digital mental health, where research operates at a much slower pace compared with technology development. Therefore, research often lags behind in providing the evidence base necessary to justify the hype surrounding many technologies.74 As a result, the marketplace is largely dominated by mental health technologies that lack the evidence to substantiate their claims.77 VR is no exception, with a booming market of HMDs, games, and applications ready for consumer use.

In addition to the complexities in developing and validating new VR technologies, it is also difficult to maintain them. Updates to software and hardware require ongoing maintenance costs that are not afforded in the traditional funding model offered by research grants. Potential solutions are still unfolding; however, currently, it is rare for the technologies and applications developed by researchers to be widely available for consumers and clinicians.78 They are also often developed in isolation, with collaboration across research centers lacking. Better partnerships across institutions as well as with commercial companies may offer solutions to this problem, but until this time, clinicians and researchers may find themselves frustrated by the lack of readily available VR assessment tools.

Technical requirements and issues

Technology can be complex and unstable, with teams of experts required for effective development and maintenance. Anyone interested in developing new VR applications for research should be warned that considerable technical, design, and computational expertise is required.79 Enhancing ecological validity is a major offering of VR; however, the degree of immersion necessary to generate the sense of presence is a matter of ongoing research. Features that affect this sense of immersion include the display parameters of the VR system (eg, frame rate and resolution), design features (eg, realism of visual objects), and multisensory feedback.1 An interesting phenomenon related to this that is often observed in VR is termed the "uncanny" valley.59 This refers to the way in which humanoid characters in a virtual world can elicit a feeling of unease or revulsion if they look very human-like but are imperfect (eg, their breathing movements are not realistic), reducing the overall realism of the environment. Interestingly, avatars with more cartoon-like feature might overcome this problem as they are easily accepted and do not seem to elicit the same sense of unease as more real-like humanoids.80 Clearly, the design of reliable and immersive VR experiences is complex. This, combined with the computing power and hardware required to build and run VR experiences, is a challenge for those in the field.

Ethical issues

A number of reviews and commentaries have been written about the ethical landscape of digital mental health.81-83 Common themes across this literature include privacy, confidentiality, transparency, security, and ownership of data. These issues are also relevant to VR, especially when the application involves the collection of personal information and is accessed via the Internet. VR brings about more specific ethical challenges, however. More conceptually, the blurring of realities may have undue consequences on how we relate to and understand the world, perhaps especially so for conditions such as psychosis where reality distortion is already a challenge. As discussed previously, research has demonstrated that experiences in VR can have the same impact as if they occurred in the real world, necessitating considerable caution when conducting VR experiments designed to manipulate behavior.84 Some have commented on the dangers of enabling continual access to alternate realities, potentially perpetuating escape from the discomfort of the real world.85 The side effects of VR-namely, eye strain, cybersickness, and reality distortion1 -are also important considerations, and limited research exists on their long-term effects. In considering these factors, Madary and Metzinger,84 and Rizzo and Schulheis,85 provide recommendations for the ethical use of VR within research, drawing on general principles underpinning respect for rights and protection from harm.

Conclusion

Sufficient evidence has accumulated to support the benefits of VR for a variety of assessment purposes in mental health. VR elicits similar psychological and physiological reactions to real-world environments, extending the reach of current assessments beyond the lab or clinic. Superior capabilities for experimental manipulation and controlled exposure could significantly advance the field of mental health by improving methodological rigor, as well as enabling more accurate and individualized assessment. Automatic data capture of behaviors and signals from VR experiences can reveal important insights that might improve our understanding of mental health conditions and inform more tailored treatments. Advances in hardware, software, and research evidence has progressed in recent years; however, more studies are clearly needed to establish the reliability and validity of VR-based assessments, and issues with access to these resources and ethics require attention, thought, and research as the field develops.

Acknowledgments

The authors declare there are no conflicts of interest

Contributor Information

Imogen H. Bell, Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia.

Jennifer Nicholas, Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia.

Mario Alvarez-Jimenez, Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia.

Andrew Thompson, Orygen, Melbourne, Australia; Centre for Youth Mental Health, The University of Melbourne, Australia; University of Warwick - Division of Mental Health and Wellbeing, University of Warwick, UK.

Lucia Valmaggia, King's College London, Institute of Psychiatry, Psychology & Neuroscience, London, UK; South London and Maudsley NHS Foundation Trust, London, UK.

