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Serino S, Di Lernia D, Magni G, Manenti P, De Gasperi S, Riva G, Repetto C. Egocentric and Allocentric Spatial Memory for Body Parts: A Virtual Reality Study. J Cogn 2024; 7:33. [PMID: 38638460 PMCID: PMC11025578 DOI: 10.5334/joc.357] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/12/2023] [Accepted: 03/20/2024] [Indexed: 04/20/2024] Open
Abstract
Extensive literature elucidated the mechanisms underlying the ability to memorize the positions of objects in space. However, less is known about the impact that objects' features have on spatial memory. The present study aims to investigate differences in egocentric and allocentric object-location memory between hand stimuli depicted in a first-person perspective (1PP) or in a third-person one (3PP). Fifty-two adults encoded spatial positions within a virtual museum environment featuring four square buildings. Each of these buildings featured eight paintings positioned along the walls, with two pictures displayed on each of the four walls. Thirty-two stimuli were employed, which represented pictures of the right hand performing various types of gestures. Half of the stimuli depicted the hand in the 1PP, while the other half depicted the hand in the 3PP. Both free and guided explorations served as encoding conditions. Immediately after that, participants underwent a two-step object-location memory task. Participants were provided with a map of the museum and asked to identify the correct building where the image was located (allocentric memory). Then, they were presented with a schematic representation of the exhibition room divided into four sections and instructed to select the section where they thought the picture was located (egocentric memory). Our findings indicate a memory performance boost associated with egocentric recall, regardless of the perspective of the bodily stimuli. The results are discussed considering the emerging literature on the mnemonic properties of body-related stimuli for spatial memory.
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Affiliation(s)
- Silvia Serino
- Department of Psychology, Universitàdegli Studi Milano –Bicocca, Milan, Italy
| | - Daniele Di Lernia
- Humane Technology Lab, UniversitàCattolica del Sacro Cuore, Milan, Italy
| | - Giulia Magni
- Faculty of Psychology, UniversitàCattolica del Sacro Cuore, Milan, Italy
| | - Paolo Manenti
- Faculty of Psychology, UniversitàCattolica del Sacro Cuore, Milan, Italy
| | - Stefano De Gasperi
- Humane Technology Lab, UniversitàCattolica del Sacro Cuore, Milan, Italy
- Department of Computer Science, University of Pisa, Pisa, Italy
| | - Giuseppe Riva
- Humane Technology Lab, UniversitàCattolica del Sacro Cuore, Milan, Italy
- Applied Technology for Neuro Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Claudia Repetto
- Department of Psychology, UniversitàCattolica del Sacro Cuore, Milan, Italy
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Cerasa A, Gaggioli A, Pioggia G, Riva G. Metaverse in Mental Health: The Beginning of a Long History. Curr Psychiatry Rep 2024:10.1007/s11920-024-01501-8. [PMID: 38602624 DOI: 10.1007/s11920-024-01501-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 03/21/2024] [Indexed: 04/12/2024]
Abstract
PURPOSE OF REVIEW We review the first pilot studies applying metaverse-related technologies in psychiatric patients and discuss the rationale for using this complex federation of technologies to treat mental diseases. Concerning previous virtual-reality applications in medical care, metaverse technologies provide the unique opportunity to define, control, and shape virtual scenarios shared by multi-users to exploit the "synchronized brains" potential exacerbated by social interactions. RECENT FINDINGS The application of an avatar-based sexual therapy program conducted on a metaverse platform has been demonstrated to be more effective concerning traditional sexual coaching for treating female orgasm disorders. Again, a metaverse-based social skills training program has been tested on children with autism spectrum disorders, demonstrating a significant impact on social interaction abilities. Metaverse-related technologies could enable us to develop new reliable approaches for treating diseases where behavioral symptoms can be addressed using socio-attentive tasks and social-interaction strategies.
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Affiliation(s)
- Antonio Cerasa
- Institute for Biomedical Research and Innovation, National Research Council, IRIB-CNR, 98164, Messina, Italy.
- S. Anna Institute, 88900, Crotone, Italy.
- Pharmacotechnology Documentation and Transfer Unit, Preclinical and Translational Pharmacology, Department of Pharmacy, Health Science and Nutrition, University of Calabria, 87036, Arcavacata, Italy.
| | - Andrea Gaggioli
- Research Center in Communication Psychology, Catholic University of Milan, Milan, Italy
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Giovanni Pioggia
- Institute for Biomedical Research and Innovation, National Research Council, IRIB-CNR, 98164, Messina, Italy
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy.
- Humane Technology Lab, Catholic University of Milan, Largo Gemelli 1, 20123, Milan, Italy.
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Ammendola M, Vescio F, Al Ansari M, Hila J, Rizzo L, Romano R, Marchegiani F, de'Angelis N, Piardi T, Cavaliere D, Frampton AE, Gall TMH, Luposella M, Memeo R, Navarra G, Curcio S, Currò G. Metaverse and Telementoring: From Surgery to Workshop. Surg Innov 2024; 31:212-219. [PMID: 38378041 DOI: 10.1177/15533506241233674] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/22/2024]
Abstract
BACKGROUND The Coronavirus 2019 (COVID-19) pandemic has favored the growth of telemedicine systems and in this context the idea of Metaverse was born and developed. A 3D reality in which people can interact with each other through digital reproductions of themselves. Metaverse has already been tested in numerous medical fields due to its ability to combine visual and auditory information with tactile sensations. The purpose of this study is to highlight its potential also in its ability to be used as a telementoring place where the skills and knowledge of surgeons from all over the world can be combined. MATERIAL AND METHODS The first HPB Surgery Workshop was held at the "Metaverse Surgical Hospital, USA". During the workshop, surgeons located in various parts of the world reported on hepatic, pancreatic and biliary tract surgery and remotely supported the execution of a robotic liver resection. RESULTS The Metaverse gave the opportunity for surgeons to meet and discuss HPB pathologies and its surgical strategies and for surgeons in training to interface with experts by participating in a moment of advanced training. CONCLUSION In the Metaverse, telementoring can be used at very low cost to improve clinical and surgical practice.
