メタバースヘルスサーベイ2025(N=417名)のデータを用い、プレイ時間と生活習慣との関連性を横断的に調査した。1回のプレイ時間が3時間未満(短時間群,296名)と3時間以上(長時間群,121名)とに分類した。長時間群は短時間群に比べ、8時間以上の長時間座位(66% vs 48%)、深夜1時以降の就寝(80% vs 59%)、睡眠の質の低下(28% vs 14%)の割合が有意に大きかった(p<0.001)。また、食品摂取多様性スコア3点未満の割合が多く(64% vs 54%, p=0.061)、運動習慣を持つ者の割合が少なかった(46% vs 56%, p=0.071)メタバースプレイ時間と複数の生活習慣との間に関連性が示されたが、因果関係の解明は今後の課題である。
メタバースヘルスサーベイ2025(N=417名)のデータを用い、プレイ時間と生活習慣との関連性を横断的に調査した。1回のプレイ時間が3時間未満(短時間群,296名)と3時間以上(長時間群,121名)とに分類した。長時間群は短時間群に比べ、8時間以上の長時間座位(66% vs 48%)、深夜1時以降の就寝(80% vs 59%)、睡眠の質の低下(28% vs 14%)の割合が有意に大きかった(p<0.001)。また、食品摂取多様性スコア3点未満の割合が多く(64% vs 54%, p=0.061)、運動習慣を持つ者の割合が少なかった(46% vs 56%, p=0.071)メタバースプレイ時間と複数の生活習慣との間に関連性が示されたが、因果関係の解明は今後の課題である。
A-2-5健康・医療
メタバース利用開始後の身体の痛みとライフスタイルとの関連性:メタバースヘルスサーベイ二次解析
著者: 牛田健太虎一真白井祐佳長谷川陽子坂本良太船尾浩貴百崎良
著者: 牛田健太虎一真白井祐佳長谷川陽子坂本良太船尾浩貴百崎良
キーワード:メタバース、疼痛、身体活動、姿勢 発表場所:A会場2島5番
全国規模で実施された「メタバースヘルスサーベイ2025」のデータを用いて、メタバース利用開始後の身体の痛みと健康状態との関連を検討した。調査回答者417名のうち、メタバース開始前と比較して痛みを訴えたユーザーは142名(34.1%)であった。疼痛を有する群は、疼痛を認めない群に比べ、毎日3時間以上の長時間利用者が多く(37.3% vs 24.7%)、立位でのログインが少なく(8.5% vs 25.1%)、VR睡眠経験が多く(21.8% vs 16.4%)、運動関連イベントへの参加が少なく(12.7% vs 28.7%)、また運動不足を感じている者が多かった(31.7% vs 12.4%)。メタバース利用に伴う身体の痛みは、活動量の低下や不適切な姿勢習慣と関連している可能性が示された。適切な休息や身体活動を取り入れる工夫が、メタバースユーザーのヘルスプロモーションに寄与するか検証する必要がある。
全国規模で実施された「メタバースヘルスサーベイ2025」のデータを用いて、メタバース利用開始後の身体の痛みと健康状態との関連を検討した。調査回答者417名のうち、メタバース開始前と比較して痛みを訴えたユーザーは142名(34.1%)であった。疼痛を有する群は、疼痛を認めない群に比べ、毎日3時間以上の長時間利用者が多く(37.3% vs 24.7%)、立位でのログインが少なく(8.5% vs 25.1%)、VR睡眠経験が多く(21.8% vs 16.4%)、運動関連イベントへの参加が少なく(12.7% vs 28.7%)、また運動不足を感じている者が多かった(31.7% vs 12.4%)。メタバース利用に伴う身体の痛みは、活動量の低下や不適切な姿勢習慣と関連している可能性が示された。適切な休息や身体活動を取り入れる工夫が、メタバースユーザーのヘルスプロモーションに寄与するか検証する必要がある。
A proposal for inclusive instructional design for teacher education in the use of models created with 3D printing and immersive 3D audio: teaching organic compounds to visually impaired students at CecyteQ 5
キーワード:Instructional design, teacher education, 3D printing, immersive 3D audio, organic chemistry, visual impairment 発表場所:A会場4島3番
This study proposes an inclusive instructional design program for teacher education, integrating 3D printing and immersive 3D audio to teach organic compounds to visually impaired students. By strengthening pedagogical skills and inclusive attitudes, the project aims to foster equitable access to scientific knowledge.