REFERENCES

Articles from Dialogues in Clinical Neuroscience are provided here courtesy of Taylor & Francis

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Virtual reality as a clinical tool in mental health research and practice

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Virtual reality (VR) is a potentially powerful technology for enhancing assessment in mental health. At any time or place, individuals can be transported into immersive and interactive virtual worlds that are fully controlled by the researcher or ...

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像是 IKEA 或蝦皮的「AR 擺放功能」，用手機鏡頭就能把家具或商品「放進家裡」預覽，看看尺寸、顏色是不是合適。

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以野烙 很強的巨龍 要打倒喔 

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以野烙 很強的巨龍 要打倒喔

體驗用AR和VR魔法給巨龍ㄧ巴拳

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AR+VR遊戲再進化 　體驗用魔法打倒巨龍的快感

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戴上 VR 裝置就能「虛擬旅行」，不用出國也能走進巴黎羅浮宮或馬丘比丘，像真的在現場觀光一樣。

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#VR

2022年，以量子物理學者兼天才遊戲設計師聞名於世的程式設計師茅場晶彥成功開發世界第一款完全潛行專用的裝置「NerveGear」。

「NerveGear」裝置機器具有虛擬實境（VR）功能，外型類似包覆頭部的拳擊用護具，創新的設計替世界帶來無限可能，無論是醫療、通訊、交易等。因「SAO事件」而產生以「強化安全性」的後續機種——「AmuSphere」。

（為虛擬動漫—刀劍神域的遊戲設定，不是真實的喔）

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AR Ruler 是一款利用 AR（擴增實境）技術 的測量工具 App。它透過手機或平板的相機與感測器，在螢幕上疊加虛擬尺規，讓使用者能夠直接在現實環境中測量 長度、距離、面積、體積 等數據。

#AR

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AR實景導航是一種利用增強實境技術，將虛擬信息疊加在現實世界中的導航系統。它能實時顯示路徑和方向，提供虛擬標記，並具備環境感知能力，適用於城市導航、公共交通、室內導航和旅遊導覽等場景。隨著技術進步，AR導航將變得更加智能和普及。

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用過就回不去的AR實境導航實測給你看! 再也不怕走錯路

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AR 是帳號的冒險等級，用來衡量你在遊戲中整體進度、探索、任務與挑戰累積的經驗值。

提升 AR 能開啟更多遊戲內容，例如更高等級的副本、世界等級（World Level）、領域、角色與武器突破等等。

每當你的 AR 提升，就可以從「冒險者協會」兌換一些獎勵。

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上限、世界等級、與解鎖內容

目前 AR 的最高等級是 60 等。

世界等級（World Level）是跟隨 AR 的提升來調整遊戲中怪物強度與獎勵難度的系統。當 AR 達到某些門檻時，會觸發「升階任務（Ascension Quest）」來提升世界等級。

不同 AR 門檻會解鎖遊戲內的系統、任務、領域等。例如：

AR 12會開啟一些基本副本（Ley Line Outcrops）

AR 16 開啟合作模式（Co-Op）

AR 20 可進入「鍛造領域」用來突破武器素材

AR 25、35、45、50 等階需要做升階任務，才能繼續提升 AR 或提升世界等級。

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為什麼沒有 AR 200？

如上所述，遊戲目前的 AR 上限是 60，因為設計者認為當玩家達到這個等級，其餘進度將由其他系統（如角色等級、天賦強化、裝備、世界等級等）來決定遊戲挑戰與強度。

若你看到「200 AR」這樣的說法，可能是誤會、玩家社群的誇張說法，或是改動、未來規劃的猜測，但截至目前（2025年）官方並未實裝這樣的等級。

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如果你願意，我可以幫你比較：

「如果真的有 AR 200，會有什麼影響或機制？」

或是介紹 目前 AR 60 以上玩家常做的事情／挑戰。要哪一種？

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Resident evil 4 vr

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Rated 9/10 by IGN and winner of Best VR/AR Game at The Game Awards 2021, explore the world of Resident Evil 4 in this all-new version, entirely remastered for VR. Step into the shoes of special agent Leon S. Kennedy on his mission to rescue the U.S.