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Affiliation(s)
- Michele Ammendola
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Francesca Vescio
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Mohanad Al Ansari
- Aster Hospital, Minimal Invasive Gastrointestinal, Robotic Surgery Unit, Dean of the Robotic Surgery Academy, Dubai, UAE
| | - Jozel Hila
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Laura Rizzo
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Roberto Romano
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Francesco Marchegiani
- Unit of Colorectal and Digestive Surgery, DIGEST Department, Beaujon University Hospital (AP-HP), University Paris Cité, Clichy, France
| | - Nicola de'Angelis
- Unit of Colorectal and Digestive Surgery, DIGEST Department, Beaujon University Hospital (AP-HP), University Paris Cité, Clichy, France
| | - Tullio Piardi
- Department of Hepatobiliary, Pancreatic and Digestive Oncological Surgery, Robert Debré University Hospital, Reims, France
| | - Davide Cavaliere
- General and Oncologic Surgery, Morgagni-Pierantoni Hospital, Forlì, Italy
| | - Adam E Frampton
- Department of Clinical and Experimental Medicine, University of Surrey, Guildford, UK
| | - Tamara M H Gall
- Department of Surgery and Cancer, Imperial College London, Hammersmith Hospital Campus, London, UK
| | - Maria Luposella
- Cardiovascular Disease Unit, General Hospital of Soverato, Catanzaro, Italy
| | - Riccardo Memeo
- Hepato-Biliary and Pancreatic Surgical Unit, "F. Miulli" Hospital, Acquaviva delle Fonti, Italy
| | - Giuseppe Navarra
- Department of Human Pathology of Adult and Evolutive Age, Surgical Oncology Division, "G. Martino" Hospital, University of Messina, Messina, Italy
| | - Silvia Curcio
- Science of Health Department, Digestive Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
| | - Giuseppe Currò
- Science of Health Department, General Surgery Unit, University "Magna Graecia" Medical School, Catanzaro, Italy
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Shitsuka C, Maltarollo TFH, Sivieri-Araújo G. Metaverse: immersive technology in behavior management. Eur Arch Paediatr Dent 2024; 25:143-144. [PMID: 38289460 DOI: 10.1007/s40368-024-00870-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/25/2023] [Accepted: 11/16/2023] [Indexed: 03/16/2024]
Affiliation(s)
- C Shitsuka
- Department of Pediatric Dentistry, School of Dentistry, Faculdades Metropolitanas Unidas, São Paulo, Brazil.
| | - T F H Maltarollo
- Department of Preventive and Restorative Dentistry, School of Dentistry, Araçatuba, São Paulo State University (Unesp), Araçatuba, Brazil
| | - G Sivieri-Araújo
- Department of Preventive and Restorative Dentistry, School of Dentistry, Araçatuba, São Paulo State University (Unesp), Araçatuba, Brazil
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Pascucci S, Forte G, Angelini E, Marinozzi F, Bini F, Antonucci G, Iosa M, Tieri G. Michelangelo Effect in Virtual Sculpturing: Prospective for Motor Neurorehabilitation in the Metaverse. J Cogn 2024; 7:17. [PMID: 38312943 PMCID: PMC10836160 DOI: 10.5334/joc.345] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2023] [Accepted: 01/11/2024] [Indexed: 02/06/2024] Open
Abstract
We investigated the Michelangelo effect, i.e. the facilitatory effect of a virtual art therapy in motor rehabilitation (Iosa et al. 2021), with a novel virtual reality paradigm in which users are engaged in motor exercises with 3D sculptures. In particular, thirty young adults were immersed in a virtual environment where they could sculpt, by using the real hands, some famous sculptures in the history of art, such as the David of Michelangelo, the Venus of Milo and the statue of Laocoon and His Sons, and their control stimuli, i.e. statues in very low resolution or cubes. We recorded the kinematics (length, the time to complete each trial, mean normalized jerk) and questionnaire answers (objective and subjective beauty, User Satisfaction Evaluation Questionnaire and Nasa Task Load Index). In general, we found that the perception of subjective and objective beauty was higher when sculpting the statues than control stimuli, the judgment of usability of the system was high. The perceived fatigue was not higher when sculpting the statues despite the longer time spent in completing the task that with respect to the control stimuli. Moreover, we found that the interaction with the experimental statues affected the fluidity and symmetry of hands movements. Finally, we discuss this evidence regarding the art therapy and neuroaesthetics principles for motor rehabilitation in the Metaverse with VR, including the possible role of virtual embodiment (illusory feeling to have a virtual body) for boosting the efficacy of the clinical applications.
