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Nagamine T. Challenges in using virtual reality technology for pain relief. World J Clin Cases 2025; 13:103372. [DOI: 10.12998/wjcc.v13.i16.103372] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/17/2024] [Revised: 01/04/2025] [Accepted: 01/14/2025] [Indexed: 02/10/2025] Open
Abstract
The present paper addresses two issues pertaining to the use of virtual reality (VR). One issue pertains to the equipment utilized. VR technology can be classified into two main categories: Immersive and non-immersive. The immersive type of technology necessitates the use of substantial equipment, yet it is demonstrably efficacious. Furthermore, the efficacy of this approach is enhanced when combined with relaxation and biofeedback techniques. The other issue is that the efficacy of this approach is diminished when applied to chronic pain, in comparison to acute pain. The relief of chronic pain is a challenging endeavor due to the diminished functionality of the medial prefrontal cortex (mPFC) within the default mode network. Given the close relationship between the mPFC and the reward system dopamine, it is essential to develop a program that activates the reward system dopamine through the use of VR technology.
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Affiliation(s)
- Takahiko Nagamine
- Psychiatric Internal Medicine, Sunlight Brain Research Center, Hofu 7470066, Yamaguchi, Japan
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Chang S, Suh J. The Impact of Digital Storytelling on Presence, Immersion, Enjoyment, and Continued Usage Intention in VR-Based Museum Exhibitions. SENSORS (BASEL, SWITZERLAND) 2025; 25:2914. [PMID: 40363352 DOI: 10.3390/s25092914] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/06/2025] [Revised: 04/28/2025] [Accepted: 04/28/2025] [Indexed: 05/15/2025]
Abstract
Recent advancements in virtual reality (VR) technology have introduced a new paradigm in exhibition culture, with digital storytelling emerging as a crucial component supporting this transformation. Particularly in virtual exhibitions, digital storytelling serves as a key medium for enhancing user experience and maximizing immersion, thereby fostering continuous usage intention. However, systematic research on the structural influence of VR-based digital storytelling on user experience remains insufficient. To address this research gap, this study examines the impact of key components of digital storytelling in VR-namely, interest, emotion, and educational value-on presence, immersion, enjoyment, and continuous usage intention through path analysis. The results indicate that interest, emotion, and educational value all have a significant positive effect on presence. Furthermore, while interest and emotion positively influence immersion, educational value does not show a statistically significant effect. Presence, in turn, has a positive effect on immersion, enjoyment, and continuous usage intention, while immersion also positively influences enjoyment and continuous usage intention. Finally, enjoyment was found to have a significant positive effect on continuous usage intention. This study empirically validates the effectiveness of digital storytelling in virtual exhibition environments, offering valuable academic and practical insights. Theoretically, it contributes to the field by elucidating the complex and hierarchical relationships among three core factors-interest, emotion, and educational value-and their impact on user experience. Practically, the findings provide strategic guidelines for designing virtual exhibitions that maximize user immersion and satisfaction, reaffirming the importance of storytelling content that emphasizes interest and emotion.
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Affiliation(s)
- Sungbok Chang
- Department of Digital Media Design, College of Arts, Cheongju University, Cheongju 28496, Republic of Korea
| | - Jungho Suh
- Department of Media Communication, College of Social Science, Gachon University, Seongnam 13120, Republic of Korea
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Sun S, Li C, Xie X, Wan X, Liu T, Li D, Duan D, Yu H, Wen D. Digital therapeutics for cognitive impairments associated with schizophrenia: our opinion. Front Psychiatry 2025; 16:1535309. [PMID: 40313239 PMCID: PMC12043667 DOI: 10.3389/fpsyt.2025.1535309] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Key Words] [Track Full Text] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 11/27/2024] [Accepted: 03/26/2025] [Indexed: 05/03/2025] Open
Affiliation(s)
- Shengtao Sun
- School of Information Science and Engineering, Yanshan University, Qinhuangdao, China
| | - Chongyang Li
- School of Information Science and Engineering, Yanshan University, Qinhuangdao, China
| | - Xueguang Xie
- School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China
- The Key Laboratory for Brain Computer Intelligence and Digital Therapy of Hebei Province, University of Science and Technology Beijing, Beijing, China
| | - Xianglong Wan
- School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China
- The Key Laboratory for Brain Computer Intelligence and Digital Therapy of Hebei Province, University of Science and Technology Beijing, Beijing, China
| | - Tiange Liu
- School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China
- The Key Laboratory for Brain Computer Intelligence and Digital Therapy of Hebei Province, University of Science and Technology Beijing, Beijing, China
| | - Danyang Li
- Sports Department, University of Science and Technology Beijing, Beijing, China
| | - Dingna Duan
- School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China
- The Key Laboratory for Brain Computer Intelligence and Digital Therapy of Hebei Province, University of Science and Technology Beijing, Beijing, China
| | - Hao Yu
- Sports Department, University of Science and Technology Beijing, Beijing, China
| | - Dong Wen
- School of Intelligence Science and Technology, University of Science and Technology Beijing, Beijing, China
- The Key Laboratory for Brain Computer Intelligence and Digital Therapy of Hebei Province, University of Science and Technology Beijing, Beijing, China
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Hu Q, Chen H, Wang C, Li S, Cao H, Jiang Y. Factors Influencing the Quality of Virtual Reality in Nursing Education: A Systematic Review. Comput Inform Nurs 2025:00024665-990000000-00316. [PMID: 40101166 DOI: 10.1097/cin.0000000000001287] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/20/2025]
Abstract
Technological advancements have fueled the integration of virtual reality into nursing education, presenting innovative teaching modalities. Nonetheless, a conspicuous gap exists in understanding the influencing factors that impact the quality of virtual reality experiences, thereby challenging educators in creating optimal learning ecosystems tailored to nursing curricula. Adopting the Preferred Reporting Items for Systematic reviews and Meta-Analyses guidelines, a comprehensive search of electronic databases including PubMed, Embase, CINAHL, Web of Science, and the Cochrane Library was performed. Forty-five studies met the inclusion criteria, revealing a broad spectrum of factors affecting virtual reality experience quality. Human-centric factors encompassed cybersickness, accommodation for individuals who wear glasses, and left-handed, elderly, and women users. System-centric issues are mainly limited immersion and inadequate interaction. The synthesis of existing literature underscores the multifaceted nature of factors influencing virtual reality experience quality in nursing education. Recommendations include enhancing immersion and interaction, considering user diversity in design, and fostering international collaborations for content standardization.
