Virtual reality natural experiences for mental health: comparing the effects between different immersion levels

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-02-27 DOI:10.1007/s10055-024-00958-5
Hsin-Yen Yen, Hsuan Hsu, Wen-Hsin Huang
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Abstract

Virtual nature is an innovative approach for promoting mental health. The purpose of this study was to compare the effects on mental health outcomes between two immersion levels of virtual reality natural experiences. The study design was a cluster trial. Healthy adults were allocated to two experimental groups. Identical pre-recorded 360° videos of natural scenes and sounds were played on the two virtual reality devices, one with a higher immersive level via a head-mounted display and the other one with a lower immersive level via a smartphone. The intervention was conducted for 30 min per session, once a week for 12 weeks. Data were collected by self-reported questionnaires at the baseline and post-intervention. In total, 54 participants completed the interventions. A significantly greater effect was revealed on improving happiness, self-rated health, and physical, mental, social, and environmental quality of life, and ameliorating distress, depression, and somatization in participants who experienced the higher immersive level compared to participants who experienced the lower immersive level. Virtual reality natural experiences with high immersion are recommended to promote mental health.

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虚拟现实自然体验促进心理健康:比较不同沉浸程度的效果
虚拟自然是促进心理健康的一种创新方法。本研究的目的是比较两种沉浸式虚拟现实自然体验对心理健康结果的影响。研究设计为分组试验。健康成年人被分配到两个实验组。在两个虚拟现实设备上播放预先录制的360°自然场景和声音的相同视频,其中一个通过头戴式显示器播放沉浸度较高的视频,另一个通过智能手机播放沉浸度较低的视频。每次干预时间为 30 分钟,每周一次,持续 12 周。数据通过基线和干预后的自我报告问卷收集。共有 54 名参与者完成了干预。结果显示,与沉浸感较低的参与者相比,沉浸感较高的参与者在提高幸福感、自评健康、身体、心理、社交和环境生活质量,以及改善苦恼、抑郁和躯体化方面的效果明显更佳。建议采用高度沉浸式的虚拟现实自然体验来促进心理健康。
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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
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