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Affiliation(s)
- Simona Pascucci
- Department of Mechanical and Aerospace Engineering, Sapienza University of Rome, Rome, Italy
| | - Giorgia Forte
- Department of Mechanical and Aerospace Engineering, Sapienza University of Rome, Rome, Italy
| | | | | | - Fabiano Bini
- Department of Mechanical and Aerospace Engineering, Sapienza University of Rome, Rome, Italy
- IRCCS Santa Lucia Foundation, Rome, Italy
| | - Gabriella Antonucci
- IRCCS Santa Lucia Foundation, Rome, Italy
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | - Marco Iosa
- IRCCS Santa Lucia Foundation, Rome, Italy
- Department of Psychology, Sapienza University of Rome, Rome, Italy
| | - Gaetano Tieri
- IRCCS Santa Lucia Foundation, Rome, Italy
- Virtual Reality and Digital Neuroscience Lab, Department of Law and Digital Society, University of Rome UnitelmaSapienza, Rome, Italy
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Guo Z, Wang Q, Peng C, Zhuang S, Yang B. Willingness to accept metaverse safety training for construction workers based on extended UTAUT. Front Public Health 2024; 11:1294203. [PMID: 38269381 PMCID: PMC10807293 DOI: 10.3389/fpubh.2023.1294203] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2023] [Accepted: 12/18/2023] [Indexed: 01/26/2024] Open
Abstract
Safety training (ST) is essential in avoiding unsafe behavior of construction workers. With the rise of metaverse technology, metaverse safety training (MST) has gradually become a new model to guide construction workers in safety production. An in-depth study of construction workers' willingness to accept the metaverse safety training (WAMST) helps improve its effectiveness, but studies need to pay more attention to it. This study constructs a conceptual model of WAMST for construction workers, and the influencing factors of WAMST are explained based on the extended Unified Theory of Acceptance and Use of Technology (UTAUT). It established a Structural equation modeling to verify the relationship between influencing factors. An example verifies the feasibility of the model. The results show that the framework significantly contributes to the willingness of construction workers to participate and improves safety awareness. Specifically, performance expectancy, effort expectancy, social influence, and convenient conditions significantly affect the construction workers' willingness to accept. Convenient conditions have a direct effect on actual behavior. Willingness to accept plays a mediating role between performance expectancy and actual behavior. Perceived trust moderates the effect between willingness to accept and actual behavior, and the force of positive interpretation increases proportionally. It confirms how to improve the safety capacity of construction workers and provides references for governments, enterprises, and projects to formulate ST strategies.
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Affiliation(s)
- Zhenxu Guo
- School of Civil Engineering, Central South University, Changsha, China
| | - Qinge Wang
- School of Civil Engineering, Central South University, Changsha, China
| | - Chunyan Peng
- School of Civil Engineering, Central South University, Changsha, China
| | | | - Biao Yang
- Guangzhou Expressway Co., LTD., Guangdong, China
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Lo FY, Su CY, Chen CH. Identifying Factor Associations Emerging from an Academic Metaverse Event for Scholars in a Postpandemic World: Social Presence and Technology Self-Efficacy in Gather.Town. Cyberpsychol Behav Soc Netw 2024; 27:19-27. [PMID: 38197841 DOI: 10.1089/cyber.2023.0020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/11/2024]
Abstract
COVID-19 has prompted conferences to transition to online formats, inadvertently diminishing their emphasis on the social element. In online events, a sense of presence leading to a sense of companionship is limited in conventional conferencing platforms. Although the extant body of research on virtual conferences is growing, academic events in the Metaverse get little attention. Such events and their relevance to social presence within the Metaverse and associations among observable factors are seldom discussed. This study examined the perspectives of scholars in an online seminar during COVID-19 hosted in Gather.Town, a Metaverse-like conferencing environment. A hypothetical model was built to determine whether social presence and technology self-efficacy impact scholars' satisfaction and facilitate academic interactions. Ninety-three scholars in an academic seminar for research projects in information and computer education were polled to obtain data, which was then evaluated using partial least squares structural equation modeling (PLS-SEM). The proposed model explained 57.1 percent of the variables, and the findings showed that social presence and technology self-efficacy had a positive and significant impact on academic interactions and exchanges, as well as technology self-efficacy playing an essential role in determining overall satisfaction. However, social presence does not appear to have a direct impact on satisfaction, implying that a positive academic experience may still be achieved with or without the feature of being with others supported by the Metaverse. Although digital communication will only become more diverse and intense, it is important to understand how to maintain the basic character of human interactions virtually, even amid a pandemic. This research attempts to shed light on some critical factors in creating a conducive environment for future Metaverse-like academic events.
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Affiliation(s)
- Fang-Ying Lo
- Center for General Education, Asia University, Taichung, Taiwan
| | - Chien-Yuan Su
- Department of Education, National University of Tainan, Tainan, Taiwan
| | - Cheng-Huan Chen
- Department of M-Commerce and Multimedia Applications, Asia University, Taichung, Taiwan
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Riva G, Wiederhold BK, Villani D. Toward a Humane Metaverse: Challenges and Opportunities. Cyberpsychol Behav Soc Netw 2024; 27:3-8. [PMID: 38118107 DOI: 10.1089/cyber.2023.29303.editorial] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/22/2023]
Abstract
The metaverse, an emerging digital universe blurring the lines between reality and virtuality, offers a view into a future where human interaction transcends physical boundaries. In this article, we analyze the multidimensional facets of the metaverse, scrutinizing the landscape of challenges and opportunities it offers. The article delves into the challenges faced by human society in adapting to the metaverse, including the digital divide, ethical dilemmas, the level of trust, and the potential erosion of social and physical reality. Amid the allure of boundless creativity, questions arise about the very essence of human experience-identity, empathy, social relationships, life satisfaction, and the nature of reality itself. The metaverse, with all its complexities, challenges us to redefine the boundaries of human interaction, urging us to tread cautiously while embracing the limitless possibilities it presents. As we venture "toward a humane metaverse," we must navigate the intricate interplay of technology and humanity, shaping a future where the virtual realm enhances, rather than diminishes, the richness of the human experience.
