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VR interventions aimed to induce empathy: a scoping review 旨在诱发移情的虚拟现实干预:范围界定审查
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-19 DOI: 10.1007/s10055-024-00946-9
Lee Trevena, Jeni Paay, Rachael McDonald

To assess the methods and outcomes of virtual reality (VR), interventions aimed at inducing empathy and to evaluate if VR could be used in this manner for disability support worker (DSW) training, as well as highlight areas for future research. The authors conducted a scoping review of studies that used VR interventions to induce empathy in participants. We searched three databases for articles published between 1960 and 2021 using “virtual reality” and “empathy” as key terms. The search yielded 707 articles, and 44 were reviewed. VR interventions largely resulted in enhanced empathy skills for participants. Most studies agreed that VR’s ability to facilitate perspective-taking was key to inducing empathy for participants. Samples were often limited to the context of healthcare, medicine, and education. This literature provides preliminary evidence for the technology’s efficacy for inducing empathy. Identified research gaps relate to limited studies done, study quality and design, best practice intervention characteristics, populations and outcomes of interest, including lack of transfer and data across real-world settings.

目的是评估虚拟现实(VR)的方法和结果、旨在诱发移情的干预措施,并评估是否可以将 VR 用于残疾支持工作者(DSW)培训,同时强调未来研究的重点领域。作者对使用 VR 干预来诱导参与者产生移情的研究进行了一次范围审查。我们使用 "虚拟现实 "和 "移情 "作为关键词,在三个数据库中搜索了 1960 年至 2021 年间发表的文章。共搜索到 707 篇文章,对其中 44 篇进行了综述。虚拟现实干预在很大程度上提高了参与者的移情能力。大多数研究一致认为,虚拟现实促进透视的能力是引起参与者共情的关键。样本通常局限于医疗保健、医药和教育领域。这些文献为该技术诱导移情的功效提供了初步证据。已确定的研究缺口涉及已完成的有限研究、研究质量和设计、最佳实践干预特点、感兴趣的人群和结果,包括缺乏跨真实世界环境的转移和数据。
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引用次数: 0
Unlocking the potential of virtual reality to expand treatment frontiers for bulimia nervosa: a pilot study to explore the impact of virtual reality-enhanced cognitive-behavioral therapy 挖掘虚拟现实的潜力,拓展神经性贪食症的治疗领域:探索虚拟现实增强认知行为疗法影响的试点研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-18 DOI: 10.1007/s10055-024-00971-8
Maria Sansoni, Giorgia Varallo, Clelia Malighetti, Cosimo Tuena, Daniele Di Lernia, Gian Luca Cesa, Gian Mauro Manzoni, Gianluca Castelnuovo, Giuseppe Riva

The primary objective of this study is to assess the efficacy of a Virtual Reality (VR) intervention when compared to an integrated multimodal medically managed Inpatient Program (IP) in a cohort of 24 female patients diagnosed with Bulimia Nervosa (BN). Psychological measures (i.e., EDI-2) were assessed at three points: pre-treatment, post-treatment, and at 1-month follow-up. Behavioral measures (i.e., BMI) were evaluated at 6 different time points, instead (i.e., pre-treatment, post-treatment, 3, 6, 9, and 12 months from the discharge date). The VR treatment was more effective in improving the EDI subscales EDI-DT (i.e., drive for thinness) and EDI-BU (i.e., binging-purging behaviors). In particular, patients in the VR condition showed a reduced EDI-BU score at 1-month follow-up and post-test in comparison to the pre-test, as well as a lower EDI-DT score at 1-month follow-up compared to the pre-test. Conversely, no significant changes were noted in the IP group for either subscale. Regarding the behavioral measures, the group undergoing the VR condition reported the maintenance of the BMI in the long term compared to the IP. Specifically, in the VR group BMI decreased from the pre- to post-test, and from the pre-test to the 12-month follow-up. In the IP group, BMI improved from the pre- to the post-test, and from the pre-test to the 12-month follow-up. However, a relapse pattern was observed in the IP condition during the follow-up period, with a significant BMI increase from the post-test to the 9-month follow-up, from the 3 to the 9-month follow-up, from the 6 to the 9-month follow-up, and a decrease of BMI between the 9 and the 12-month follow-up. In conclusion, these results suggest that integrating VR treatment into the care of individuals with BN could enhance both immediate and sustained treatment outcomes. This may offer valuable insights for future studies to expand and delve deeper into the field of EDs.