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Meta AR眼鏡

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黃仁勳也說讚的地表最強裝置？Meta AR 眼鏡 Orion 全解析，為何有望成為取代手機的殺手級應用

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透過Google智慧鏡頭，可直接翻譯外文、辨識物品品種，甚至在開冰箱時顯示食物保存期限和採購建議。

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AR/VR遊戲不僅限於戰鬥或冒險，也有許多冷門創新應用。例如利用VR還原歷史場景，讓玩家親臨古代城市；透過心理訓練遊戲幫助克服社交焦慮；結合地圖與解謎的AR探索遊戲；以聲音為主的VR體驗訓練空間感；或在家中用AR種植虛擬植物，達到放鬆與療癒的效果。

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AR濾鏡（Instagram、Snapchat）：臉部識別搭配動畫或特效增強自拍體驗。

#AR

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✨ 用 VR 在家環遊世界

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✨ 用 VR 在家環遊世界

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影片介紹多款 VR 旅遊應用程式，讓人可以透過 VR 在家「出國旅行」，像是走進世界名勝、探索大自然，適合喜歡旅遊但暫時無法出門的人。

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These Virtual Reality Apps Let You Travel The World Without Ever Leaving Home | Mach | NBC News

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VR演唱會是一種運用虛擬實境（VR）技術打造的沉浸式演唱會體驗，讓觀眾戴上VR設備，在360度環繞視野中近距離感受偶像魅力，打破地理限制，享受前所未有的視聽盛宴。 這種技術結合了科技與娛樂，提供比傳統演唱會更具包覆感的體驗，例如威秀影城推出的車銀優VR 演唱會、ENHYPEN VR 演唱會及TXT VR 演唱會等，皆為近年來的熱門活動。

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VR演唱會台灣上映! 韓團TXT打頭陣「零距離」 歌迷看到臉紅「太刺激」｜TVBS新聞 @TVBSNEWS01

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是一款基於地理位置的大型多人侵入式虛擬實境遊戲。由Niantic Labs開發，於2012年11月16日開始在Android平台進行測試，[4]於2013年12月15日正式發布。[5]2014年7月15日登陸iOS平台。

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Ingress（中文譯為 虛擬入口或 浸視界），是一款基於 地理位置的 大型多人侵入式虛擬實境遊戲。由 Niantic Labs開發，於2012年11月16日開始在 Android平台進行測試，於2013年12月15日正式發布。2014年7月15日登陸 iOS 平台。

遊戲的故事背景是一群歐洲科學家偶然發現某種神秘的能量XM（Exotic Matter），這一能量的來源和用途無人知曉，研究人員認為可以開發並善用這能量，但另一方面卻擔心這樣的能量會影響人們的思考甚至被能量本身奴役。

遊戲中有兩大主要陣營，這兩大互相爭奪主控權的全球性組織分別是「反抗軍」和「啟蒙軍」。「啟蒙軍」（Enlightened，以綠色標示）陣營希望能接納這股「神秘的能量XM」，並相信這股能量能賜予人類進步與改革，其追隨者相信神秘的能量會催生影響重大的「啟蒙運動」，使全人類進化。另一派「反抗軍」（Resistance，以藍色標示）陣營則奮力捍衛並守護僅存的人性，有些人認為他們對於變化或進步感到畏懼，但反抗軍堅信這一切都是為了保護人類。遊戲的 玩家被稱為 探員（Agent） ，兩個陣營互相角力，爭奪控制真實世界中的地標性建築或雕塑等Portal（譯作「能量塔」）。

遊戲內容和真實世界的地理狀況結合，遊戲會透過手持裝置的 GPS、 AGPS以及 Wi-Fi 資訊確認玩家的位置，而玩家可以透過遊戲的掃描器（Scanner）介面看到自身周圍的能量塔、XM或物品。遊戲地圖上各處散落著白色亮點，代表XM所在的位置，玩家在接近XM時會自動收集，而對能量塔進行任何操作均需耗用XM。能量塔主要是各種建築、雕塑、藝術品等，玩家需親自持手機接近這些能量塔，進行部署（Deploy）、入侵（Hack）、補充能量（Recharge）、發射XMP等動作。玩家在遊戲中的目標是透過連接多個本陣營控制的能量塔，建立控制場（Control Field），覆蓋最多的「Mind Units（MUs）」。

在遊戲中，全球各處存在著大量能量塔（Portal），可以在遊戲軟體中察看。能量塔都與實際 地標關聯，並且位在可被公眾探訪且步行能抵達的地點，例如： 雕塑、 壁畫、 公共藝術、 噴泉、 藝術塗鴉、 圖書館、教學樓、 水塔、 郵局、紀念館、宗教建築、 地鐵站 ；醒目的建築和獨特的當地企業；國家公園、露營地、主題公園的入口等。根據當前控制能量塔的陣營不同，能量塔會呈現出不同的顏色：啟蒙軍陣營控制時為綠色，反抗軍陣營控制時為藍色，無人控制時為灰色，雙方的玩家都可以佔領這些灰色的能量塔。