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Affiliation(s)
- Qin Hu
- Author Affiliations: Evidence-based Nursing Center (Dr Hu, Ms Chen, Mr Wang) and Departments of Rehabilitation (Ms Li), Neurosurgery (Ms Cao), and Nursing (Dr Jiang), West China Hospital, Sichuan University/West China School of Nursing, Sichuan University, Chengdu
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Wilczyńska D, Walczak-Kozłowska T, Alarcón D, Arenilla MJ, Jaenes JC, Hejła M, Lipowski M, Nestorowicz J, Olszewski H. The Role of Immersive Experience in Anxiety Reduction: Evidence from Virtual Reality Sessions. Brain Sci 2024; 15:14. [PMID: 39851382 PMCID: PMC11763503 DOI: 10.3390/brainsci15010014] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/10/2024] [Revised: 12/22/2024] [Accepted: 12/23/2024] [Indexed: 01/26/2025] Open
Abstract
BACKGROUND/OBJECTIVES Virtual reality (VR) is an innovative technology with the potential to transform digital experiences, particularly in relation to mental health concerns such as anxiety. Therefore, this study investigates the potential of a newly designed VR experience to alleviate anxiety by focusing on the mediating role of VR-induced immersion. METHODS The study included 419 individuals aged 10 to 80 years, with 29 aged 10-15 years and 390 above 15 years, who were randomly assigned to experimental and control groups on the basis of project-defined criteria, including a random allocation to the wheelchair-using group. Both groups used goggles for virtual space navigation, with the experimental group employing a multijoint arm mounted on an aluminum frame and special algorithms to navigate without controllers. We assessed immersion in VR using the Polish adaptation of the Immersion Questionnaire and anxiety using the Polish adaptations of the State-Trait Anxiety Inventory (STAI-X1) and its early adolescent version, the State-Trait Anxiety Inventory-Children (STAI-C1). RESULTS AND CONCLUSIONS The results indicate that individuals using the new VR device demonstrated increased immersion and reduced post-test anxiety levels, highlighting the significance of immersion in enhancing positive affect, mitigating the negative effects of VR technology, and offering insights for future development and refinement of VR solutions.
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Affiliation(s)
- Dominika Wilczyńska
- Faculty of Social and Humanities, University WSB Merito, 80-266 Gdańsk, Poland
| | - Tamara Walczak-Kozłowska
- Department of Neuropsychology, Institute of Psychology, University of Gdansk, 80-309 Gdańsk, Poland;
| | - David Alarcón
- Social Anthropology, Basic Psychology and Public Health Department, Pablo de Olavide University, 41013 Sevilla, Spain; (D.A.); (M.J.A.); (J.C.J.)
| | - María José Arenilla
- Social Anthropology, Basic Psychology and Public Health Department, Pablo de Olavide University, 41013 Sevilla, Spain; (D.A.); (M.J.A.); (J.C.J.)
| | - Jose Carlos Jaenes
- Social Anthropology, Basic Psychology and Public Health Department, Pablo de Olavide University, 41013 Sevilla, Spain; (D.A.); (M.J.A.); (J.C.J.)
| | - Marcelina Hejła
- Department of Physical Culture, Gdansk University of Physical Education and Sport, 80-336 Gdańsk, Poland;
| | - Mariusz Lipowski
- Institute of Polish Herbal Medicine and Natural Therapies, 97-360 Kamieńsk, Poland; (M.L.); (J.N.)
| | - Joanna Nestorowicz
- Institute of Polish Herbal Medicine and Natural Therapies, 97-360 Kamieńsk, Poland; (M.L.); (J.N.)
| | - Henryk Olszewski
- Department of Psychology and Developmental Psychopathology, University of Gdansk, 80-309 Gdańsk, Poland;
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Ang S, Quarles J. SmoothRide: A Versatile Solution to Combat Cybersickness in Elevation-Altering Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7152-7161. [PMID: 39255132 DOI: 10.1109/tvcg.2024.3456194] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/12/2024]
Abstract
Cybersickness continues to bar many individuals from taking full advantage of virtual reality (VR) technology. Previous work has established that navigating virtual terrain with elevation changes poses a significant risk in this regard. In this paper, we investigate the effectiveness of three cybersickness reduction strategies on users performing a navigation task across virtual elevation-altering terrain. These strategies include static field of view (FOV) reduction, a flat surface approach that disables terrain collision and maintains constant elevation for users, and SmoothRide, a novel technique designed to dampen a user's perception of vertical motion as they travel. To assess the impact of these strategies, we conducted a within-subjects study involving 61 participants. Each strategy was compared against a control condition, where users navigated across terrain without any cybersickness reduction measures in place. Cybersickness data were collected using the Fast Motion Sickness Scale (FMS) and Simulator Sickness Questionnaire (SSQ), along with galvanic skin response (GSR) data. We measured user presence using the IGroup Presence questionnaire (IPQ) and a Single-Item Presence Scale (SIP). Our findings reveal that users experienced significantly lower levels of cybersickness using SmoothRide or FOV reduction. Presence scores reported on the IPQ were statistically similar between SmoothRide and the control condition. Conversely, terrain flattening had adverse effects on user presence scores, and we could not identify a significant effect on cybersickness compared to the control. We demonstrate that SmoothRide is an effective, lightweight, configurable, and easy-to-integrate tool for reducing cybersickness in simulations featuring elevation-altering terrain.