本研究的主要目的是评估虚拟现实(VR)干预与综合多模式医疗管理住院计划(IP)相比,对 24 名被诊断为贪食症(BN)的女性患者的疗效。心理测量(即 EDI-2)在三个时间点进行评估:治疗前、治疗后和 1 个月的随访。行为测量(即体重指数)则在 6 个不同的时间点进行评估(即治疗前、治疗后、出院后 3 个月、6 个月、9 个月和 12 个月)。VR 治疗在改善 EDI 子量表 EDI-DT(即瘦身动力)和 EDI-BU(即进食-排便行为)方面更为有效。特别是,与测试前相比,VR 条件下的患者在 1 个月的随访和测试后的 EDI-BU 分数有所降低,而在 1 个月的随访中,EDI-DT 分数也低于测试前。相反,IP 组的两个分量表均无明显变化。在行为测量方面,与 IP 组相比,VR 组的 BMI 长期保持不变。具体来说,VR 组的体重指数从测试前到测试后,以及从测试前到 12 个月的随访期间都有所下降。在 IP 组中,BMI 从测试前到测试后,以及从测试前到 12 个月的随访都有所改善。然而,IP 组在随访期间出现了复发现象,从测试后到 9 个月随访期间、从 3 个月到 9 个月随访期间、从 6 个月到 9 个月随访期间,BMI 都有显著增加,而从 9 个月到 12 个月随访期间,BMI 则有所下降。总之,这些结果表明,将 VR 治疗融入 BN 患者的护理中可以提高即时和持续的治疗效果。这可能会为未来的研究提供有价值的见解,以拓展和深入研究 EDs 领域。
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引用次数: 0
Virtual reality platform for teacher training on classroom climate management: evaluating user acceptance 用于教师课堂气氛管理培训的虚拟现实平台:评估用户接受度
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-16 DOI: 10.1007/s10055-024-00973-6

Abstract

Enhancing the educational experience through Immersive Virtual Reality (IVR) is a promising avenue, elevating the authenticity and responsiveness of simulations. Particularly in educational settings, IVR holds the potential to augment accessibility and engagement in learning. However, one pivotal aspect lies in assessing the learners' acceptance of such environments to ensure optimal and effective utilization of these technologies. This paper delves into the Didascalia Virtual-ClassRoom usability testing —an immersive IVR environment tailored for pre-service secondary school teachers. The platform transports users into a simulated classroom, where they are invited to play the role of a teacher. During the simulation, three scenarios are recreated, reproducing disruptive behaviours commonly faced in real classrooms. 84 participants (28 teachers and 56 pre-service teachers) engaged in decision-making to manage the classroom climate influenced by the simulated situations. To collect data, we used a questionnaire based on the Technology Acceptance Model (TAM) to assess and gauge users' inclinations and attitudes towards embracing the technology in question. To gain deeper insights into the user experience, participants were further invited to participate in semi-structured interviews, offering reflections and suggestions for potential enhancements. The evaluation process encompassed the perceived usefulness of the Didascalia Virtual-ClassRoom, shedding light on factors that could either facilitate or impede the adoption of this platform to enhance classroom management competence. The participants' perspectives serve as a valuable foundation for refining the tool's functionality, and their feedback fuels recommendations for its seamless integration into initial teacher training programs.