This study proposes an inclusive instructional design program for teacher education, integrating 3D printing and immersive 3D audio to teach organic compounds to visually impaired students. By strengthening pedagogical skills and inclusive attitudes, the project aims to foster equitable access to scientific knowledge.
B-1-1ソーシャルVR1
ソーシャルVRにおける経済圏の成立と拡大要因(大規模アンケート調査「メタバース経済:ソーシャルVRライフスタイル調査2025(Nem x Mila, 2025)」より)
This work proposes a visual design system for virtual worlds that enables users to grasp complex concepts through a guided cognitive transition: from deductive reasoning to creative thinking. The methodology employs strategically designed visual elements as communication tools to facilitate conceptual understanding through immersive experience.
The system is grounded in visual semiotics applied to virtual environments, where each element acts as a mediator between information and the user’s comprehension. Visual perception drives this process, directing attention and enabling the progressive reinterpretation of the information presented.
The visual structure unfolds in three progressive stages. First, a **deductive phase** featuring clear geometric architecture and systematic colour codes, which presents the concept in a logical and structured way. Second, a **transitional phase** with hybrid elements and visual metaphors that act as bridges between rational understanding and creative insight. Third, a **creative phase** with organic spaces and generative elements that allow users to explore and personalise their understanding of the concept.
The process is facilitated by four key mechanisms: **controlled destabilisation**, which breaks rigid patterns of thought; **visual scaffolding**, which provides cognitive support; **semiotic provocations**, which open up new interpretations; and **adaptive feedback**, which reinforces learning.
The strategies include **progressive revelation** of the concept, **semantic redundancy** that presents information from multiple visual perspectives, **turning points** that mark the evolution of understanding, and **responsive systems** that adapt the experience according to the user’s interaction.
As a result, users do not merely receive information about a concept; they actively construct it by navigating the virtual space, moving from an initial logical understanding towards a creative and personalised appropriation of the knowledge presented.
This work proposes a visual design system for virtual worlds that enables users to grasp complex concepts through a guided cognitive transition: from deductive reasoning to creative thinking. The methodology employs strategically designed visual elements as communication tools to facilitate conceptual understanding through immersive experience.
The system is grounded in visual semiotics applied to virtual environments, where each element acts as a mediator between information and the user’s comprehension. Visual perception drives this process, directing attention and enabling the progressive reinterpretation of the information presented.
The visual structure unfolds in three progressive stages. First, a **deductive phase** featuring clear geometric architecture and systematic colour codes, which presents the concept in a logical and structured way. Second, a **transitional phase** with hybrid elements and visual metaphors that act as bridges between rational understanding and creative insight. Third, a **creative phase** with organic spaces and generative elements that allow users to explore and personalise their understanding of the concept.
The process is facilitated by four key mechanisms: **controlled destabilisation**, which breaks rigid patterns of thought; **visual scaffolding**, which provides cognitive support; **semiotic provocations**, which open up new interpretations; and **adaptive feedback**, which reinforces learning.
The strategies include **progressive revelation** of the concept, **semantic redundancy** that presents information from multiple visual perspectives, **turning points** that mark the evolution of understanding, and **responsive systems** that adapt the experience according to the user’s interaction.
As a result, users do not merely receive information about a concept; they actively construct it by navigating the virtual space, moving from an initial logical understanding towards a creative and personalised appropriation of the knowledge presented.
