Designing a smartphone-based virtual reality app for relaxation: a qualitative study (Preprint) DOI Creative Commons

Amandine Verstegen,

Tom Van Daele, Bert Bonroy

и другие.

JMIR Formative Research, Год журнала: 2024, Номер 9, С. e62663 - e62663

Опубликована: Дек. 18, 2024

Background Accumulating evidence supports the use of virtual reality (VR) in mental health care, with one potential application being its to assist individuals relaxation exercises. Despite studies finding support for VR effectively aid relaxation, implementation remains limited outside specialized clinics. Known barriers are insufficient knowledge regarding operation, lack availability apps tailored local care systems, and cost concerns. Unfortunately, many designed exclusively stand-alone headsets, limiting accessibility a broad audience. Objective We aimed design an accessible, smartphone-based app based on user preferences. This paper describes assessment 2 resulting design. Methods Overall, 30 participants (n=23, 77% women; n=7, 23% men) took part separate sessions, assessing 1 (Flowborne Calm Place) each session. After session, were presented open-ended questions assess their experiences via web-based survey tool. These explored positive negative features, shortcomings, suggestions improvements while also allowing space additional remarks concerning apps. Three authors analyzed responses using inductive thematic analysis, process comprising 6 phases. Results Across both apps, 5 recurring themes 13 subthemes identified participants’ answers: audio (music sounds, guidance), visuals (content, realism, variation dynamics environment), features (language, options, feedback instructions, duration, exercise), (technical aspects, cybersickness, acceptability usability), experience. findings conducted literature review, which served as basis developing app. The is Dutch-language, app, customization options including 3 types exercises, guiding voices, different environments. Efforts have been made ensure maximum dynamism Calming music nature sounds accompany efficacy effectiveness not assessed. Conclusions study provides insights into key subsequently used development novel Further research this along broader evaluation needed. More generally, there clear need more impact interactivity, biofeedback, type environment relaxation.

Язык: Английский

The neurosociological paradigm of the metaverse DOI Creative Commons
Olga Maslova, Natalia Shusharina, V. F. Pyatin

и другие.

Frontiers in Psychology, Год журнала: 2025, Номер 15

Опубликована: Янв. 7, 2025

Metaverse integrates people into the virtual world, and challenges depend on advances in human, technological, procedural dimensions. Until now, solutions to these have not involved extensive neurosociological research. The study explores pioneering paradigm metaverse, emphasizing its potential revolutionize our understanding of social interactions through advanced methodologies such as hyperscanning interbrain synchrony. This convergence presents unprecedented opportunities for neurotypical neurodivergent individuals due technology personalization. Traditional face-to-face, coupling, metaverse are empirically substantiated. Biomarkers interaction feedback between brain networks is presented. innovative contribution findings broader literature neurosociology article also discusses ethical aspects integrating metaverse.

Язык: Английский

Процитировано

2

Analysis of virtual reality teaching methods in engineering education: assessing educational effectiveness and understanding of 3D structures DOI Creative Commons
Jonghyeon Ka, Haryun Kim, Jihyung Kim

и другие.

Virtual Reality, Год журнала: 2025, Номер 29(1)

Опубликована: Янв. 2, 2025

Abstract Conventional digital learning with 2D videos or simulations on monitors and tablets has limitations in engineering education when covering complex concepts complicated 3D structures. In response, virtual reality (VR) been introduced as an immersive method that can enhance effectiveness. This study analyzed the impact of VR overall outcomes understanding structures education, comparing it traditional approaches. We conducted a 40 participants who learned about LCD-related topics using two methods: VR-based video-based (2DLM). To evaluate their performance, we carried out performance-based assessment consisting quiz reconstruction tasks, well perception-based questionnaire. As for results, showed 12% improvement post-test scores 13% test compared to 2DLM. Additionally, questionnaire results confirmed increased engagement by 11.9%, immersion 18.6%, motivation 10.3%, cognitive benefits 9.3%, perceived effectiveness 8.7%. While better outcomes, these findings should be interpreted considering small sample size, specific addressed, partial integration media educational methods. Nevertheless, our indicate is more effective than conventional resources supporting general memorization, understanding, comprehension