除了遊戲中已經存在的能量塔，玩家亦可以提交申請以將新的能量塔納入Ingress。2015年9月3日，NIA Ops的Google+頁面發佈了新能量塔的提交功能即日起被暫停的消息。從2017年開始，逐步通過增加申請條件限制恢復新能量塔的提交功能，例如2017年4月22日僅限於韓國和巴西玩家開放申請Portal。2017年9月26日全面開放有條件申請，並開放OPR（Operation Portal Recon）系統以允許部分符合級別的玩家參與新能量塔提交的審核工作。 Niantic 對重新開放的申請條件加以限制：

10級及以上的玩家才能申請

每位探員在 14 天的周期內最多可以申請 14 個 Portal，每個 Portal 申請的配額將會擁有獨立的 14 天冷卻時間

在遊戲中，玩家對能量塔最基本的操作是入侵（Hack），入侵一個能量塔可以讓玩家獲得遊戲物品。遊戲物品包含了共振器（Resonator）、XMP炸彈（XMP Burster）、能量方塊（Power Cube）、各種模組（Modification，可以用來強化能量塔的物品）、鑰匙（Portal Key）、儲存膠囊（Capsule）、媒體（Media）等。共振器和炸彈有著從L1到L8八個等級，玩家必須達到對應的等級才能使用較為高級的物品，而高等級的物品會比低等級的物品強大。玩家在遊戲中的動作通常會讓他獲得AP（Action Point），玩家在累積了一定的AP以後，就會 升級 （從L1到L8），並因此可以使用等級更高的遊戲物品。在1.51.0版本過後，遊戲開放玩家等級上限為L16，L9到L16的升級需求不僅需要AP，還需要收集到足夠的成就徽章方能達到升級的門檻。

遊戲的目的是爭奪能量塔並製造控制場（Control Field），以獲取Mind Units。玩家可以使用炸彈（XMP）攻擊敵方能量塔，削弱目標據點共振器的能量值，要是一個共振器失去全部能量，它就被摧毀了。如果全部的共振器都被摧毀，能量塔就會轉為中性（Neutral），玩家接著可以放置最多八個共振器控制該能量塔。另外，共振器的能量每天都會下降，而玩家可以替他充能（Recharge）以使其保持較高的能量，以免敵人輕易摧毀這些共振器。除了在能量塔旁邊直接替它充能，玩家若持有一條能量塔的鑰匙亦可在一定距離外替它充能，只是充能效益（Recharge Efficiency）會隨玩家與能量塔的距離有所衰減。

當兩個能量塔都已擺滿八個共振器，而玩家同時持有目標的鑰匙、目標在所在能量塔的覆蓋範圍之內、不在任何一個Field（該Portal作為頂點的情況除外）內、路徑內沒有其他的Link這幾個條件全部達成，就可以在兩個能量塔間建立連結（Link）。如果玩家在遊戲中使三個能量塔連成 三角形 ，就會產生一個控制場（Control Field）。控制場會讓玩家的陣營獲得Mind Units（MUs），MUs的數量與Field所覆蓋範圍的人口密度與Field大小有關，玩家在局勢 （Intel）標簽下可以檢視兩大陣營各自累積了多少MUs。

當Portal因為被攻擊/能量喪失等原因導致剩下3個以及3個以下的Resonator時，該Portal所連接的所有Link將會失效，同時以其為頂點的Field也會失效。且有機率掉落向外連接的Link的目標的Portal Key。

由於三角形潛在的相互嵌套的幾何性質，玩家可依照特定的連結順序，建立多重控制場 ，在同一區域獲取多倍的 AP 值。 玩家也能夠利用 Ingress 情報地圖（Ingress Intel Map）檢視區域乃至世界的連結及控制場布局，規劃戰略。

Ingress官方及社群為了加強玩家互動，組織了一系列官方、半官方活動。

XM Anomaly（XM 異常）[註 1] ，XM 濃度非常高的時期，兩個陣營的玩家爭奪一組 Portal 的控制權，為自己的隊伍贏得分數。異常事件通常發生在幾個星期之中，不同的事件發生在世界各地的主要城市。異常位置被分為兩類：主要站點和衛星站點。Niantic 員工和 Ingress 故事人物經常出席主要站點。主站點授予的分數通常比衛星站點多。XM 異常事件的結果往往影響 Ingress 背景故事的未來事件。

