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

Stress Reduction Through Virtual Therapy Centre in Metaverse DOI
M. Anita Indu

Advances in medical technologies and clinical practice book series, Год журнала: 2024, Номер unknown, С. 329 - 352

Опубликована: Июнь 14, 2024

The increasing prevalence of stress-related disorders underscores the need for innovative solutions. This abstract presents a novel approach to stress reduction through Virtual Therapy Centre in metaverse. Leveraging immersive nature virtual reality (VR) and social connectivity metaverse, therapy centre provides unique environment therapeutic interventions. key features include customizable avatars, environments, real-time biofeedback enhance experience. Preliminary studies indicate that has positive impact on reduction, with users reporting decreased levels increased feelings relaxation well-being. represents promising offering scalable accessible platform delivering interventions

Язык: Английский

Процитировано

0

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

Процитировано

0