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Do TD, Benjamin J, Protko CI, McMahan RP. Cultural Reflections in Virtual Reality: The Effects of User Ethnicity in Avatar Matching Experiences on Sense of Embodiment. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7408-7418. [PMID: 39250390 DOI: 10.1109/tvcg.2024.3456196] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/11/2024]
Abstract
Matching avatar characteristics to a user can impact sense of embodiment (SoE) in YR. However, few studies have examined how participant demographics may interact with these matching effects. We recruited a diverse and racially balanced sample of 78 participants to investigate the differences among participant groups when embodying both demographically matched and unmatched avatars. We found that participant ethnicity emerged as a significant factor, with Asian and Black participants reporting lower total SoE compared to Hispanic participants. Furthermore, we found that user ethnicity significantly influences ownership (a subscale of SoE), with Asian and Black participants exhibiting stronger effects of matched avatar ethnicity compared to White participants. Additionally, Hispanic participants showed no significant differences, suggesting complex dynamics in ethnic-racial identity. Our results also reveal significant main effects of matched avatar ethnicity and gender on SoE, indicating the importance of considering these factors in VR experiences. These findings contribute valuable insights into understanding the complex dynamics shaping VR experiences across different demographic groups.
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Oliveira J, Aires Dias J, Correia R, Pinheiro R, Reis V, Sousa D, Agostinho D, Simões M, Castelo-Branco M. Exploring Immersive Multimodal Virtual Reality Training, Affective States, and Ecological Validity in Healthy Firefighters: Quasi-Experimental Study. JMIR Serious Games 2024; 12:e53683. [PMID: 39446479 PMCID: PMC11544332 DOI: 10.2196/53683] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/15/2023] [Revised: 06/15/2024] [Accepted: 06/29/2024] [Indexed: 10/26/2024] Open
Abstract
BACKGROUND Firefighters face stressful life-threatening events requiring fast decision-making. To better prepare for those situations, training is paramount, but errors in real-life training can be harmful. Virtual reality (VR) simulations provide the desired realism while enabling practice in a secure and controlled environment. Firefighters' affective states are also crucial as they are a higher-risk group. OBJECTIVE To assess the impact on affective states of 2 simulated immersive experiences in a sample of healthy firefighters (before, during, and after the simulation), we pursued a multivariate approach comprising cognitive performance, situational awareness, depression, anxiety, stress, number of previous adverse events experienced, posttraumatic stress disorder (PTSD) severity, and emotions. The efficacy and ecological validity of an innovative VR haptic system were also tested, exploring its impact on performance. METHODS In collaboration with the Portuguese National Fire Service School, we exposed 22 healthy firefighters to 2 immersive scenarios using the FLAIM Trainer VR system (neutral and arousing scenarios) while recording physiological data in a quasi-experimental study. Baseline cognitive performance, depression, anxiety, stress, number of adverse events, and severity of PTSD symptoms were evaluated. Positive and negative affective states were measured before, between, and after each scenario. Situational awareness, sense of presence, ecological validity, engagement, and negative effects resulting from VR immersion were tested. RESULTS Baseline positive affect score was high (mean 32.4, SD 7.2) and increased after the VR tasks (partial η2=0.52; Greenhouse-Geisser F1.82,32.78=19.73; P<.001). Contrarily, mean negative affect score remained low (range 11.0-11.9) throughout the study (partial η2=0.02; Greenhouse-Geisser F2.13,38.4=0.39; P=.69). Participants' feedback on the VR sense of presence was also positive, reporting a high sense of physical space (mean score 3.9, SD 0.8), ecological validity (mean score 3.8, SD 0.6), and engagement (mean score 3.8, SD 0.6). Engagement was related to the number of previously experienced adverse events (r=0.49; P=.02) and positive affect (after the last VR task; r=0.55; P=.02). Conversely, participants reported few negative effects (mean score 1.7, SD 0.6). The negative effects correlated positively with negative affect (after the last VR task; r=0.53; P=.03); and avoidance (r=0.73; P<.001), a PTSD symptom, controlling for relevant baseline variables. Performance related to situational awareness was positive (mean 46.4, SD 34.5), although no relation was found to metacognitively perceived situational awareness (r=-0.12; P=.59). CONCLUSIONS We show that VR is an effective alternative to in-person training as it was considered ecologically valid and engaging while promoting positive emotions, with few negative repercussions. This corroborates the use of VR to test firefighters' performance and situational awareness. Further research is needed to ascertain that firefighters with PTSD symptomatology are not negatively affected by VR. This study favors the use of VR training and provides new insights on its emotional and cognitive impact on the trainee.
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Affiliation(s)
- Joana Oliveira
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
- Faculty of Medicine, University of Coimbra, Coimbra, Portugal
| | - Joana Aires Dias
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
| | - Rita Correia
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
| | | | - Vítor Reis
- National Fire Service School, Sintra, Portugal
| | - Daniela Sousa
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
- Faculty of Medicine, University of Coimbra, Coimbra, Portugal
| | - Daniel Agostinho
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
- Center for Informatics and Systems of University of Coimbra, Faculty of Science and Technology, University of Coimbra, Coimbra, Portugal
| | - Marco Simões
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
- Faculty of Medicine, University of Coimbra, Coimbra, Portugal
| | - Miguel Castelo-Branco
- Coimbra Institute for Biomedical Imaging and Translational Research, Institute for Nuclear Sciences Applied to Health, University of Coimbra, Coimbra, Portugal
- Faculty of Medicine, University of Coimbra, Coimbra, Portugal
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Kragting M, Pool-Goudzwaard AL, Pezzica C, Voogt L, Coppieters MW. Does having an external focus in immersive virtual reality increase range of motion in people with neck pain? Musculoskelet Sci Pract 2024; 71:102940. [PMID: 38537389 DOI: 10.1016/j.msksp.2024.102940] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/26/2023] [Revised: 02/25/2024] [Accepted: 03/12/2024] [Indexed: 05/13/2024]
Abstract
BACKGROUND When instructing exercises to improve Range of Motion (ROM), clinicians often create an internal focus of attention, while motor performance may improve more when using an external focus. OBJECTIVES Using Virtual Reality (VR), we investigated the effect of tasks with an internal and external focus on maximal ROM in people with neck pain and explored whether this effect was associated with fear of movement. METHOD In this cross-over experimental design study, the cervical ROM of 54 participants was measured while performing a target-seeking exercise in a VR-environment (external focus task) and during three maximal rotation and flexion-extension movements with the VR-headset on, without signal (internal focus task). The main statistical analysis included two dependent T-tests. Pearson correlation coefficients were calculated to investigate whether the differences in ROM in both conditions were correlated to fear of movement. RESULTS Maximal neck rotation was larger in the external focus condition than in the internal focus condition (mean difference: 26.4°, 95% CI [20.6, 32.3]; p < 0.001, d = 1.24). However, there was a difference favouring the internal focus condition for flexion-extension (mean difference: 8.2°, 95% CI [-14.9, -1.5]; p = 0.018, d = 0.33). The variability in ROM was not explained by variability in fear of movement (for all correlations p ≥ 0.197). CONCLUSION An external focus resulted in a larger range of rotation, but our flexion-extension findings suggest that the task has to be specific to elicit such an effect. Further research, using a task that sufficiently elicits movement in all directions, is needed to determine the value of an external focus during exercise.