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Affiliation(s)
- Giuseppe Riva
- Humane Technology Laboratory, Catholic University of Milan, Milan, Italy
- Applied Technology for Neuro-Psychology Laboratory, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Brenda K Wiederhold
- Virtual Reality Medical Center, Scripps Memorial Hospital, La Jolla, California, USA
- Interactive Media Institute, San Diego, California, USA
| | - Daniela Villani
- Department of Psychology, Research Center in Communication Psychology (PsiCom), Catholic University of Milan, Milan, Italy
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Jin SV. "In the Metaverse We (Mis)trust?" Third-Level Digital (In)equality, Social Phobia, Neo-Luddism, and Blockchain/Cryptocurrency Transparency in the Artificial Intelligence-Powered Metaverse. Cyberpsychol Behav Soc Netw 2024; 27:64-75. [PMID: 38197840 PMCID: PMC10794821 DOI: 10.1089/cyber.2022.0376] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/11/2024]
Abstract
The Metaverse, powered by a variety of key innovative technologies including 3D virtual reality (VR)/augmented reality (AR), artificial intelligence (AI), blockchain/cryptocurrency-based non-fungible tokens (NFTs), and the Internet of Things, has been proposed as the future of a virtual universe for education, work, business, and commerce. This research (∑ N = 954) presents the results of three cross-sectional surveys that examine the influence of third-level digital (in)equality and consumer (mis)trust on Metaverse adoption intention. Study 1, focusing on the Metaverse for hybrid education, reports the mediating effect of (mis)trust in the Metaverse on the relationship between the educational dimension of third-level digital (in)equality and behavioral intention to adopt the Metaverse for virtual learning as well as the moderating effect of social phobia. Study 2, focusing on the Metaverse for remote working, reports the mediating effect of (mis)trust in the Metaverse on the relationship between the economic labor dimension of third-level digital (in)equality and Metaverse adoption for virtual working as well as the moderating effect of neo-Luddism. Study 3, focusing on the Metaverse for business, reports the mediating effect of (mis)trust in the Metaverse on the relationship between the economic commerce dimension of third-level digital (in)equality and Metaverse adoption for virtual commerce as well as the moderating effect of blockchain/cryptocurrency transparency perception. This research can provide theoretical frameworks to examine people's hopes and fears about the Metaverse and consequential adoption versus non-adoption of the Metaverse for hybrid education, hybrid remote working, and omni-channel virtual commerce. Practical, managerial, and policy implications for the Metaverse and the NFT market are also discussed.
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Affiliation(s)
- Seunga Venus Jin
- NU-Q Communication Program, Northwestern University in Qatar, Education City, Doha, Qatar
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Abstract
What distinguishes real-world communities from their online counterparts? Social and cognitive neuroscience research on social networks and collective intentionality will be used in the article to answer this question. Physical communities are born in places. And places engage "we-mode" neurobiological and cognitive processes as behavioral synchrony, shared attention, deliberate attunement, interbrain synchronization, and so on, which create coherent social networks of very different individuals who are supported by a "wisdom of crowd." Digital technologies remove physical boundaries, giving people more freedom to choose their activities and groups. At the same time, however, the lack of physical co-presence of community members significantly reduces their possibility of activating "we-mode" cognitive processes and social motivation. Because of this, unlike physical communities that allow interaction between people from varied origins and stories, digital communities are always made up of people who have the same interests and knowledge (communities of practice). This new situation disrupts the "wisdom of crowd," making the community more radical and less accurate (polarization effect), allowing influential users to wield disproportionate influence over the group's beliefs, and producing inequalities in the distribution of social capital. However, a new emergent technology-the Metaverse-has the potential to reverse this trend. Several studies have revealed that virtual and augmented reality-the major technologies underlying the Metaverse-can engage the same neurobiological and cognitive "we-mode" processes as real-world environments. If the many flaws in this technology are fixed, it might encourage people to engage in more meaningful and constructive interactions in online communities.
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Affiliation(s)
- Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Brenda K. Wiederhold
- Virtual Reality Medical Center, La Jolla, California, USA
- Virtual Reality Medical Institute, Brussels, Belgium
| | - Fabrizia Mantovani
- Centre for Studies in Communication Sciences “Luigi Anolli” (CESCOM), Department of Human Sciences for Education “Riccardo Massa,” University of Milano Bicocca, Milan, Italy
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Wiederhold BK. Hybrid VR Therapy: The Future of Mental Health Care Has Arrived. Cyberpsychol Behav Soc Netw 2023; 26:879-880. [PMID: 38010794 DOI: 10.1089/cyber.2023.29301.bkw] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/29/2023]
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Sánchez-Puente A, Dorado-Díaz PI, Sánchez PL. Editorial commentary: CardioVerse: Buying the stairway to heaven. Trends Cardiovasc Med 2023; 33:477-478. [PMID: 35817251 DOI: 10.1016/j.tcm.2022.07.001] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/01/2022] [Accepted: 07/03/2022] [Indexed: 11/25/2022]
Affiliation(s)
- Antonio Sánchez-Puente
- Servicio de Cardiología, Hospital Universitario de Salamanca. Instituto de Investigación Biomédica de Salamanca (IBSAL), CIBERCV, Universidad de Salamanca, Paseo de San Vicente 58-187, 37007 Salamanca, Spain
| | - P Ignacio Dorado-Díaz
- Servicio de Cardiología, Hospital Universitario de Salamanca. Instituto de Investigación Biomédica de Salamanca (IBSAL), CIBERCV, Universidad de Salamanca, Paseo de San Vicente 58-187, 37007 Salamanca, Spain
| | - Pedro L Sánchez
- Servicio de Cardiología, Hospital Universitario de Salamanca. Instituto de Investigación Biomédica de Salamanca (IBSAL), CIBERCV, Universidad de Salamanca, Paseo de San Vicente 58-187, 37007 Salamanca, Spain.