地面戰（Cluster Ground Fight）是傳統的 XM Anomaly 玩法。每一日活動一般會有四輪賽事，各有指定的場地。事前一個星期左右，官方會先公布每一個場地包括哪些 Portal。每一輪賽事之間相隔一個小時，每一輪的戰鬥時間是十分鐘，通常就是整點 0 分至整點 10 分。戰鬥時間十分鐘內任何一刻都有可能是計分的一刻，所以雙方在期間都竭力爭先，在計分的那一剎那，每一個 Portal、每一條 Link、每一個 Control Field 通通都會列入陣營的分數，總和分數較高的陣營獲勝。戰鬥完結剩下的五十分鐘供玩家重整旗鼓，前赴下一個場地備戰。

碎片戰（Flash Shard、Shard Games） 是另外一種 XM Anomaly 玩法。每個場地都會有指定數量的 Shard 分佈在當地不同地方（Shard 的數目必定可被 4 整除）。各陣營需要把最多的 Shard 送到自己的球門 Portal內才能獲勝。前一個星期左右，官方會先公布每一個場地的 Flash Shard 的範圍（不包括 Portal）。活動開始時會決定雙方球門 Portal 和分發第一批的 Shard，40分鐘後，Shard 會每 15-20 分鐘跳動一次，而每一小時都會有新一批 Shard 分發（部分場地或會增加球門 Portal），直到第四批（最後一批）為止。約 5 小時後，Shard會停止跳動，活動亦告結束。

2013年春華盛頓特區跨陣營聚會

每月第一個周六舉行的跨陣營活動，由本地玩家社群自行組織。

由名為November Lima（NL-1331）車輛（該車輛亦是一處移動的能量塔）在全世界巡迴訪問各城市，並在所經之地舉行的官方社群聚會。參與聚會者可以獲得對應徽章。

由官方或與各地旅遊部門合作組織的任務活動，參與者需要在規定時間內（通常是當天當地時間凌晨起至傍晚為止）完成一系列到達指定地點的任務。
過去需在指定地點簽到後以換取徽章，目前只要在指定日期時間內完成指定任務的其中6個即可自動取得。

Field Test是Niantic在2019年下半年推出的實驗性活動，由當地玩家社群組織舉辦。第一屆Field Test活動舉行日為2019年9月14日。[17] 完成Field Test挑戰的玩家可獲得成就獎牌，參與地區每一項目挑戰達到前10%水平的玩家可獲得精英獎牌。

2024年8月之前在每個月的第二個星期天，完成六個不同任務的探員可獲得Ingress Second Sunday徽章計數。

2024年9月之後，以Ops List執行，完成部份項目確認後即可獲得Second Sunday徽章計數。[18]

在2015年的 日本遊戲大獎 上，《Ingress》獲得了最佳遊戲設計獎。

2015年Niantic向Tom's Guide透露目前有820萬玩家。

而其他地偏遠區例如澳門、冰島也有3成玩家。

原先Ingress 在 中國大陸境內不能正確顯示地理位置，其原因為中國大陸以國家安全為由要求所有境內地圖測繪單位使用國家自行定製的 GCJ-02 坐標系統，該系統對GPS使用的 WGS84 坐標系統進行偏移，所以其地圖與實際坐標有500米左右的偏移（即「 火星坐標 」）。

2016年7月，Ingress 的地標資料被運用於 任天堂和 Niantic Labs 共同開發的新遊戲《 精靈寶可夢GO 》的道館和精靈寶可夢商店的位置。

2017年12月開始，由於Niantic 無法承受使用 Google Maps 的授權費用，將旗下兩款遊戲（另一款也就是 Pokémon Go）的地圖來源更改為 OpenStreetMap 。由於GPS坐標系統與OSM坐標系統使用的衛星坐標體系一致，因此坐標偏移問題得以解決。

2018年3月8日 日本富士電視台 於新作動畫發表會上公開將製作同名改編動畫，預計於2018年10月放送。並於發表會當日啟動官方網站和發布40秒短版PV。

動畫將由同遊戲公司旗下另一款遊戲「 精靈寶可夢GO 」的CG模組師櫻木優平擔任本作監督，此外在電視台進行動畫放送時，遊戲內也會有各種聯動活動。

2017年12月，Niantic Labs在Ingress Prime官網發布了Ingress Prime的宣傳影片。對此，大多數玩家認為Ingress Prime就是玩家苦思久等的Ingress 2.0，但是否是Ingress 2.0以及和對現有Ingress帳戶內的道具是否共通仍需等待正式版發布。 iOS的 TestFlight 版本已經被證明放出。2018年11月6日，Ingress Prime Android版作為舊版更新的方式登陸Google Play商店，但由於舊玩家對新介面和遊戲方式的不滿，Niantic Labs另外提供保留舊版介面的新應用Scanner [REDACTED]代替新版Ingress Prime安裝使用。