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Affiliation(s)
- Maaike Kragting
- Department of Physical Therapy, Research Centre for Health Care Innovations, Rotterdam University of Applied Sciences, Rochussenstraat 198, 3015 EK, Rotterdam, the Netherlands; Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Vrije Universiteit Amsterdam, Van der Boechorststraat 9, 1081, BT, Amsterdam, the Netherlands.
| | - Annelies L Pool-Goudzwaard
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Vrije Universiteit Amsterdam, Van der Boechorststraat 9, 1081, BT, Amsterdam, the Netherlands; Somt University of Physiotherapy, Softwareweg 5, 3821 BN, Amersfoort, the Netherlands.
| | - Carlotta Pezzica
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Vrije Universiteit Amsterdam, Van der Boechorststraat 9, 1081, BT, Amsterdam, the Netherlands.
| | - Lennard Voogt
- Department of Physical Therapy, Research Centre for Health Care Innovations, Rotterdam University of Applied Sciences, Rochussenstraat 198, 3015 EK, Rotterdam, the Netherlands; Pain in Motion Research Group, Department of Physiotherapy, Human Physiology and Anatomy, Faculty of Physical Education and Physiotherapy, Vrije Universiteit Brussel, Laarbeeklaan 103, 1090, Brussels, Belgium.
| | - Michel W Coppieters
- Department of Human Movement Sciences, Faculty of Behavioural and Movement Sciences, Amsterdam Movement Sciences, Vrije Universiteit Amsterdam, Van der Boechorststraat 9, 1081, BT, Amsterdam, the Netherlands; Menzies Health Insitute Queensland, Griffith University, Brisbane and Gold Coast, 170 Kessels Road, QLD, 4111, Nathan, Australia; School of Health Sciences and Social Work, Griffith University, Brisbane and Gold Coast, 170 Kessels Road, QLD, 4111, Nathan, Australia.
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Lewis MM, Waltz C, Scelina L, Scelina K, Owen KM, Hastilow K, Zimmerman EM, Rosenfeldt AB, Miller Koop M, Alberts JL. Gait patterns during overground and virtual omnidirectional treadmill walking. J Neuroeng Rehabil 2024; 21:29. [PMID: 38388883 PMCID: PMC10885397 DOI: 10.1186/s12984-023-01286-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/13/2022] [Accepted: 11/20/2023] [Indexed: 02/24/2024] Open
Abstract
BACKGROUND Omnidirectional treadmills (ODTs) offer a promising solution to the virtual reality (VR) locomotion problem, which describes the mismatch between visual and somatosensory information and contributes to VR sickness. However, little is known about how walking on ODTs impacts the biomechanics of gait. This project aimed to compare overground and ODT walking and turning in healthy young adults. METHODS Fifteen young adults completed forward walk, 180° turn, and 360° turn tasks under three conditions: (1) overground, (2) on the Infinadeck ODT in a virtual environment without a handrail, and (3) on the ODT with a handrail. Kinematic data for all walking trials were gathered using 3D optical motion capture. RESULTS Overall, gait speed was slower during ODT walking than overground. When controlling for gait speed, ODT walking resulted in shorter steps and greater variability in step length. There were no significant differences in other spatiotemporal metrics between ODT and overground walking. Turning on the ODT required more steps and slower rotational speeds than overground turns. The addition of the stability handrail to the ODT resulted in decreased gait variability relative to the ODT gait without the handrail. CONCLUSION Walking on an ODT resembles natural gait patterns apart from slower gait speed and shorter step length. Slower walking and shorter step length are likely due to the novelty of physically navigating a virtual environment which may result in a more conservative approach to gait. Future work will evaluate how older adults and those with neurological disease respond to ODT walking.
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Affiliation(s)
- Morgan McGrath Lewis
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA.
- School of Medicine, Case Western Reserve University, Cleveland, OH, USA.
| | - Colin Waltz
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Logan Scelina
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Kathryn Scelina
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Kelsey M Owen
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Karissa Hastilow
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Eric M Zimmerman
- Neurological Institute, Center for Neurological Restoration, Cleveland Clinic, Cleveland, OH, USA
| | - Anson B Rosenfeldt
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Mandy Miller Koop
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA
| | - Jay L Alberts
- Department of Biomedical Engineering, Cleveland Clinic, Cleveland, OH, USA.
- Neurological Institute, Center for Neurological Restoration, Cleveland Clinic, Cleveland, OH, USA.
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Kari T, Kosa M. Acceptance and use of virtual reality games: an extension of HMSAM. VIRTUAL REALITY 2023; 27:1-21. [PMID: 36742344 PMCID: PMC9888737 DOI: 10.1007/s10055-023-00749-4] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/17/2022] [Accepted: 01/04/2023] [Indexed: 06/18/2023]
Abstract
Virtual reality (VR) is considered as one of the technological megatrends of 2020s, and today, VR systems are used in various settings, digital gaming being among the most popular ones. However, there has been a dearth of understanding regarding the central factors behind VR gaming acceptance and use. The present study therefore aimed to explain the factors that drive the use and acceptance of VR games. We extended the hedonic-motivation system acceptance model with utilitarian and inconvenience factors to capture the pertinent features of VR systems more holistically. We proposed a theoretical model and analyzed it through covariance-based structural equation modeling using an online survey sample of 473 VR gamers. Our findings help explain the role of different antecedents behind VR gaming acceptance and demonstrate that VR gaming is driven more by the hedonic gaming aspects than by the utilitarian health and well-being aspects of VR games, enjoyment being the strongest driver behind VR gaming intention and immersion. Moreover, findings also suggested that use intentions and immersion levels are not significantly diminished by physical discomfort and VR sickness. The findings, which potentially extend to other VR systems as well, also pose important implications for the providers of VR games. As the main contribution, based on our empirical findings, we provide a greater theoretical understanding on VR gaming acceptance and use.