Язык: Английский

Процитировано

0

Use of Virtual Reality (VR) and AI in Therapeutic Settings DOI
Ranjit Singha, Surjit Singha

Advances in psychology, mental health, and behavioral studies (APMHBS) book series, Год журнала: 2025, Номер unknown, С. 367 - 394

Опубликована: Янв. 3, 2025

This chapter explores the transformative impact of virtual reality (VR) and artificial intelligence (AI) in therapeutic settings. It examines how VR's immersive environments AI's data-driven insights enhance practices, including exposure therapy, cognitive rehabilitation, anxiety management. By aligning with psychological neurological theories, these technologies offer innovative solutions for improving patient outcomes. The also addresses challenges such as high costs, data privacy, need rigorous research. Future directions emphasize importance ongoing development, ethical considerations, empirical validation. Ultimately, VR AI hold potential to revolutionize offering more effective, personalized, treatment options.

Язык: Английский

Процитировано

0

Investigating Stress During a Virtual Reality Game Through Fractal and Multifractal Analysis of Heart Rate Variability DOI Creative Commons
Penio Lebamovski, Еvgeniya Gospodinova

Applied System Innovation, Год журнала: 2025, Номер 8(1), С. 16 - 16

Опубликована: Янв. 21, 2025

This article presents the process of creating a virtual reality (VR) game designed to assess impact stress on heart rate variability (HRV). The features dynamic and challenging scenarios induce responses, incorporating advanced 3D modelling animation techniques. A study involving 20 volunteers was conducted, with electrocardiographic (ECG) data collected before during play. HRV analysis focused fractal multifractal characteristics, utilizing detrended fluctuation (DFA) (MFDFA) methods. DFA results revealed decreased values α1, α2, αall, indicating alterations in short-term long-term correlations under stress. MFDFA further analyzed changes function Fq(s), generalized Hurst exponent Hq, scaling τ(q), spectrum f(α), showing significant differences these parameters These findings validate game’s effectiveness simulating its HRV. present not only demonstrates relationship between characteristics but also offers new foundation for future applications psychology, physiology, development VR technologies management.

Язык: Английский

Процитировано

0

VR for Physician Wellbeing – Feasibility, subjective effectiveness and acceptance of short virtual reality relaxation breaks for immediate perceived stress reduction in emergency physicians: a pilot study (Preprint) DOI Creative Commons
Tanja Birrenbach,

Seraina Häni,

Sabrina Jegerlehner

и другие.

Опубликована: Фев. 13, 2025

BACKGROUND Emergency physicians face significant stress in their daily work, adversely affecting patient care and contributing to physician burnout. OBJECTIVE This pilot study explored the feasibility, immediate effects, acceptance of virtual reality (VR) relaxation on perceived reduction among emergency physicians. METHODS The was conducted at Department Medicine, Bern, Switzerland, February 2023. Voluntary participants underwent a six- eight-minute VR meditation program workplace. Subjective short-term measured using numeric rating scale (NRS) ranging from 0 ("not all stressed") 10 ("extremely stressed"). Feasibility, user acceptance, technical aspects were evaluated validated self-constructed questionnaires. RESULTS Thirty-five completed 39 simulation sessions. Baseline levels (median NRS 4, IQR 2–6.5) significantly reduced post-intervention 2, 1–4; P<.001), particularly with high baseline levels. Reported side effects (simulator sickness) minimal, median score presence immersion according questionnaire developed by Slater-Usoh-Steed 4 (IQR 3-4) (scale 1-7, 7 = full immersion). User satisfaction high. Implementation challenges mainly included issues time constraints due workload. CONCLUSIONS suggests that brief relaxing sessions may help reduce minimal satisfaction. Future studies should address implementation optimize integration into clinical workflows.