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González-Tapia MI. Virtual emotions and Criminal Law. Front Psychol 2023; 14:1260425. [PMID: 38022971 PMCID: PMC10643869 DOI: 10.3389/fpsyg.2023.1260425] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2023] [Accepted: 10/12/2023] [Indexed: 12/01/2023] Open
Abstract
This article examines the role that Criminal Law should play in regulating the non-therapeutic use of immersive Virtual Reality (VR), specifically its massive use by consumers. The starting point has been to consider VR as an intermediate risk scenario, for the purposes of Criminal Law, between the criminality entirely generated in the physical world and that developed in the 2D digital environments [cybercrimes and criminality linked to social networks and persuasive Artificial Intelligence (AI)]. Firstly, specialize literature has been analyzed to establish the nature of virtual reality. From a technical standpoint, virtual reality is a neurotechnology infused with high-risk artificial intelligence; an inseparable synthesis of non-invasive neurotechnology and a set of AI systems, considered high-risk for the fundamental rights of citizens. From the perspective of its functioning, VR is a "transformative" neurotechnology capable of altering what people perceive as reality. This is possible, because its realism lies in the emotional immersion of the user in the virtual experience, similarly to how our brain functions. Therefore, the key idea in the immersive functioning of virtual reality is its capacity to evoke and modify human emotions, which results its greater harmful potential compared to the 2D environment. From there, three central and specific areas of (legally unaddressed) risk arise: (1) the special comprehensive nature of the data collected and stored during its use; (2) its ability to mentally reproduce the "physical" experience of the avatar in the user; and (3) its significant capacity to manipulate individuals. Secondly, the paper examines both the reported cases and the foreseeable criminality in virtual worlds or "proto-metaverse," focusing on the three risk areas, and exemplifying them with attacks on mental privacy, sexual freedom, and consumer manipulation. Finally, it is proposed that Criminal Law should also intervene (as soon as possible) to define the "red lines" of massive virtual reality use by citizens. With a democratic and human-centered approach, a basic legal framework is outlined for the criminalization of specific harms and risks associated with virtual reality, adapting the existing legal framework as necessary.
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Affiliation(s)
- María Isabel González-Tapia
- Department of Civil, Criminal Law, Procedural Law, Faculty of Law and Business, University of Córdoba, Córdoba, Spain
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DeVeaux C, Han E, Landay JA, Bailenson JN. Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual Reality. Cyberpsychol Behav Soc Netw 2023. [PMID: 37851990 DOI: 10.1089/cyber.2023.0210] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 10/20/2023]
Abstract
Social virtual reality (VR) is an emerging set of platforms where users interact while embodying avatars. Given that VR headsets track real physical movements and map them onto one's avatar body, the nature of one's digital representation is an important aspect of social VR. However, little is known about how the visual proximity of an avatar to the self shapes user experience in naturalistic, social VR environments. In this article, we use this context to explore how embodiment is influenced by the perceived differences between the physical attributes of a user and the virtual attributes of their avatar. We selected a number of attributes for this measure that have been shown to be important for customization and representation in VR. Participants created an avatar, spent time in social VR, and reported on their experience in a questionnaire. Our results demonstrate a significant negative association between attribute discrepancy and avatar embodiment, the psychological experience of one's virtual body as their own body. We discuss implications for theories of self-representation and suggest urgency on the part of games and VR designers to improve the methods of creating avatars.
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Affiliation(s)
- Cyan DeVeaux
- Department of Communication, Stanford University, Stanford, California, USA
| | - Eugy Han
- Department of Communication, Stanford University, Stanford, California, USA
| | - James A Landay
- Department of Computer Science, Stanford University, Stanford, California, USA
| | - Jeremy N Bailenson
- Department of Communication, Stanford University, Stanford, California, USA
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15
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Cho S, Kang J, Baek WH, Jeong YB, Lee S, Lee SM. Comparing counseling outcome for college students: Metaverse and in-person approaches. Psychother Res 2023:1-14. [PMID: 37848177 DOI: 10.1080/10503307.2023.2270139] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/23/2023] [Accepted: 10/05/2023] [Indexed: 10/19/2023] Open
Abstract
ABSTRACTObjective This study compared metaverse counseling with in-person counseling, using in-person counseling as a comparison group. To achieve this, we assessed whether metaverse counseling, a novel treatment approach, is comparable to traditional in-person counseling. Method: A total of 60 participants voluntarily participated in the study. Among the participants, 28 preferred in-person counseling, whereas 32 selected metaverse counseling as their preferred treatment option. Results and Conclusion: The findings indicated no statistically significant differences in the psychological symptom change patterns between the two counseling modalities. Both metaverse and in-person counseling demonstrated a common pattern of reduced symptom levels from pre-to post-session (Metaverse counseling Cohen's d = 1.04, In-person counseling Cohen's d = .62), which remained stable from post-session to follow-up regardless of the chosen counseling modality. Furthermore, the study revealed that the metaverse counseling group exhibited a higher level of working alliances than the in-person counseling group. Additionally, there was a slight tendency toward higher levels of counseling satisfaction in the metaverse counseling group than in the in-person counseling group. The results of this study support the use of synchronous metaverse programs to treat college students. The implications and limitations of this study are discussed. (195 words).