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Affiliation(s)
- Tuomas Kari
- Natural Resources Institute Finland (Luke), Helsinki, Finland
- Institute for Advanced Management Systems Research, Turku, Finland
| | - Mehmet Kosa
- Department of Psychology, Arizona State University, Tempe, AZ USA
- College of Arts, Media and Design, Northeastern University, Boston, MA USA
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Dammen LV, Finseth TT, McCurdy BH, Barnett NP, Conrady RA, Leach AG, Deick AF, Van Steenis AL, Gardner R, Smith BL, Kay A, Shirtcliff EA. Evoking stress reactivity in virtual reality: A systematic review and meta-analysis. Neurosci Biobehav Rev 2022; 138:104709. [PMID: 35644278 DOI: 10.1016/j.neubiorev.2022.104709] [Citation(s) in RCA: 9] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/11/2021] [Revised: 04/08/2022] [Accepted: 05/21/2022] [Indexed: 01/04/2023]
Abstract
BACKGROUND Virtual reality (VR) research probes stress environments that are infeasible to create in the real world. However, because research simulations are applied to narrow populations, it remains unclear if VR simulations can stimulate a broadly applicable stress-response. This systematic review and meta-analysis was conducted on studies using VR stress tasks and biomarkers. METHODS Included papers (N = 52) measured cortisol, heart rate (HR), galvanic skin response (GSR), systolic blood pressure (SBP), diastolic blood pressure (DBP), respiratory sinus arrhythmia (RSA), parasympathetic activity (RMSSD), sympathovagal balance (LF/HF), and/or salivary alpha-amylase (sAA). Effect sizes (ES) and confidence intervals (CI) were calculated based on standardized mean change of baseline-to-peak biomarker levels. RESULTS From baseline-to-peak (ES, CI), analyses showed a statistically significant change in cortisol (0.56, 0.28-0.83), HR (0.68, 0.53-0.82), GSR (0.59, 0.36-0.82), SBP (.55, 0.19-0.90), DBP (.64, 0.23-1.05), RSA (-0.59, -0.88 to -0.30), and sAA (0.27, 0.092-0.45). There was no effect for RMSSD and LF/HF. CONCLUSION VR stress tasks elicited a varied magnitude of physiological stress reactivity. VR may be an effective tool in stress research.
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Affiliation(s)
- Lotte van Dammen
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Tor T Finseth
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA.
| | - Bethany H McCurdy
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Neil P Barnett
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Roselynn A Conrady
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Alexis G Leach
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Andrew F Deick
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | | | - Reece Gardner
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Brandon L Smith
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
| | - Anita Kay
- Iowa State University, Virtual Reality Applications Center, Ames, IA, USA
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13
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da Silva Marinho A, Terton U, Jones CM. Cybersickness and postural stability of first time VR users playing VR videogames. APPLIED ERGONOMICS 2022; 101:103698. [PMID: 35151982 DOI: 10.1016/j.apergo.2022.103698] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/16/2021] [Revised: 01/12/2022] [Accepted: 01/24/2022] [Indexed: 06/14/2023]
Abstract
This study investigated symptoms of cybersickness and postural instability experienced by new users of head-mounted display virtual reality (HMD-VR), playing VR videogames over long and repeated sessions, and moderation of these symptoms by previous videogame experience and intensity of videogame stimulus. Cybersickness (SSQ) and postural stability (anterior-posterior path-velocity) of new users of VR (n = 80) was collected PRE-VR, POST-VR and 10 min after completing (POST-RECOVERY) a VR gaming experience. Users comprised of videogamers (n = 40) and non-videogamers (n = 40), who were randomly assigned to play either action (high-intensity stimuli) or adventure (low-intensity stimuli) games in VR for 30 min and repeated twice, one week apart. All participants, irrespective of gaming status and genre of game, experienced significant cybersickness after 30 min in VR using current-generation HMD-VR technology, and did not adapt (POST-VR) after two sessions. However videogamers were able to recover (POST-RECOVERY) from cybersickness induced in VR significantly better than non-videogamers. All participants experienced significantly better postural stability after 30 min in VR, irrespective of gaming experience or genre of game. Developers should create VR experiences that minimise negative symptoms of cybersickness and postural instability experience by new users of VR.
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Affiliation(s)
- Adriano da Silva Marinho
- School of Law and Society, University of the Sunshine Coast, Maroochydore DC, Queensland, 4558, Australia
| | - Uwe Terton
- Faculty of Business, Law and Arts, Southern Cross University, Military Road, East Lismore, NSW, 2480, Australia
| | - Christian M Jones
- School of Law and Society, University of the Sunshine Coast, Maroochydore DC, Queensland, 4558, Australia.