Язык: Английский

Процитировано

0

VR for Physician Wellbeing – Feasibility, subjective effectiveness and acceptance of short virtual reality relaxation breaks for immediate perceived stress reduction in emergency physicians: a pilot study (Preprint) DOI Creative Commons
Tanja Birrenbach,

Seraina Häni,

Sabrina Jegerlehner

и другие.

JMIR XR and spatial computing., Год журнала: 2025, Номер unknown

Опубликована: Фев. 13, 2025

Язык: Английский

Процитировано

0

An Empirical Analysis of the Use of Virtual Reality for Coping with Social Isolation DOI

Tetyana K. Dhimolea,

Regina Kaplan‐Rakowski, Richard E. Ferdig

и другие.

Journal of Technology in Behavioral Science, Год журнала: 2025, Номер unknown

Опубликована: Апрель 4, 2025

Язык: Английский

Процитировано

0

Levitation experience in virtual reality DOI Creative Commons
Mounia Ziat,

Rishi Jhunjhunwala,

Adwait Gharat

и другие.

Virtual Reality, Год журнала: 2025, Номер 29(2)

Опубликована: Апрель 10, 2025

Язык: Английский

Процитировано

0

Academic stress detection based on multisource data: a systematic review from 2012 to 2024 DOI
Sannyuya Liu, Yunhan Zhang, Liang Zhao

и другие.

Interactive Learning Environments, Год журнала: 2024, Номер unknown, С. 1 - 27

Опубликована: Авг. 6, 2024

The field of academic stress detection has gained significant attention recently because mental and physical health is crucial for success. goal to identify a student's level during the learning process using observable markers including physiological, behavioral, psychological data. In recent years, methods that utilize wearable nonwearable sensors have increased owing their rich functionalities. order discover contemporary developments, coping strategies, limitations, difficulties, potential research areas addressing in educational settings, this study conducted an exhaustive review existing literature. First, we discussed how stressful events influence students' as well statistics frequently utilized monitor stress. Then, machine deep methods, described models. addition, self-regulated strategy, computer-supported strategy interactive technology-supported strategy. This comprehensive analysis latest techniques recommendations avenues tackling settings will help other researchers carry out assess user build systems.

Язык: Английский

Процитировано

1

Smartphone-based virtual reality for relaxation: From user preferences to app development (Preprint) DOI

Amandine Verstegen,

Tom Van Daele, Bert Bonroy

и другие.

Опубликована: Май 31, 2024

BACKGROUND Accumulating evidence supports the use of virtual reality (VR) in mental healthcare. One potential application is as a means to support people relaxation exercises. Despite studies finding for VR effectively aid relaxation, its implementation remains limited outside specialized clinics. Known barriers are insufficient knowledge regarding operation, lack availability apps tailored local healthcare systems, and cost concerns. Unfortunately, many applications designed exclusively stand-alone headsets, limiting accessibility broad audience. OBJECTIVE The present study two-fold. First, participants were asked evaluate two different applications. Second, based on that evaluation an extensive literature review, novel smartphone-based was developed. We specifically opted limit associated costs increase wider METHODS In evaluative study, 30 took part separate sessions, assessing one each session. After session, presented with open-ended questions assess their experiences via online survey tool. These explored positive negative features, shortcomings suggestions improvements, left room additional remarks concerning analyzed responses using thematic analysis. RESULTS Across both apps, five recurring themes identified participants' answers: Audio, Visuals, Features, Implementation, Experience. findings conducted which served basis developing application. resulting app Dutch-language, application, customization options including three types exercises, guiding voices, environments. Efforts have been made ensure maximum variation dynamism Calming music nature sounds accompany CONCLUSIONS This provides insights into key features applications, subsequently used development Further research effectiveness this app, along broader efficacy user feedback recommended. More generally, there clear need more impact interactivity, biofeedback, type environment relaxation.

Язык: Английский

Процитировано

0