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Affiliation(s)
- Soohyun Cho
- Department of Education, Keimyung University, Daegu, Korea
| | - Jieun Kang
- Department of Education, Korea University, Seoul, Korea
| | - Woo Hyun Baek
- Department of Education, Korea University, Seoul, Korea
| | | | | | - Sang Min Lee
- Department of Education, College of Education, Korea University, Seoul, Korea
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16
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Pavic K, Chaby L, Gricourt T, Vergilino-Perez D. Feeling Virtually Present Makes Me Happier: The Influence of Immersion, Sense of Presence, and Video Contents on Positive Emotion Induction. Cyberpsychology, Behavior, and Social Networking 2023; 26:238-245. [PMID: 37001171 PMCID: PMC10125398 DOI: 10.1089/cyber.2022.0245] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/03/2023]
Abstract
Immersive technologies, such as Virtual Reality (VR), have great potential for enhancing users' emotions and wellbeing. However, how immersion, Virtual Environment contents, and sense of presence (SoP) influence emotional responses remains to be clarified to efficiently foster positive emotions. Consequently, a total of 26 participants (16 women, 10 men, 22.73 ± 2.69 years old) were exposed to 360-degree videos of natural and social contents on both a highly immersive Head-Mounted Display and a low immersive computer screen. Subjective emotional responses and SoP were assessed after each video using self-reports, while a wearable wristband collected continuously electrodermal activity and heart rate to record physiological emotional responses. Findings supported the added value of immersion, as more positive emotions and greater subjective arousal were reported after viewing the videos in the highly immersive setting, regardless of the video contents. In addition to usually employed natural contents, the findings also provide initial evidence for the effectiveness of social contents in eliciting positive emotions. Finally, structural equation models shed light on the indirect effect of immersion, through spatial and spatial SoP on subjective arousal. Overall, these are encouraging results about the effectiveness of VR for fostering positive emotions. Future studies should further investigate the influence of user characteristics on VR experiences to foster efficiently positive emotions among a broad range of potential users.
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Affiliation(s)
- Katarina Pavic
- Université Paris Cité, Vision Action Cognition (VAC), Boulogne-Billancourt, France
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Research and Development Department, SocialDream, Bourg-de-Péage, France
- Address correspondence to: Dr. Katarina Pavic, Université Paris Cité, Vision Action Cognition (VAC), 71 Avenue Edouard Vaillant, Boulogne-Billancourt Cedex 92774, France
| | - Laurence Chaby
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Université Paris Cité, UFR de Psychologie, Boulogne-Billancourt, France
| | - Thierry Gricourt
- Research and Development Department, SocialDream, Bourg-de-Péage, France
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17
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Bartolotta S, Gaggioli A, Riva G. The META-Learning Project: Design and Evaluation of an Experiential-Learning Intervention in the Metaverse for Soft Skills Improvement. Cyberpsychol Behav Soc Netw 2023; 26:221-224. [PMID: 36827312 DOI: 10.1089/cyber.2023.29268.ceu] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 02/25/2023]
Affiliation(s)
- Sabrina Bartolotta
- Experience Lab., Department of Psychology, Catholic University of Milan, Milan, Italy
| | - Andrea Gaggioli
- Research Center in Communication Psychology, Department of Psychology, Catholic University of Milan, Milan, Italy.,Applied Technology for Neuro-Psychology Lab., IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab., IRCCS Istituto Auxologico Italiano, Milan, Italy.,Humane Technology Lab., Catholic University of Milan, Milan, Italy
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18
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López-Ojeda W, Hurley RA. The Medical Metaverse, Part 1: Introduction, Definitions, and New Horizons for Neuropsychiatry. J Neuropsychiatry Clin Neurosci 2023; 35:A4-3. [PMID: 36633472 DOI: 10.1176/appi.neuropsych.20220187] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/13/2023]
Affiliation(s)
- Wilfredo López-Ojeda
- Veterans Affairs Mid-Atlantic Mental Illness Research, Education and Clinical Center (MIRECC) and the Research and Academic Affairs Service Line, W. G. Hefner Veterans Affairs Medical Center, Salisbury, N.C. (López-Ojeda, Hurley); Departments of Psychiatry and Behavioral Medicine (López-Ojeda, Hurley) and Department of Radiology (Hurley), Wake Forest School of Medicine, Winston-Salem, N.C.; Menninger Department of Psychiatry and Behavioral Sciences, Baylor College of Medicine, Houston (Hurley)
| | - Robin A Hurley
- Veterans Affairs Mid-Atlantic Mental Illness Research, Education and Clinical Center (MIRECC) and the Research and Academic Affairs Service Line, W. G. Hefner Veterans Affairs Medical Center, Salisbury, N.C. (López-Ojeda, Hurley); Departments of Psychiatry and Behavioral Medicine (López-Ojeda, Hurley) and Department of Radiology (Hurley), Wake Forest School of Medicine, Winston-Salem, N.C.; Menninger Department of Psychiatry and Behavioral Sciences, Baylor College of Medicine, Houston (Hurley)
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19
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Vlake JH, van Bommel J, Riva G, Wiederhold BK, Cipresso P, Rizzo AS, Botella C, Hooft L, Bienvenu OJ, Geerts B, Wils EJ, Gommers D, van Genderen ME. Reporting the early stage clinical evaluation of virtual-reality-based intervention trials: RATE-VR. Nat Med 2023; 29:12-3. [PMID: 36526724 DOI: 10.1038/s41591-022-02085-7] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [What about the content of this article? (0)] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
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20
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Ford T, Buchanan DM, Azeez A, Benrimoh DA, Kaloiani I, Bandeira ID, Hunegnaw S, Lan L, Gholmieh M, Buch V, Williams NR. Taking modern psychiatry into the metaverse: Integrating augmented, virtual, and mixed reality technologies into psychiatric care. Front Digit Health 2023; 5:1146806. [PMID: 37035477 PMCID: PMC10080019 DOI: 10.3389/fdgth.2023.1146806] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/20/2023] [Accepted: 02/27/2023] [Indexed: 04/11/2023] Open
Abstract
The landscape of psychiatry is ever evolving and has recently begun to be influenced more heavily by new technologies. One novel technology which may have particular application to psychiatry is the metaverse, a three-dimensional digital social platform accessed via augmented, virtual, and mixed reality (AR/VR/MR). The metaverse allows the interaction of users in a virtual world which can be measured and manipulated, posing at once exciting new possibilities and significant potential challenges and risks. While the final form of the nascent metaverse is not yet clear, the immersive simulation and holographic mixed reality-based worlds made possible by the metaverse have the potential to redefine neuropsychiatric care for both patients and their providers. While a number of applications for this technology can be envisioned, this article will focus on leveraging the metaverse in three specific domains: medical education, brain stimulation, and biofeedback. Within medical education, the metaverse could allow for more precise feedback to students performing patient interviews as well as the ability to more easily disseminate highly specialized technical skills, such as those used in advanced neurostimulation paradigms. Examples of potential applications in brain stimulation and biofeedback range from using AR to improve precision targeting of non-invasive neuromodulation modalities to more innovative practices, such as using physiological and behavioral measures derived from interactions in VR environments to directly inform and personalize treatment parameters for patients. Along with promising future applications, we also discuss ethical implications and data security concerns that arise when considering the introduction of the metaverse and related AR/VR technologies to psychiatric research and care.