摘要 通过沉浸式虚拟现实技术(IVR)增强教育体验是一条大有可为的途径,可以提高模拟的真实性和响应速度。特别是在教育环境中,IVR 具有增强学习的可及性和参与性的潜力。然而,评估学习者对这种环境的接受程度是确保这些技术得到最佳和有效利用的一个关键环节。本文深入探讨了 Didascalia 虚拟教室可用性测试--一种专为职前中学教师量身定制的沉浸式 IVR 环境。该平台将用户带入模拟教室,邀请他们扮演教师角色。在模拟过程中,会重现三个场景,再现真实课堂中常见的干扰行为。84 名参与者(28 名教师和 56 名职前教师)参与决策,以管理受模拟情景影响的课堂气氛。为了收集数据,我们使用了一份基于技术接受模型(TAM)的调查问卷,以评估和衡量用户对接受相关技术的倾向和态度。为了深入了解用户体验,我们还邀请参与者参加半结构化访谈,就潜在的改进措施提出反思和建议。评估过程涵盖了对 Didascalia 虚拟教室的实用性的认知,揭示了促进或阻碍采用该平台提高课堂管理能力的因素。参与者的观点为完善该工具的功能奠定了宝贵的基础,他们的反馈意见为将该工具无缝整合到初始教师培训项目中提供了更多建议。
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引用次数: 0
Personal space invasion to prevent cyberbullying: design, development, and evaluation of an immersive prevention measure for children and adolescents 入侵个人空间预防网络欺凌:设计、开发和评估针对儿童和青少年的沉浸式预防措施
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00964-7

Abstract

The previous work on cyberbullying has shown that the number of victims is increasing, and the need for prevention is exceptionally high among younger school students (5th–9th grade). Due to the omnipresence of cyberattacks, victims can hardly distance themselves psychologically, thus experience an intrusion in almost all areas of life. The perpetrators, on the other hand, feel the consequences of their actions even less in cyberspace. However, there is a gap between the need and the existence of innovative prevention programs tied to the digital reality of the target group and the treatment of essential aspects of psychological distance. This article explores the design space, feasibility, and effectiveness of a unique VR-based cyberbullying prevention component in a human-centered iterative approach. The central idea is reflected in creating a virtual personal space invasion with virtual objects associated with cyberbullying making the everyday intrusion of victims tangible. A pre-study revealed that harmful speech texts in bright non-removable message boxes best transferred the psychological determinants associated with a personal space invasion to virtual objects contextualized in cyberbullying scenarios. Therefore, these objects were incorporated into a virtual prevention program that was then tested in a laboratory study with 41 participants. The results showed that the intervention could trigger cognitive dissonance and empathy. In the second step, the intervention was evaluated and improved in a focus group with the actual target group of children and adolescents. The improved application was then evaluated in a school workshop for 5 days with 100 children and adolescents. The children understood the metaphor of virtual space invasion by the harmful text boxes and reported the expected psychological effects. They also showed great interest in VR. In summary, this paper contributes to the innovative and effective prevention of cyberbullying by using the potential of VR. It provides empirical evidence from a laboratory experiment and a field study with a large sample from the target group of children and adolescents and discusses implications for future developments.