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14
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Ammann-Reiffer C, Kläy A, Keller U. Virtual reality is a promising therapy tool for walking activities in pediatric neurorehabilitation: Evaluation of usability and user experience (Preprint). JMIR Serious Games 2022; 10:e38509. [PMID: 35834316 PMCID: PMC9335180 DOI: 10.2196/38509] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/05/2022] [Accepted: 06/12/2022] [Indexed: 11/13/2022] Open
Abstract
Background Objective Methods Results Conclusions
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Affiliation(s)
- Corinne Ammann-Reiffer
- Research Department, Swiss Children's Rehab, University Children's Hospital Zurich - Eleonore Foundation, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich - Eleonore Foundation, Zurich, Switzerland
| | - Andrina Kläy
- Research Department, Swiss Children's Rehab, University Children's Hospital Zurich - Eleonore Foundation, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich - Eleonore Foundation, Zurich, Switzerland
| | - Urs Keller
- Research Department, Swiss Children's Rehab, University Children's Hospital Zurich - Eleonore Foundation, Affoltern am Albis, Switzerland
- Children's Research Center, University Children's Hospital Zurich - Eleonore Foundation, Zurich, Switzerland
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15
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Control of adaptive running platform based on machine vision technologies and neural networks. Neural Comput Appl 2022. [DOI: 10.1007/s00521-022-07166-9] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
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16
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Reer F, Wehden LO, Janzik R, Tangds WY, Quandt T. Virtual reality Technology and Game Enjoyment: The Contributions of natural mapping and need satisfaction. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2022.107242] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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17
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Consumer engagement via interactive artificial intelligence and mixed reality. INTERNATIONAL JOURNAL OF INFORMATION MANAGEMENT 2021. [DOI: 10.1016/j.ijinfomgt.2021.102382] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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18
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Oh S, Kim DK. Machine-Deep-Ensemble Learning Model for Classifying Cybersickness Caused by Virtual Reality Immersion. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:729-736. [PMID: 34375142 DOI: 10.1089/cyber.2020.0613] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/27/2022]
Abstract
This study aims to classify cybersickness (CS) caused by virtual reality (VR) immersion through a machine-deep-ensemble learning model. The heart rate variability and respiratory signal parameters of 20 subjects were measured, while watching a VR video for ∼5 minutes. After the experiment, the subjects were examined for CS and questioned to determine their CS states. Based on the results, we constructed a machine-deep-ensemble learning model that could identify and classify VR immersion CS among subjects. The ensemble model comprised four stacked machine learning models (support vector machine [SVM], k-nearest neighbor [KNN], random forest, and AdaBoost), which were used to derive prediction data, and then, classified the prediction data using a convolution neural network. This model was a multiclass classification model, allowing us to classify subjects' CS into three states (neutral, non-CS, and CS). The accuracy of SVM, KNN, random forest, and AdaBoost was 94.23 percent, 92.44 percent, 93.20 percent, and 90.33 percent, respectively, and the ensemble model could classify the three states with an accuracy of 96.48 percent. This implied that the ensemble model has a higher classification performance than when each model is used individually. Our results confirm that CS caused by VR immersion can be detected as physiological signal data with high accuracy. Moreover, our proposed model can determine the presence or absence of CS as well as the neutral state. Clinical Trial Registration Number: 20-2021-1.
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Affiliation(s)
- SeungJun Oh
- Department of Sports ICT Convergence, Sangmyung University Graduate School, Seoul, Republic of Korea
| | - Dong-Keun Kim
- Department of Human-Centered Artificial Intelligence, Institute of Intelligence Informatics Technology, Sangmyung University, Seoul, Republic of Korea
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19
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Emara AK, Ng MK, Cruickshank JA, Kampert MW, Piuzzi NS, Schaffer JL, King D. Gamer's Health Guide: Optimizing Performance, Recognizing Hazards, and Promoting Wellness in Esports. Curr Sports Med Rep 2020; 19:537-545. [PMID: 33306517 DOI: 10.1249/jsr.0000000000000787] [Citation(s) in RCA: 26] [Impact Index Per Article: 5.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
Electronic sports (esports), or competitive video gaming, is a rapidly growing industry and phenomenon. While around 90% of American children play video games recreationally, the average professional esports athlete spends 5.5 to 10 h gaming daily. These times and efforts parallel those of traditional sports activities where individuals can participate at the casual to the professional level with the respective time commitments. Given the rapid growth in esports, greater emphasis has been placed on identification, management, and prevention of common health hazards that are associated with esports participation while also focusing on the importance of health promotion for this group of athletes. This review outlines a three-point framework for sports medicine providers, trainers, and coaches to provide a holistic approach for the care of the esports athlete. This esports framework includes awareness and management of common musculoskeletal and health hazards, opportunities for health promotion, and recommendations for performance optimization.
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Affiliation(s)
- Ahmed K Emara
- Esports Medicine Program Cleveland Clinic Foundation, Cleveland, OH
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20
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Szpak A, Michalski SC, Loetscher T. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects. J Med Internet Res 2020; 22:e19840. [PMID: 33095182 PMCID: PMC7647813 DOI: 10.2196/19840] [Citation(s) in RCA: 24] [Impact Index Per Article: 4.8] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/04/2020] [Revised: 08/06/2020] [Accepted: 08/06/2020] [Indexed: 02/02/2023] Open
Abstract
BACKGROUND Virtual reality (VR) exergaming has the potential to target sedentary behavior. Immersive environments can distract users from the physical exertion of exercise and can motivate them to continue exergaming. Despite the recent surge in VR popularity, numerous users still experience VR sickness from using head-mounted displays (HMDs). Apart from the commonly assessed self-reported symptoms, depth perception and cognition may also be affected. Considering the potential benefits of VR exergaming, it is crucial to identify the adverse effects limiting its potential and continued uptake. OBJECTIVE This study aims to investigate the consequences of playing one of the most popular VR exergames for 10 and 50 min on aspects of vision, cognition, and self-reported VR sickness. METHODS A total of 36 participants played an exergame, called Beat Saber, using an HMD. A repeated measures within-subject design was conducted to assess changes in vision, cognition, and well-being after short (10 min) and long (50 min) durations of VR exposure. We measured accommodation, convergence, decision speed, movement speed, and self-reported sickness at 3 test periods-before VR, immediately after VR, and 40 min after VR (late). RESULTS Beat Saber was well tolerated, as there were no dropouts due to sickness. For most participants, any immediate aftereffects were short-lived and returned to baseline levels after 40 min of exiting VR. For both short and long exposures, there were changes in accommodation (F1,35=8.424; P=.006) and convergence (F1,35=7.826; P=.008); however, in the late test period, participants returned to baseline levels. Measures on cognition revealed no concern. The total simulator sickness questionnaire (SSQ) scores increased immediately after VR (F1,35=26.515; P<.001) and were significantly higher for long compared with short exposures (t35=2.807; P=.03), but there were no differences in exposure duration in the late test period, with scores returning to baseline levels. Although at a group level, participants' sickness levels returned to baseline 40 min after VR exposure, approximately 14% of the participants still reported high levels of sickness in the late test period after playing 50 min of Beat Saber. We also showed that the participants who experienced a high level of sickness after a short exposure were almost certain to experience a high level of symptoms after a longer exposure. CONCLUSIONS Irrespective of the duration of exposure, this study found no strong evidence for adverse symptoms 40 min after exiting VR; however, some individuals still reported high levels of VR sickness at this stage. We recommend that users commit to a waiting period after exiting VR to ensure that any aftereffects have deteriorated. Exergames in HMDs have the potential to encourage people to exercise but are understudied, and the aftereffects of exergaming need to be closely monitored to ensure that VR exergames can reach their full potential.