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Affiliation(s)
- T.J. Ford
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Derrick M. Buchanan
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
- Correspondence: Derrick M. Buchanan
| | - Azeezat Azeez
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - David A. Benrimoh
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
- Department of Psychiatry, McGill University, Montreal, QC, Canada
| | - Irakli Kaloiani
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Igor D. Bandeira
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Saron Hunegnaw
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Lucy Lan
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Mia Gholmieh
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
| | - Vivek Buch
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
- Neurosurgery, Stanford University, Palo Alto, CA, United States
| | - Nolan R. Williams
- Brain Stimulation Laboratory, Department of Psychiatry and Behavioral Sciences, Stanford University, Palo Alto, CA, United States
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21
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Iwanaga J, Muo EC, Tabira Y, Watanabe K, Tubbs SJ, D'Antoni AV, Rajaram-Gilkes M, Loukas M, Khalil MK, Tubbs RS. Who really needs a Metaverse in anatomy education? A review with preliminary survey results. Clin Anat 2023; 36:77-82. [PMID: 36087277 DOI: 10.1002/ca.23949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/22/2022] [Accepted: 09/06/2022] [Indexed: 12/14/2022]
Abstract
The term Metaverse ("meta" defined as beyond, transcendence or virtuality, and "verse" meaning universe or world) denotes a "virtual reality space" for anatomy teaching. To ascertain how many anatomists are familiar or are using this adjunct in teaching, we conducted a short survey at the 2022 annual meeting of the American Association of Clinical Anatomists (AACA). Interestingly, only six respondents (9.4%) had used a Metaverse for teaching anatomy. Moreover, the vast majority of attendees were anatomy educators or basic science faculty, but not practicing physicians/surgeons or other actively practicing health care professionals; a group where this technology has been used much more commonly. The present manuscript was authored by anatomy educators, practicing physicians and other actively practicing health care professionals with backgrounds in diverse medical fields, that is, anatomists, medical doctors, physician assistants, dentists, occupational therapists, physical therapists, chiropractors, veterinarians, and medical students. Many of these authors have used or have been exposed to a Metaverse in the clinical realm. Therefore, the aim of the paper is to better understand those who are knowledgeable of a Metaverse and its use in anatomy education, and to provide ways forward for using such technology in this discipline.
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Affiliation(s)
- Joe Iwanaga
- Department of Neurosurgery, Tulane Center for Clinical Neurosciences, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Neurology, Tulane Center for Clinical Neurosciences, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Structural & Cellular Biology, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Oral and Maxillofacial Anatomy, Graduate School of Medical and Dental Sciences, Tokyo Medical and Dental University, Tokyo, Japan
| | - Edward C Muo
- Tulane University School of Medicine, New Orleans, Louisiana, USA
| | - Yoko Tabira
- Division of Gross and Clinical Anatomy, Department of Anatomy, Kurume University School of Medicine, Fukuoka, Japan
| | - Koichi Watanabe
- Division of Gross and Clinical Anatomy, Department of Anatomy, Kurume University School of Medicine, Fukuoka, Japan
| | - Susan J Tubbs
- Department of Neurosurgery, Tulane Center for Clinical Neurosciences, Tulane University School of Medicine, New Orleans, Louisiana, USA
| | - Anthony V D'Antoni
- Physician Assistant Program, Wagner College, Staten Island, New York, USA.,Division of Anatomy, Department of Radiology, Weill Cornell Medicine, New York, New York, USA
| | - Mathangi Rajaram-Gilkes
- Anatomical Sciences, Department of Medical Education, Geisinger Commonwealth School of Medicine, Scranton, Pennsylvania, USA
| | - Marios Loukas
- Department of Anatomical Sciences, St. George's University, St. George's, Grenada
| | - Mohammed K Khalil
- Biomedical Sciences, University of South Carolina, School of Medicine Greenville, Greenville, South Carolina, USA
| | - R Shane Tubbs
- Department of Neurosurgery, Tulane Center for Clinical Neurosciences, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Neurology, Tulane Center for Clinical Neurosciences, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Structural & Cellular Biology, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Anatomical Sciences, St. George's University, St. George's, Grenada.,Department of Otorhinolaryngology, Graduate School of Medical Sciences, Kyusyu University, Fukuoka, Japan.,Department of Surgery, Tulane University School of Medicine, New Orleans, Louisiana, USA.,Department of Neurosurgery and Ochsner Neuroscience Institute, Ochsner Health System, New Orleans, Louisiana, USA.,University of Queensland, Brisbane, Australia
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22
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Moro C. Utilizing the metaverse in anatomy and physiology. Anat Sci Educ 2022. [PMID: 36545794 DOI: 10.1002/ase.2244] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Received: 07/28/2022] [Revised: 12/13/2022] [Accepted: 12/13/2022] [Indexed: 06/17/2023]
Abstract
Of the many disruptive technologies being introduced within modern curricula, the metaverse, is of particular interest for its ability to transform the environment in which students learn. The modern metaverse refers to a computer-generated world which is networked, immersive, and allows users to interact with others by engaging a number of senses (including eyesight, hearing, kinesthesia, and proprioception). This multisensory involvement allows the learner to feel part of the virtual environment, in a way that somewhat resembles real-world experiences. Socially, it allows learners to interact with others in real-time regardless of where on earth they are located. This article outlines 20 use-cases where the metaverse could be employed within a health sciences, medicine, anatomy, and physiology disciplines, considering the benefits for learning and engagement, as well as the potental risks.
