Depression
and
Anxiety
are
prevalent
mental
health
disorders
affecting
millions
worldwide.
Identifying
these
accurately
promptly
is
crucial
to
ensure
that
individuals
can
receive
appropriate
treatment.
This
paper
proposes
using
a
game
identify
behavioral
patterns
indicate
depression
anxiety.
Our
study
involved
56
university
students.
In
this
paper,
we
used
statistical
tools
such
as
calculating
Correlation,
Linear
Regression,
Kolmogorov–Smirnov,
ANOVA,
Mann–Whitney
U
test
analyze
our
data.
For
research,
designed
shooter
memory-based
challenge
by
creating
exciting
stressful
moments.
Using
serious
games
offers
several
advantages
over
traditional
methods,
like
increasing
accuracy
reducing
bias
removing
self-reports
monitoring
player
behaviors
for
extended
periods.
results
parameters
significantly
related
These
include
the
number
of
guesses
surrendering
in
memory
games,
manner
movements,
losing
perks,
lives,
enemies
colliding
with
player,
playing
win
games.
We
also
found
log
size
skipping
tutorials
each
were
Lastly,
age
getting
help
from
others
identified
significant
factors.
Overall,
research
highlights
potential
an
alternative
tool
assessing
understanding
anxiety
disorders.
By
leveraging
interactive
nature
researchers
clinicians
gain
valuable
insights
into
individuals'
conditions,
leading
improved
identification
treatment
outcomes.
This
scoping
review
aimed
to
describe
the
scope
of
commercially
available
virtual
reality
(VR)
healthcare
applications
for
mainstream
head-mounted
displays
(HMD)s.A
search
was
conducted
during
late
April
and
early
May
2022
over
five
major
VR
app
stores
using
"health,"
"healthcare,"
"medicine,"
"medical"
as
keywords.
Apps
were
screened
based
on
their
title
description
sections.
Metadata
collected
included:
title,
description,
release
date,
price
(free
or
paid),
multilingual
support,
store
availability,
HMD
support.The
yielded
1995
apps,
out
which
60
met
inclusion
criteria.
The
analysis
showed
that
number
apps
has
been
steadily
increasing
since
2016,
but
no
developer
released
more
than
two
so
far.
Most
reviewed
can
run
HTC
Vive,
Oculus
Quest,
Valve
Index.
Thirty-four
(56.7%)
had
a
free
version,
12
(20%)
multilingual,
i.e.,
supported
languages
other
English.
fell
into
eight
themes:
life
science
education
(3D
anatomy,
physiology
pathology,
biochemistry,
genetics);
rehabilitation
(physical,
mental,
phobia
therapy);
public
health
training
(safety,
life-saving
skills,
management);
medical
(surgical
patient
simulators);
role-playing
patient;
3D
imagery
viewing;
children's
health;
online
communities.Although
commercial
is
still
in
its
phases,
end-users
already
access
broad
range
HMDs.
Further
research
needed
assess
usefulness
usability
existing
apps.
UNSTRUCTURED
Perinatal
mental
health
issue
are
now
recognised
as
a
significant
public
concern
all
over
the
world.
The
global
prevalence
of
Postnatal
Depression
(PND)
was
found
to
be
approximately
17.22%.
Current
reviews
lack
focus
on
digital
interventions
targeting
parents
in
late
pregnancy
or
postnatal
stages,
instead
centering
other
populations
with
depression.
Few
address
how
gamified
can
promote
help-seeking
behaviors
for
PND.
Existing
studies
prioritize
symptom
relief
fostering
behaviors.
Therefore,
this
study
aims
at
identifying
what
serious
games
have
been
applied
support
treatment
PND
and
gaps
still
left
explore.
As
result
search
filter
process,
13
works
were
completely
reviewed,
analyzed
categorized
paper.
In
reviewed
papers
include
games,
casual
video
game,
game-based
learning
program,
gamification
apps
commercial
games.
Implications
these
finding
application
will
discussed.
Behaviour and Information Technology,
Год журнала:
2023,
Номер
unknown, С. 1 - 18
Опубликована: Июль 4, 2023
Healthcare
professionals,
including
students,
may
express
stigmatising
attitudes
towards
mental
illness.
Virtual
reality
is
thought
to
provide
a
novel
insight
into
the
experiences
of
individuals
with
health
conditions
and
reduce
stigma.
