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.
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.
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
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.
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.
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.
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.
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.