摘要 以往有关网络欺凌的研究表明,受害者人数在不断增加,低年级学生(5-9 年级)对预防网络欺凌的需求特别高。由于网络攻击无处不在,受害者在心理上很难与之保持距离,因此几乎在生活的所有领域都会受到侵扰。而施暴者在网络空间中对其行为后果的感受则更少。然而,与目标群体的数字现实相联系的创新性预防计划的需求和存在,以及心理距离的基本方面的处理之间存在着差距。本文采用以人为本的迭代方法,探索了基于 VR 的独特网络欺凌预防组件的设计空间、可行性和有效性。中心思想体现在创建一个虚拟的个人空间,用与网络欺凌相关的虚拟物品来入侵,使受害者的日常入侵变得有形。一项预先研究显示,在明亮的不可拆卸留言框中的有害语音文本最能将与个人空间入侵相关的心理决定因素转移到网络欺凌情景中的虚拟物体上。因此,这些对象被纳入了一个虚拟预防程序,然后在一项有 41 名参与者参加的实验室研究中进行了测试。结果表明,干预措施可以引发认知失调和移情。第二步,在与实际目标儿童和青少年群体进行的焦点小组讨论中,对干预措施进行了评估和改进。然后,在为期 5 天的学校讲习班上对改进后的应用进行了评估,共有 100 名儿童和青少年参加。孩子们理解了有害文本框入侵虚拟空间的隐喻,并报告了预期的心理效果。他们还对 VR 表现出了极大的兴趣。总之,本文利用 VR 的潜力,为创新和有效预防网络欺凌做出了贡献。它提供了来自实验室实验和实地研究的实证证据,研究对象是儿童和青少年这一庞大的样本群体,并讨论了对未来发展的影响。
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引用次数: 0
Non-deterministic method for semi-automatic calibration of smartphone-based OST HMDs 基于智能手机的 OST HMD 半自动校准的非确定性方法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00978-1
João Pedro Mucheroni Covolan, Claiton Oliveira, Silvio Ricardo Rodrigues Sanches, Antonio Carlos Sementille

An Augmented Reality (AR) system must show real and virtual elements as if they coexisted in the same environment. The tridimensional aligment (registration) is particularly challenging on specific hardware configurations such as Head Mounted Displays (HMDs) that use Optical See-Through (OST) technology. In general, the calibration of HMDs uses deterministic optimization methods. However, non-deterministic methods have been proposed in the literature with promising results in distinct research areas. In this work, we developed a non-deterministic optimization method for the semi-automatic calibration of smartphone-based OST HMDs. We tested simulated annealing, evolutionary strategy, and particle swarm algorithms. We also developed a system for calibration and evaluated it through an application that aligned a virtual object in an AR environment. We evaluated our method using the Mean Squared Error (MSE) at each calibration step, considering the difference between the ideal/observed positions of a set of reference points and those estimated from the values determined for the calibration parameters. Our results show an accurate OST HMD calibration for the peripersonal space, with similar MSEs for the three tested algorithms.

增强现实(AR)系统必须显示真实和虚拟元素,就像它们共存于同一环境中一样。三维对齐(注册)在特定的硬件配置上尤其具有挑战性,例如使用光学透视(OST)技术的头戴式显示器(HMD)。一般来说,HMD 的校准采用确定性优化方法。不过,文献中也提出了非确定性方法,并在不同的研究领域取得了可喜的成果。在这项工作中,我们为基于智能手机的 OST HMD 的半自动校准开发了一种非确定性优化方法。我们测试了模拟退火、进化策略和粒子群算法。我们还开发了一个校准系统,并通过一个在 AR 环境中对齐虚拟物体的应用程序对其进行了评估。我们使用每个校准步骤的平均平方误差(MSE)对我们的方法进行了评估,考虑了一组参考点的理想/观测位置与根据校准参数确定的值估算的位置之间的差异。我们的结果表明,OST HMD 可对周身空间进行精确校准,三种测试算法的均方误差相近。
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引用次数: 0
Investigating the influence of neck muscle vibration on illusory self-motion in virtual reality 研究颈部肌肉振动对虚拟现实中虚幻自我运动的影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-15 DOI: 10.1007/s10055-024-00951-y
Lars Kooijman, Houshyar Asadi, Camilo Gonzalez Arango, Shady Mohamed, Saeid Nahavandi

The illusory experience of self-motion known as vection, is a multisensory phenomenon relevant to self-motion processes. While some studies have shown that neck muscle vibrations can improve self-motion parameter estimation, the influence on vection remains unknown. Further, few studies measured cybersickness (CS), presence, and vection concurrently and have shown conflicting results. It was hypothesized that 1) neck vibrations would enhance vection and presence, and 2) CS to negatively relate to presence and vection, whereas presence and vection to positively relate to one another. Thirty-two participants were visually and audibly immersed in a virtual reality flight simulator and occasional neck muscle vibrations were presented. Vection onset and duration were reported through button presses. Turning angle estimations and ratings of vection quality, presence, and CS were obtained after completion of the flights. Results showed no influence of vibrations on turning angle estimation errors, but a medium positive effect of vibrations on vection quality was found. Presence and vection quality were positively related, and no strong association between CS and presence or vection was found. It is concluded that neck vibrations may enhance vection and presence, however, from the current study it is unclear whether this is due to proprioceptive or tactile stimulation.