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Affiliation(s)
- Ancret Szpak
- University of South Australia, Adelaide, Australia
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21
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Lai B, Davis D, Narasaki-Jara M, Hopson B, Powell D, Gowey M, Rocque BG, Rimmer JH. Feasibility of a Commercially Available Virtual Reality System to Achieve Exercise Guidelines in Youth With Spina Bifida: Mixed Methods Case Study. JMIR Serious Games 2020; 8:e20667. [PMID: 32880577 PMCID: PMC7499165 DOI: 10.2196/20667] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/26/2020] [Revised: 07/20/2020] [Accepted: 08/11/2020] [Indexed: 11/13/2022] Open
Abstract
BACKGROUND Access to physical activity among youth with spina bifida (SB) is much lower than it is for children without disability. Enjoyable home-based exercise programs are greatly needed. OBJECTIVE Our objective is to examine the feasibility of a virtual reality (VR) active video gaming system (ie, bundle of consumer-available equipment) to meet US physical activity guidelines in two youth with SB. METHODS Two youth with SB-a 12-year-old female and a 13-year-old male; both full-time wheelchair users-participated in a brief, 4-week exercise program using a popular VR head-mounted display: Oculus Quest (Facebook Technologies). The system included a Polar H10 (Polar Canada) Bluetooth heart rate monitor, a no-cost mobile phone app (VR Health Exercise Tracker [Virtual Reality Institute of Health and Exercise]), and 13 games. The intervention protocol was conducted entirely in the homes of the participants due to the coronavirus disease 2019 (COVID-19) pandemic. The VR system was shipped to participants and they were instructed to do their best to complete 60 minutes of moderate-intensity VR exercise per day. Exercise duration, intensity, and calories expended were objectively monitored and recorded during exercise using the heart rate monitor and a mobile app. Fatigue and depression were measured via self-report questionnaires at pre- and postintervention. Participants underwent a semistructured interview with research staff at postintervention. RESULTS Across the intervention period, the total average minutes of all exercise performed each week for participants 1 and 2 were 281 (SD 93) and 262 (SD 55) minutes, respectively. The total average minutes of moderate-intensity exercise performed per week for participants 1 and 2 were 184 (SD 103) (184/281, 65.4%) and 215 (SD 90) (215/262, 82.1%) minutes, respectively. One participant had a reduction in their depression score, using the Quality of Life in Neurological Disorders (Neuro-QoL) test, from baseline to postintervention, but no other changes were observed for fatigue and depression scores. Participants reported that the amount of exercise they completed was far higher than what was objectively recorded, due to usability issues with the chest-worn heart rate monitor. Participants noted that they were motivated to exercise due to the enjoyment of the games and VR headset as well as support from a caregiver. CONCLUSIONS This study demonstrated that two youth with SB who used wheelchairs could use a VR system to independently and safely achieve exercise guidelines at home. Study findings identified a promising protocol for promoting exercise in this population and this warrants further examination in future studies with larger samples.
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Affiliation(s)
- Byron Lai
- Division of Pediatric Rehabilitation Medicine, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Drew Davis
- Division of Pediatric Rehabilitation Medicine, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Mai Narasaki-Jara
- Department of Kinesiology, California Polytechnic State University Pomona, Pomona, CA, United States
| | - Betsy Hopson
- Division of Pediatric Neurosurgery, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Danielle Powell
- Department of Physical Medicine and Rehabilitation, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Marissa Gowey
- Division of Pediatric Gastroenterology, Hepatology, and Nutrition, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - Brandon G Rocque
- Division of Pediatric Neurosurgery, School of Medicine, University of Alabama at Birmingham, Birmingham, AL, United States
| | - James H Rimmer
- Dean's Office, School of Health Professions, University of Alabama at Birmingham, Birmingham, AL, United States
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22
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Grassini S, Laumann K. Are Modern Head-Mounted Displays Sexist? A Systematic Review on Gender Differences in HMD-Mediated Virtual Reality. Front Psychol 2020; 11:1604. [PMID: 32903791 PMCID: PMC7438857 DOI: 10.3389/fpsyg.2020.01604] [Citation(s) in RCA: 22] [Impact Index Per Article: 4.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2020] [Accepted: 06/15/2020] [Indexed: 11/24/2022] Open
Abstract
Modern head-mounted displays (HMDs) are a promising technology. Thanks to their affordable cost and versatility, HMDs are gaining attention from different sectors. However, the experience reported by the users of these technologies is sometimes negative. A number of people, when using an HMD, complain of various types of physical discomfort as well as symptoms like headache, disorientation, and nausea. These symptoms, developed during or after exposure to virtual environments, are commonly referred to with the term simulator sickness. Some scientific studies have shown that women are commonly more sensitive to simulator sickness. However, a gender imbalance in the susceptibility to simulator sickness has not been widely studied in the context of modern HMDs, and the studies that have been done have reported heterogeneous findings. The present systematic review aims to gather the pieces of evidence that support and oppose a gender difference in the susceptibility of simulator sickness in the framework of modern HMDs. We also aim to individuate other gender differences in the experience of the use of these technologies to establish whether there is sufficient evidence to support a gender discrepancy in the user experience.