Scanner [REDACTED]於2019年9月30日17:00(UTC)終止營運，Ingress Prime成為玩家遊玩Ingress的唯一選擇。

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Ingress - 維基百科，自由的百科全書

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Ingress（中文譯為 虛擬入口或 浸視界），是一款基於 地理位置的 大型多人 侵入式虛擬實境 遊戲。由 Niantic Labs開發，於2012年11月16日開始在 Android平台進行測試，於2013年12月15日正式發布。2014年7月15日登陸 iOS 平台。 遊戲的故事背景是一群歐洲科學家偶然發現某種神秘的能量XM（Exotic ...

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估狗的翻譯

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Yesssssssss good

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https://youtu.be/wa3Q-TtJFso

帶VR的感覺

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這支影片展示了 AR 在博物館和藝術展覽的應用，例如對著藝術品就能看到動畫、補充解說，甚至重現古蹟原貌，讓參觀變得更有互動性和趣味性。

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你說的 Flight Simulator 大多數人指的就是 《Microsoft Flight Simulator》，它是一款非常知名的飛行模擬軟體。

1. 超真實畫面

使用衛星影像與AI技術（Bing Maps + Azure AI）重建地球，幾乎可以看到真實世界的城市、地形與氣候。

天氣系統會即時同步真實天氣。

2. VR 支援

玩家可以戴上VR頭盔（如Meta Quest、HP Reverb G2）完全沉浸在駕駛艙裡。

搭配操縱桿、油門控制器，體驗和真實飛行幾乎一樣。

3. 多樣化飛機

從小型螺旋槳飛機到波音 747、空中巴士 A320，都能駕駛。

不同機型有不同的操作流程。

教育與訓練價值

許多飛行學員會拿它當作輔助訓練工具。

也適合一般人體驗駕駛飛機的感覺。

娛樂性

你可以選擇任意地點起飛，甚至「飛到自己家上空」看看。

有社群多人模式，可以和全球玩家一起飛。

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好的好的～～

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Extreme VR Roller Coaster: Virtual Reality 3D Video for Samsung Gear VR Box

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https://www.google.com/url?sa=t&source=web&rct=j&opi=89978449&url=https://www.youtube.com/channel/UC2uxjIodAjLGgdeZTVa5-KA&ved=2ahUKEwiC7sHNoIKQAxW2h68BHbzOC6cQo7QBegQIEhAE&usg=AOvVaw1Q2r7JrLi-C_Em3r2zImKx

Rec Room 是一款線上 社交 VR/3D 平台，玩家可以在虛擬空間中創建角色、聊天互動、玩遊戲，甚至自己設計房間與關卡。

#VR

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AR老師

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VR虛擬實境產業進入快速成長期。在元宇宙成為時下最夯的話題之前，虛、實科技便不斷透過各種方式協助人們在工作或生活上更加便利。

例如中醫針灸時，常見的銅人模型，在虛擬實境VR技術中，變身為數位銅人，從VR的人體模型上，穴位和經絡走向，一覽無遺，使用者可戴上VR眼鏡、手拿感應器，模擬針灸。除了用來做醫療教育，因應新冠肺炎，VR又多了教醫護人員如何處置病患的新用法。

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虛擬實境VR，為醫學帶來哪些變化？｜VR技術 醫學新利器｜公視 #獨立特派員 第772集 20221019

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《Minecraft Earth》（麥塊地球）曾是一款結合《Minecraft》核心玩法的免費增強現實（AR）手機遊戲，讓玩家透過手機在現實世界中收集資源、建造建築並進行探險，但遊戲已於2021年停止營運。 這款遊戲利用AR技術，讓玩家可以將虛擬的《Minecraft》建築以真實比例放置在周遭環境中，並能與其他玩家合作共同創造，還能參與迷你冒險來獲得獎勵。

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我是貓是一款VR遊戲 遊玩者在遊戲中是一隻老

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我是貓是一款VR遊戲 遊玩者在遊戲中是一隻老奶奶養的貓 並會有任務 目的是不要被奶奶殺死