Virtual reality experiences for breathing and relaxation training: The effects of real vs. placebo biofeedback

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS International Journal of Human-Computer Studies Pub Date : 2024-04-27 DOI:10.1016/j.ijhcs.2024.103275
Luca Chittaro, Marta Serafini, Yvonne Vulcano
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Abstract

Virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single task and a biofeedback mechanism that reflects a single physiological measurement. Furthermore, user evaluations of such systems do not typically include a placebo condition, making it difficult to determine the actual contribution of biofeedback. This paper proposes a VR system for breathing and relaxation training that: (i) uses biofeedback mechanisms based on multiple physiological measurements, (ii) provides a richer user experience through a narrative that unfolds in phases where the user is the main character and controls different elements of the virtual environment through biofeedback. To evaluate the system and to assess the actual contribution of biofeedback, we compared two conditions involving 35 participants: a biofeedback condition that exploited real-time measurements of user's breathing, skin conductance, and heart rate; and a placebo control condition, in which changes in the virtual environment followed physiological values recorded from a session with another user. The results showed that the proposed virtual experience helped users relax in both conditions, but real biofeedback produced results that were superior to placebo biofeedback, in terms of both relaxation and sense of presence. These outcomes highlight the important role that biofeedback can play in virtual reality systems for relaxation training, as well as the need for researchers to consider placebo conditions in evaluating this kind of systems.

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用于呼吸和放松训练的虚拟现实体验:真实生物反馈与安慰剂生物反馈的效果对比
用于放松训练的虚拟现实生物反馈系统可以成为降低压力和焦虑水平的有效工具,但大多数虚拟现实生物反馈系统提供的用户体验仅限于执行单一任务和反映单一生理测量结果的生物反馈机制。此外,此类系统的用户评估通常不包括安慰剂条件,因此很难确定生物反馈的实际贡献。本文提出了一种用于呼吸和放松训练的 VR 系统,该系统具有以下特点(i) 使用基于多种生理测量的生物反馈机制,(ii) 通过分阶段展开的叙事提供更丰富的用户体验,用户是主角,通过生物反馈控制虚拟环境的不同元素。为了评估该系统和生物反馈的实际贡献,我们对 35 名参与者参与的两种情况进行了比较:一种是利用实时测量用户呼吸、皮肤电导和心率的生物反馈情况;另一种是安慰剂对照情况,其中虚拟环境的变化是根据与其他用户的会话中记录的生理值进行的。结果表明,在这两种条件下,拟议的虚拟体验都能帮助用户放松,但就放松和临场感而言,真实生物反馈产生的效果优于安慰剂生物反馈。这些结果凸显了生物反馈在虚拟现实系统放松训练中的重要作用,以及研究人员在评估此类系统时考虑安慰剂条件的必要性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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