Traditional programming education relies heavily on unimodal, kinesthetically-dependent paradigms that require direct physical manipulation of algorithmic concepts. These approaches systematically exclude users with upper limb absence, motor impairments, or mobility restrictions from engaging with fundamental programming concepts such as sorting algorithms, search procedures, and recursive processes. This systematic review examines the transition from unimodal to intermodal paradigms in Entornos Digitales Inmersivos Tridimensionales (EDIT) for programming education, specifically addressing kinaesthetic absence compensation.
Current unimodal systems demonstrate significant limitations when representing algorithmic processes. Sorting algorithms traditionally require physical manipulation of elements, search algorithms depend on spatial navigation, and recursive concepts rely on tactile exploration of nested structures. Users experiencing kinaesthetic absence cannot access these fundamental educational experiences, creating substantial barriers to programming comprehension.
The emerging intermodal paradigm offers systematic compensation through sensory redistribution and technological adaptation. Visual-auditory convergence enables algorithm representation through sonification patterns and automated visual feedback. Voice-controlled interfaces replace manual manipulation whilst maintaining conceptual integrity. Eye-tracking systems substitute physical navigation with gaze-based exploration. Temporal audio patterns communicate recursive depth without requiring tactile engagement.
This analysis identifies critical research gaps in algorithmic representation for users with kinaesthetic limitations. Current literature lacks comprehensive frameworks for evaluating cognitive equivalence between kinaesthetic and non-kinaesthetic algorithm comprehension. Existing EDIT implementations demonstrate insufficient interoperability with assistive technologies, limiting accessibility for users requiring adaptive interfaces.
The review establishes a research agenda prioritising compensation mechanism development, cognitive equivalence evaluation, and universal design principles for programming education. Emerging technologies including brain-computer interfaces, advanced voice recognition, and haptic feedback alternatives present opportunities for comprehensive intermodal algorithm representation.
This paradigmatic shift from unimodal dependency toward intermodal adaptability represents essential progress in democratising programming education. The analysis provides theoretical foundations for developing EDIT environments that maintain educational effectiveness whilst accommodating diverse motor capabilities. Future research must focus on establishing cognitive equivalence metrics, developing standardised compensation protocols, and creating interoperable systems supporting seamless transition between modalities based on individual user requirements and capabilities.
Traditional programming education relies heavily on unimodal, kinesthetically-dependent paradigms that require direct physical manipulation of algorithmic concepts. These approaches systematically exclude users with upper limb absence, motor impairments, or mobility restrictions from engaging with fundamental programming concepts such as sorting algorithms, search procedures, and recursive processes. This systematic review examines the transition from unimodal to intermodal paradigms in Entornos Digitales Inmersivos Tridimensionales (EDIT) for programming education, specifically addressing kinaesthetic absence compensation.
Current unimodal systems demonstrate significant limitations when representing algorithmic processes. Sorting algorithms traditionally require physical manipulation of elements, search algorithms depend on spatial navigation, and recursive concepts rely on tactile exploration of nested structures. Users experiencing kinaesthetic absence cannot access these fundamental educational experiences, creating substantial barriers to programming comprehension.
The emerging intermodal paradigm offers systematic compensation through sensory redistribution and technological adaptation. Visual-auditory convergence enables algorithm representation through sonification patterns and automated visual feedback. Voice-controlled interfaces replace manual manipulation whilst maintaining conceptual integrity. Eye-tracking systems substitute physical navigation with gaze-based exploration. Temporal audio patterns communicate recursive depth without requiring tactile engagement.
This analysis identifies critical research gaps in algorithmic representation for users with kinaesthetic limitations. Current literature lacks comprehensive frameworks for evaluating cognitive equivalence between kinaesthetic and non-kinaesthetic algorithm comprehension. Existing EDIT implementations demonstrate insufficient interoperability with assistive technologies, limiting accessibility for users requiring adaptive interfaces.
The review establishes a research agenda prioritising compensation mechanism development, cognitive equivalence evaluation, and universal design principles for programming education. Emerging technologies including brain-computer interfaces, advanced voice recognition, and haptic feedback alternatives present opportunities for comprehensive intermodal algorithm representation.