This
study
aims
systematically
review
evidence
concerning
use
virtual
as
an
educational
tool
stigma
in
healthcare
non-healthcare
students.
Literature
searches
were
conducted
across
four
electronic
databases.
Studies
eligible
if
they
targeted
or
used
any
form
reality,
focused
on
conditions,
measured
changes
stigma-related
outcomes.
Fifteen
studies,
which
eight
included
synthesised
narratively.
Both
immersive
non-immersive
technologies
used,
most
simulations
symptoms.
Different
outcomes
measured,
stereotypes,
prejudice,
discrimination,
all
studies
relied
self-report
instruments.
There
support
for
using
among
but
not
While
might
be
effective
ones,
focus
psychopathology
lack
information
appear
increase
Stereotypes
discriminatory
intentions
susceptible
change.
2022 IEEE International Conference on Metrology for Extended Reality, Artificial Intelligence and Neural Engineering (MetroXRAINE),
Год журнала:
2023,
Номер
unknown, С. 757 - 762
Опубликована: Окт. 25, 2023
Virtual
reality
(VR)
technology
offers
immersive
experiences,
but
its
widespread
adoption
is
hindered
by
technical
barriers
and
a
lack
of
consideration
for
users'
physiological
changes.
This
paper
provides
an
overview
the
EXPERIENCE
system,
which
addresses
these
challenges
enabling
individuals
to
create
VR
environments
using
portable
devices
without
expertise.
The
project
introduces
Extended-Personal
Reality
(EPR),
capturing
subjective
experiences
through
responses,
psychological
descriptors,
behavioral
outcomes.
comprehensive
EPR
environment
allows
personalized
exchanges
emotional
responses.
integration
explainable
AI,
multisensory
biofeedback,
individualized
perceptions
time
space
enables
dynamic
calibration
manipulation
environment.
focuses
on
minimizing
distance,
particularly
in
temporal
spatial
perception,
enhance
user
experiences.
holds
significant
potential
healthcare
mood
disorders,
as
well
gaming,
e-learning,
neuroeconomics,
offering
user-friendly
platform
virtual
potentially
creating
new
market
unique
worlds
tailored
individuals'
states.
Frontiers in Virtual Reality,
Год журнала:
2023,
Номер
4
Опубликована: Апрель 21, 2023
Long
duration
space
exploration
is
no
longer
a
fantasy,
with
Elon
Musk
claiming
to
launch
astronauts
Mars
as
early
2029.
The
substantial
increase
in
spaceflight
required
for
mission
has
resulted
stronger
focus
on
behavioural
health
outcomes
at
NASA,
increased
interest
using
virtual
reality
countermeasures
both
monitor
and
promote
psychological
wellbeing.
From
the
perspective
of
practitioner
psychologist,
this
paper
first
considers
utility
assessment
emerging
concerns
remote
monitoring
purposes.
Key
opportunities
include
functional
cognitive
testing
leveraging
predictive
abilities
multimodal
data
personalised
insights
into
symptomology.
Suggestions
are
given
how
can
self-monitor
usage
leisure
activities
that
facilitate
positive
emotional
experiences.
Secondly,
potential
develop
deliver
semi-structured
therapeutic
interventions
such
collaborative
cognitive-behavioural
formulation
absence
real-time
communication
discussed.
Finally,
considerations
responsible
implementation
tools
reviewed
within
context
fostering
safety
reducing
stigma.
Metaverse
has
become
a
powerful
tool
for
conducting
research
in
many
domains,
including
education,
social
science,
and
healthcare.
It
mixes
the
virtual
physical
environments
can
produce
various
stimuli
users
to
experience
be
immersed
virtual-real
environment.
However,
at
present,
these
are
preset
immobile,
not
responding
user's
changing
requirements.
In
addition,
it
lacks
studies
on
how
brain
signals
might
suggest
demand
or
preference
specific
VR
content
if/how
interact
with
users'
brains
directly,
hands-free,
without
verbal
instructions.
As
metaverse's
natural
association
learning
activities,
receiving
directly
from
will
offer
firm
edge
explore
mental
health
issues.
This
proposes
new
framework,
namely
Brain-Metaverse
Interaction
(BMI),
which
enables
direct
interaction
between
adaptation
of
an
iterative
evolving
manner.
Our
experiment
based
this
framework
shows
promising
results,
although
suffering
typical
limitations
hardware
devices
data
acquisition,
such
as
signal
noise
EEG
sensitivity
latency
device.