自我运动的虚幻体验被称为 "牵引",是一种与自我运动过程相关的多感官现象。一些研究表明,颈部肌肉振动可以改善自我运动参数估计,但对牵引力的影响仍然未知。此外,很少有研究同时测量晕机(CS)、临场感和牵引力,结果也相互矛盾。研究假设:1)颈部振动会增强牵引力和临场感;2)CS 与临场感和牵引力呈负相关,而临场感和牵引力呈正相关。32 名受试者在视觉和听觉上都沉浸在虚拟现实飞行模拟器中,颈部肌肉偶尔会受到振动。通过按下按钮来报告振动的开始和持续时间。飞行结束后,对转弯角度进行估计,并对振动的质量、存在和CS进行评分。结果表明,振动对转角估计误差没有影响,但对脉动质量有中等程度的积极影响。存在感和脉动质量呈正相关,而 CS 与存在感或脉动之间没有发现很强的关联。由此得出结论,颈部振动可能会增强牵引力和临场感,但目前的研究还不清楚这是由于本体感觉还是触觉刺激所致。
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引用次数: 0
Enhancing weight perception in virtual reality: an analysis of kinematic features 增强虚拟现实中的重量感知:运动学特征分析
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00948-7
Mahdiyeh Sadat Moosavi, Pierre Raimbaud, Christophe Guillet, Frédéric Mérienne

This study investigates weight perception in virtual reality without kinesthetic feedback from the real world, by means of an illusory method called pseudo-haptic. This illusory model focuses on the dissociation of visual input and somatosensory feedback and tries to induce the sensation of virtual objects' loads in VR users by manipulating visual input. For that, modifications on the control-display ratio, i.e., between the real and virtual motions of the arm, can be used to produce a visual illusionary effect on the virtual objects' positions as well. Therefore, VR users perceive it as velocity variations in the objects' displacements, helping them achieve a better sensation of virtual weight. A primary contribution of this paper is the development of a novel, holistic assessment methodology that measures the sense of the presence in virtual reality contexts, particularly when participants are lifting virtual objects and experiencing their weight. Our study examined the effect of virtual object weight on the kinematic parameters and velocity profiles of participants' upward arm motions, along with a parallel experiment conducted using real weights. By comparing the lifting of real objects with that of virtual objects, it was possible to gain insight into the variations in kinematic features observed in participants' arm motions. Additionally, subjective measurements, utilizing the Borg CR10 questionnaire, were conducted to assess participants' perceptions of hand fatigue. The analysis of collected data, encompassing both subjective and objective measurements, concluded that participants experienced similar sensations of fatigue and changes in hand kinematics during both virtual object tasks, resulting from pseudo-haptic feedback, and real weight lifting tasks. This consistency in findings underscores the efficacy of pseudo-haptic feedback in simulating realistic weight sensations in virtual environments.