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Affiliation(s)
- Christian Moro
- Faculty of Health Sciences and Medicine, Bond University, Robina, Queensland, Australia
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23
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Muacevic A, Adler JR. Dynamics of Metaverse and Medicine: A Review Article. Cureus 2022; 14:e31232. [PMID: 36514576 PMCID: PMC9733816 DOI: 10.7759/cureus.31232] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/21/2022] [Accepted: 11/08/2022] [Indexed: 11/11/2022] Open
Abstract
Metaverse is a relatively new concept of technological advancement for the world. Various sectors such as finance, entertainment, and communication are the forefront admirers of these innovations. Alongside these, the field of medicine has recently been on the list of metaverse-benefiting domains. Various aspects of medicine, such as educational and teaching purposes, surgical simulations, conferences and meetings, awareness programmes, research programmes, and many more, are under research. Depending on the requirement, the metaverse is a versatile platform which can be modulated accordingly, thus providing a flexible tool for medical development. In this review article, these domains are discussed in depth along with the pros and cons of the same, which positively affect the productivity of the field of medicine. All these headings have been through minimal study and experimentation, and the results obtained from them are satisfactory in terms of study. The primary purpose of the review article is to provide a suggestive statement regarding domains of the metaverse and their usage as a vital tool of operation in the future of medicine.
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24
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Cerasa A, Gaggioli A, Marino F, Riva G, Pioggia G. The promise of the metaverse in mental health: the new era of MEDverse. Heliyon 2022; 8:e11762. [PMID: 36458297 PMCID: PMC9706139 DOI: 10.1016/j.heliyon.2022.e11762] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/03/2022] [Revised: 10/11/2022] [Accepted: 11/14/2022] [Indexed: 11/24/2022] Open
Abstract
Since Mark Zuckerberg's announcement about the development of new three-dimensional virtual worlds for social communication, a great debate has been raised about the promise of such a technology. The metaverse, a term formed by combining meta and universe, could open a new era in mental health, mainly in psychological disorders, where the creation of a full-body illusion via digital avatar could promote healthcare and personal well-being. Patients affected by body dysmorphism symptoms (i.e., eating disorders), social deficits (i.e. autism) could greatly benefit from this kind of technology. However, it is not clear which advantage the metaverse would have in treating psychological disorders with respect to the well-known and effective virtual reality (VR) exposure therapy. Indeed, in the last twenty years, a plethora of studies have demonstrated the effectiveness of VR technology in reducing symptoms of pain, anxiety, stress, as well as, in improving cognitive and social skills. We hypothesize that the metaverse will offer more opportunities, such as a more complex, virtual realm where sensory inputs, and recurrent feedback, mediated by a "federation" of multiple technologies - e.g., artificial intelligence, tangible interfaces, Internet of Things and blockchain, can be reinterpreted for facilitating a new kind of communication overcoming self-body representation. However, nowadays a clear starting point does not exist. For this reason, it is worth defining a theoretical framework for applying this new kind of technology in a social neuroscience context for developing accurate solutions to mental health in the future.
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Ventura S, Lullini G, Riva G. Cognitive Rehabilitation in the Metaverse: Insights from the Tele-Neurorehab Project. Cyberpsychol Behav Soc Netw 2022; 25:686-687. [PMID: 36264212 DOI: 10.1089/cyber.2022.29257.ceu] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Affiliation(s)
- Sara Ventura
- Department of Psychology, University of Bologna, Bologna, Italy
- Instituto Polibienestar, University of Valencia, Valencia, Spain
| | | | - Giuseppe Riva
- Humane Technology Lab, Catholic University of Milan, Italy
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
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26
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Zhang C, Feng S, He R, Fang Y, Zhang S. Gastroenterology in the Metaverse: The dawn of a new era? Front Med (Lausanne) 2022; 9:904566. [PMID: 36035392 PMCID: PMC9403067 DOI: 10.3389/fmed.2022.904566] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [What about the content of this article? (0)] [Affiliation(s)] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/25/2022] [Accepted: 07/26/2022] [Indexed: 12/03/2022] Open
Abstract
2021 is known as the first Year of the Metaverse, and around the world, internet giants are eager to devote themselves to it. In this review, we will introduce the concept, current development, and application of the Metaverse and the use of the current basic technologies in the medical field, such as virtual reality and telemedicine. We also probe into the new model of gastroenterology in the future era of the Metaverse.
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Affiliation(s)
- Chi Zhang
- The First Clinical Medical College, Zhejiang Chinese Medical University, Hangzhou, China
| | - Shuyan Feng
- The First Clinical Medical College, Zhejiang Chinese Medical University, Hangzhou, China
| | - Ruonan He
- The First Clinical Medical College, Zhejiang Chinese Medical University, Hangzhou, China
| | - Yi Fang
- The First Clinical Medical College, Zhejiang Chinese Medical University, Hangzhou, China
| | - Shuo Zhang
- The Second Affiliated Hospital of Zhejiang Chinese Medical University, Hangzhou, China
- *Correspondence: Shuo Zhang
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