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Affiliation(s)
- Simone Grassini
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
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23
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ArkaeVision VR Game: User Experience Research between Real and Virtual Paestum. APPLIED SCIENCES-BASEL 2020. [DOI: 10.3390/app10093182] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
The design of a virtual reality (VR) cultural application is aimed at supporting the steps of the learning process-like concrete experimentation, reflection and abstraction—which are generally difficult to induce when looking at ruins and artifacts that bring back to the past. With the use of virtual technologies (e.g., holographic surfaces, head-mounted displays, motion—cation sensors) those steps are surely supported thanks to the immersiveness and natural interaction granted by such devices. VR can indeed help to symbolically recreate the context of life of cultural objects, presenting them in their original place of belonging, while they were used for example, increasing awareness and understanding of history. The ArkaeVision VR application takes advantages of storytelling and user experience design to tell the story of artifacts and sites of an important cultural heritage site of Italy, Paestum, creating a dramaturgy around them and relying upon historical and artistic content revised by experts. Visitors will virtually travel into the temple dedicated to Hera II of Paestum, in the first half of the fifth century BC, wearing an immersive viewer–HTC Vive; here, they will interact with the priestess Ariadne, a digital actor, who will guide them on a virtual tour presenting the beliefs, the values and habits of an ancient population of the Magna Graecia city. In the immersive VR application, the memory is indeed influenced by the visitors’ ability to proceed with the exploratory activity. Two evaluation sessions were planned and conducted to understand the effectiveness of the immersive experience, usability of the virtual device and the learnability of the digital storytelling. Results revealed that certainly the realism of the virtual reconstructions, the atmosphere and the “sense of the past” that pervades the whole VR cultural experience, characterize the positive feedback of visitors, their emotional engagement and their interest to proceed with the exploration.
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24
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Servotte JC, Goosse M, Campbell SH, Dardenne N, Pilote B, Simoneau IL, Guillaume M, Bragard I, Ghuysen A. Virtual Reality Experience: Immersion, Sense of Presence, and Cybersickness. Clin Simul Nurs 2020. [DOI: 10.1016/j.ecns.2019.09.006] [Citation(s) in RCA: 34] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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25
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Levac DE, Huber ME, Sternad D. Learning and transfer of complex motor skills in virtual reality: a perspective review. J Neuroeng Rehabil 2019; 16:121. [PMID: 31627755 PMCID: PMC6798491 DOI: 10.1186/s12984-019-0587-8] [Citation(s) in RCA: 82] [Impact Index Per Article: 13.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/26/2018] [Accepted: 09/05/2019] [Indexed: 12/11/2022] Open
Abstract
The development of more effective rehabilitative interventions requires a better understanding of how humans learn and transfer motor skills in real-world contexts. Presently, clinicians design interventions to promote skill learning by relying on evidence from experimental paradigms involving simple tasks, such as reaching for a target. While these tasks facilitate stringent hypothesis testing in laboratory settings, the results may not shed light on performance of more complex real-world skills. In this perspective, we argue that virtual environments (VEs) are flexible, novel platforms to evaluate learning and transfer of complex skills without sacrificing experimental control. Specifically, VEs use models of real-life tasks that afford controlled experimental manipulations to measure and guide behavior with a precision that exceeds the capabilities of physical environments. This paper reviews recent insights from VE paradigms on motor learning into two pressing challenges in rehabilitation research: 1) Which training strategies in VEs promote complex skill learning? and 2) How can transfer of learning from virtual to real environments be enhanced? Defining complex skills by having nested redundancies, we outline findings on the role of movement variability in complex skill acquisition and discuss how VEs can provide novel forms of guidance to enhance learning. We review the evidence for skill transfer from virtual to real environments in typically developing and neurologically-impaired populations with a view to understanding how differences in sensory-motor information may influence learning strategies. We provide actionable suggestions for practicing clinicians and outline broad areas where more research is required. Finally, we conclude that VEs present distinctive experimental platforms to understand complex skill learning that should enable transfer from therapeutic practice to the real world.
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Affiliation(s)
- Danielle E Levac
- Department of Physical Therapy, Movement and Rehabilitation Sciences, Northeastern University, 407c Robinson Hall, 360 Huntington Ave, Boston, MA, 02115, USA.
| | - Meghan E Huber
- Department of Mechanical Engineering, Massachusetts Institute of Technology, 77 Massachusetts Ave, Bldg 3, Rm 143, Cambridge, MA, 02139, USA
| | - Dagmar Sternad
- Biology, Electrical and Computer Engineering, and Physics, Northeastern University, 503 Richards Hall, 360 Huntington Avenue, Boston, MA, 02118, USA
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Gallagher M, Dowsett R, Ferrè ER. Vection in virtual reality modulates vestibular-evoked myogenic potentials. Eur J Neurosci 2019; 50:3557-3565. [PMID: 31233640 DOI: 10.1111/ejn.14499] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/20/2018] [Revised: 06/05/2019] [Accepted: 06/17/2019] [Indexed: 11/28/2022]
Abstract
The popularity of virtual reality (VR) has increased rapidly in recent years. While significant technological advancements are apparent, a troublesome problem with VR is that between 20% and 80% of users will experience unpleasant side effects such as nausea, disorientation, blurred vision and headaches-a malady known as Cybersickness. Cybersickness may be caused by a conflict between sensory signals for self-motion: while vision signals that the user is moving in a certain direction with certain acceleration, the vestibular organs provide no corroborating information. To resolve the sensory conflict, vestibular cues may be down-weighted leading to an alteration of how the brain interprets actual vestibular information. This may account for the frequently reported after-effects of VR exposure. Here, we investigated whether exposure to vection in VR modulates vestibular processing. We measured vestibular-evoked myogenic potentials (VEMPs) during brief immersion in a vection-inducing VR environment presented via head-mounted display. We found changes in VEMP asymmetry ratio, with a substantial increase in VEMP amplitude recorded on the left sternocleidomastoid muscle following just one minute of exposure to vection in VR. Our results suggest that exposure to vection in VR modulates vestibular processing, which may explain common after-effects of VR.
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Affiliation(s)
- Maria Gallagher
- Department of Psychology, Royal Holloway University of London, Egham, UK
| | - Ross Dowsett
- Department of Psychology, Royal Holloway University of London, Egham, UK
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