本研究通过一种被称为 "伪触觉 "的虚幻方法,研究了在没有来自真实世界的运动反馈的情况下,虚拟现实中的重量感知。这种虚幻模型侧重于将视觉输入和体感反馈分离开来,并试图通过操纵视觉输入来诱导虚拟现实用户对虚拟物体负载的感觉。为此,可以通过修改控制与显示的比例,即手臂的真实运动与虚拟运动之间的比例,来对虚拟物体的位置产生视觉错觉效果。因此,VR 用户会将其感知为物体位移的速度变化,从而帮助他们获得更好的虚拟重量感。本文的一个主要贡献是开发了一种新颖的整体评估方法,用于测量虚拟现实情境中的临场感,尤其是当参与者举起虚拟物体并体验其重量时的临场感。我们的研究考察了虚拟物体重量对参与者手臂向上运动的运动参数和速度曲线的影响,同时还进行了使用真实重量的平行实验。通过比较真实物体和虚拟物体的举重情况,我们可以深入了解参与者手臂运动的运动学特征变化。此外,还利用博格 CR10 问卷进行了主观测量,以评估参与者对手部疲劳的感知。对收集到的数据(包括主观和客观测量数据)进行分析后得出结论,无论是在虚拟物体任务(由伪触觉反馈产生)还是在真实举重任务中,参与者都体验到了类似的疲劳感和手部运动学变化。研究结果的一致性强调了伪触觉反馈在虚拟环境中模拟真实重量感觉的功效。
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引用次数: 0
Therapist perspectives on telehealth-based virtual reality exposure therapy 治疗师对基于远程医疗的虚拟现实暴露疗法的看法
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00956-7
Triton Ong, Julia Ivanova, Hiral Soni, Hattie Wilczewski, Janelle Barrera, Mollie Cummins, Brandon M. Welch, Brian E. Bunnell

Virtual reality (VR) can enhance mental health care. In particular, the effectiveness of VR-based exposure therapy (VRET) has been well-demonstrated for treatment of anxiety disorders. However, most applications of VRET remain localized to clinic spaces. We aimed to explore mental health therapists’ perceptions of telehealth-based VRET (tele-VRET) by conducting semi-structured, qualitative interviews with 18 telemental health therapists between October and December 2022. Interview topics included telehealth experiences, exposure therapy over telehealth, previous experiences with VR, and perspectives on tele-VRET. Therapists described how telehealth reduced barriers (88.9%, 16/18), enhanced therapy (61.1%, 11/18), and improved access to clients (38.9%, 7/18), but entailed problems with technology (61.1%, 11/18), uncontrolled settings (55.6%, 10/18), and communication difficulties (50%, 9/18). Therapists adapted exposure therapy to telehealth by using online resources (66.7%, 12/18), preparing client expectations (55.6%, 10/18), and adjusting workflows (27.8%, 5/18). Most therapists had used VR before (72.2%, 13/18) and had positive impressions of VR (55.6%, 10/18), but none had used VR clinically. In response to tele-VRET, therapists requested interactive session activities (77.8%, 14/18) and customizable interventions components (55.6%, 10/18). Concerns about tele-VRET included risks with certain clients (77.8%, 14/18), costs (50%, 9/18), side effects and privacy (22.2%, 4/18), and inappropriateness for specific forms of exposure therapy (16.7%, 3/18). These results reveal how combining telehealth and VRET may expand therapeutic options for mental healthcare providers and can help inform collaborative development of immersive health technologies.

虚拟现实(VR)可以改善心理健康护理。特别是,基于虚拟现实的暴露疗法(VRET)在治疗焦虑症方面的有效性已得到充分证明。然而,VRET 的大多数应用仍局限于诊所空间。我们在 2022 年 10 月至 12 月期间对 18 名心理健康治疗师进行了半结构化定性访谈,旨在探讨心理健康治疗师对基于远程医疗的 VRET(远程 VRET)的看法。访谈主题包括远程医疗经验、远程医疗暴露疗法、以前的 VR 经验以及对远程 VRET 的看法。治疗师描述了远程医疗如何减少障碍(88.9%,16/18)、增强治疗效果(61.1%,11/18)和改善与客户的接触(38.9%,7/18),但也带来了技术问题(61.1%,11/18)、不受控制的环境(55.6%,10/18)和沟通困难(50%,9/18)。治疗师通过使用在线资源(66.7%,12/18)、准备客户期望(55.6%,10/18)和调整工作流程(27.8%,5/18),使暴露疗法适应远程医疗。大多数治疗师以前使用过虚拟现实技术(72.2%,13/18),并对虚拟现实技术有积极的印象(55.6%,10/18),但没有人在临床上使用过虚拟现实技术。针对远程 VRET,治疗师们要求开展互动会话活动(77.8%,14/18)和定制干预组件(55.6%,10/18)。对远程 VRET 的担忧包括某些客户的风险(77.8%,14/18)、成本(50%,9/18)、副作用和隐私(22.2%,4/18),以及不适合特定形式的暴露疗法(16.7%,3/18)。这些结果揭示了远程医疗与 VRET 的结合如何为心理保健提供者扩大治疗选择,并有助于为沉浸式健康技术的合作开发提供信息。
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引用次数: 0
A systematic review of wearable biosensor usage in immersive virtual reality experiences 对沉浸式虚拟现实体验中可穿戴生物传感器使用情况的系统回顾
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00970-9
Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo

Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.

可穿戴生物传感器越来越多地应用于身临其境的虚拟现实(iVR)应用中。这一趋势归功于质量更好、成本更低、更易于使用的设备的出现。然而,人们尚未就最佳组合达成共识。本综述旨在阐明生物传感器与 iVR 应用相结合的最佳实例。综述中的大量论文(560 篇)被分为以下七个应用领域:心理学、医学、体育、教育、人体工程学、军事以及旅游和营销。针对每个应用领域,分析了各类可穿戴生物传感器和头戴式显示器的使用情况。然后,根据 iVR 应用的目标、用户交互水平以及根据生物传感器反馈调整 iVR 环境的可能性,对 iVR 应用的开发进行了分析。最后,对 iVR 体验的评估进行了研究,其中考虑到了样本量、对照组的存在以及后期评估程序等问题。通过一种工作方法,确定了每个应用领域基于生物反馈的 iVR 应用中最常见的解决方案、最佳实践和最有前途的趋势。此外,还为未来开发生物反馈 iVR 应用提出了以良好实践为导向的指导方针。综述结果表明,在某些应用领域,需要对 iVR 环境中生物传感器的使用进行标准化,特别是在考虑根据实时生物信号调整 iVR 体验以提高用户性能时。
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引用次数: 0
User experience model and design strategies for virtual reality-based cultural heritage exhibition 基于虚拟现实的文化遗产展览的用户体验模型和设计策略
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-08 DOI: 10.1007/s10055-024-00942-z
Qing Gong, Ning Zou, Wenjing Yang, Qi Zheng, Pengrui Chen

A virtual reality (VR) based cultural heritage exhibition (VRCHE) is an important type of VR-based museum exhibition. The user experience (UX) design of VRCHE has encountered opportunities and due to the differences in human–computer interaction between VR-based and conventional interaction interfaces, so proposing the UX model of VRCHE is crucial. Although there are some existing works that study the UX models of VRCHEs, they are not complete enough to describe the UX of VRCHEs or offer any design strategies due to the methodologies and experimental materials that they currently use. This study creates experiments utilizing grounded theory that combine qualitative and quantitative approaches. Then, the study synthesizes three-level coding and quantitative analysis findings from grounded theory, builds a detailed model of the VRCHE UX using theoretical coding, and proposes design strategies.

基于虚拟现实(VR)的文化遗产展览(VRCHE)是基于VR的博物馆展览的重要类型。由于基于 VR 的人机交互界面与传统的人机交互界面存在差异,VRCHE 的用户体验(UX)设计遇到了机遇,因此提出 VRCHE 的用户体验模型至关重要。虽然目前已有一些研究 VRCHE 用户体验模型的著作,但由于其目前使用的方法论和实验材料的原因,它们还不足以完整地描述 VRCHE 的用户体验或提供任何设计策略。本研究利用结合定性和定量方法的基础理论进行实验。然后,本研究综合了基础理论的三级编码和定量分析结果,利用理论编码建立了详细的虚拟现实中心用户体验模型,并提出了设计策略。
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引用次数: 0
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Virtual Reality
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