This paradigmatic shift from unimodal dependency toward intermodal adaptability represents essential progress in democratising programming education. The analysis provides theoretical foundations for developing EDIT environments that maintain educational effectiveness whilst accommodating diverse motor capabilities. Future research must focus on establishing cognitive equivalence metrics, developing standardised compensation protocols, and creating interoperable systems supporting seamless transition between modalities based on individual user requirements and capabilities.
Establishing the Foundation for Cross-Cultural Comparison: A Discussion on Validating the Psychometric Properties of a Security Awareness Scale via Hierarchical CFA
The primary objective of this study is to systematically review existing prior research and theoretical frameworks concerning security consciousness scales, thereby deriving an optimal and theoretically sound structural model of latent factors (constructs) suitable for multi-group confirmatory factor analysis (Multi-Group CFA).
This is because, in cross-cultural comparisons of security consciousness, it is necessary to establish clear theoretical hypotheses regarding which items relate to key psychological constructs before collecting and analysing data.
Through this theoretical examination, we establish an academically robust foundation for subsequent verification of measurement invariance via CFA and exploration of consciousness types (LCA).
The primary objective of this study is to systematically review existing prior research and theoretical frameworks concerning security consciousness scales, thereby deriving an optimal and theoretically sound structural model of latent factors (constructs) suitable for multi-group confirmatory factor analysis (Multi-Group CFA).
This is because, in cross-cultural comparisons of security consciousness, it is necessary to establish clear theoretical hypotheses regarding which items relate to key psychological constructs before collecting and analysing data.
Through this theoretical examination, we establish an academically robust foundation for subsequent verification of measurement invariance via CFA and exploration of consciousness types (LCA).
それは気づかぬうちに、あなたの手元へと這い寄ってくる。1988年、Morris Wormは、初めてネット世界全域を侵略して恐怖を刻み込んだ。コードが自律的に拡散していく姿は、まさに土中を這い回るミミズそのものだった。しかし、現代のネット文化では様相が一変する。毛糸のおもちゃ“worm on a string”が愛らしく宙を舞い、SNSでは「oh worm」と軽い驚きを表すスラングが流行した。かつては脅威の代名詞だったワームは、今や笑いと親しみの対象へと変貌している。本発表では、この「ミミズ」が、ネット世界でどのように受け止められてきたのかを紹介し、その多様な生態に迫っていきたい。スマホにも、PCにも、SNSのタイムラインにも、今日もミミズはそっとあなたの側にいる…
それは気づかぬうちに、あなたの手元へと這い寄ってくる。1988年、Morris Wormは、初めてネット世界全域を侵略して恐怖を刻み込んだ。コードが自律的に拡散していく姿は、まさに土中を這い回るミミズそのものだった。しかし、現代のネット文化では様相が一変する。毛糸のおもちゃ“worm on a string”が愛らしく宙を舞い、SNSでは「oh worm」と軽い驚きを表すスラングが流行した。かつては脅威の代名詞だったワームは、今や笑いと親しみの対象へと変貌している。本発表では、この「ミミズ」が、ネット世界でどのように受け止められてきたのかを紹介し、その多様な生態に迫っていきたい。スマホにも、PCにも、SNSのタイムラインにも、今日もミミズはそっとあなたの側にいる…
This talk introduces Cognitive Zoning for teaching spatial computing in 3D immersive virtual worlds. Tasks are mapped to functional zones to align immersion, feedback loops, and assessment. We present practicum templates—rubrics, immersion ladders, and agency/embodiment metrics—validated across desktop/VR, and show how EDIT with AI agents supports lesson study and quality assurance.
This talk introduces Cognitive Zoning for teaching spatial computing in 3D immersive virtual worlds. Tasks are mapped to functional zones to align immersion, feedback loops, and assessment. We present practicum templates—rubrics, immersion ladders, and agency/embodiment metrics—validated across desktop/VR, and show how EDIT with AI agents supports lesson study and quality assurance.