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Sport heritage in VR: Real tennis case study VR中的体育遗产:真实网球案例研究
Pub Date : 2022-08-17 DOI: 10.3389/frvir.2022.922415
R. Gaugne, Jean-Baptiste Barreau, Pierre Duc-Martin, Elen Esnault, V. Gouranton
Traditional Sports and Games (TSG) are as varied as human cultures. Preserving knowledge of these practices is essential as they are an expression of intangible cultural heritage as emphasized by UNESCO (General Conference of United Nations Educational, Scientific and Cultural Organization, at its 25th session, 1989). With the increasing development of virtual reconstructions in the domain of Cultural Heritage, and thank to advances in the production and 3D animation of virtual humans, interactive simulations and experiences of these activities have emerged to preserve this intangible heritage. We propose a methodological approach to design an immersive reconstitution of a TSG in Virtual Reality, with a formalization of the elements involved in such a reconstitution and we illustrate this approach with the example of real tennis. Real tennis is a racket sport that has been played for centuries and is considered the ancestor of tennis. It was a very popular sport in Europe during the Renaissance period, practiced by every layer of the society. It is still practiced today in few courts in world, especially in France, United Kingdom, Australia and USA. It has been listed in the Inventory of Intangible Cultural Heritage in France since 2012.
传统体育和游戏(TSG)与人类文化一样丰富多彩。保存这些习俗的知识至关重要,因为它们是教科文组织(联合国教育、科学及文化组织大会,1989年第25届会议)所强调的非物质文化遗产的一种表现形式。随着虚拟重建在文化遗产领域的日益发展,以及虚拟人的制作和3D动画的进步,这些活动的交互式模拟和体验已经出现,以保护这一非物质遗产。我们提出了一种在虚拟现实中设计沉浸式重构TSG的方法,并对重构中涉及的元素进行了形式化,并以真实网球为例说明了这种方法。真正的网球是一项球拍运动,已经进行了几个世纪,被认为是网球的祖先。在欧洲文艺复兴时期,这是一项非常流行的运动,社会各阶层都在练习。今天在世界上仍有少数法院实行,特别是在法国,英国,澳大利亚和美国。2012年被列入法国非物质文化遗产名录。
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引用次数: 5
Affective Image Sequence Viewing in Virtual Reality Theater Environment: Frontal Alpha Asymmetry Responses From Mobile EEG 虚拟现实剧场环境下情感图像序列观看:来自移动脑电图的额叶α不对称响应
Pub Date : 2022-07-19 DOI: 10.3389/frvir.2022.895487
Claudia Krogmeier, Brandon S. Coventry, Christos Mousas
Background: Numerous studies have investigated emotion in virtual reality (VR) experiences using self-reported data in order to understand valence and arousal dimensions of emotion. Objective physiological data concerning valence and arousal has been less explored. Electroencephalography (EEG) can be used to examine correlates of emotional responses such as valence and arousal in virtual reality environments. Used across varying fields of research, images are able to elicit a range of affective responses from viewers. In this study, we display image sequences with annotated valence and arousal values on a screen within a virtual reality theater environment. Understanding how brain activity responses are related to affective stimuli with known valence and arousal ratings may contribute to a better understanding of affective processing in virtual reality.Methods: We investigated frontal alpha asymmetry (FAA) responses to image sequences previously annotated with valence and arousal ratings. Twenty-four participants viewed image sequences in VR with known valence and arousal values while their brain activity was recorded. Participants wore the Oculus Quest VR headset and viewed image sequences while immersed in a virtual reality theater environment.Results: Image sequences with higher valence ratings elicited greater FAA scores than image sequences with lower valence ratings (F [1, 23] = 4.631, p = 0.042), while image sequences with higher arousal scores elicited lower FAA scores than image sequences with low arousal (F [1, 23] = 7.143, p = 0.014). The effect of valence on alpha power did not reach statistical significance (F [1, 23] = 4.170, p = 0.053). We determined that only the high valence, low arousal image sequence elicited FAA which was significantly higher than FAA recorded during baseline (t [23] = −3.166, p = 0.002), suggesting that this image sequence was the most salient for participants.Conclusion: Image sequences with higher valence, and lower arousal may lead to greater FAA responses in VR experiences. While findings suggest that FAA data may be useful in understanding associations between valence and arousal self-reported data and brain activity responses elicited from affective experiences in VR environments, additional research concerning individual differences in affective processing may be informative for the development of affective VR scenarios.
背景:为了了解情绪的效价和唤醒维度,许多研究利用自我报告的数据调查了虚拟现实(VR)体验中的情绪。关于价和觉醒的客观生理数据很少被探索。脑电图(EEG)可用于检查虚拟现实环境中情绪反应的相关性,如效价和觉醒。图像用于不同的研究领域,能够引起观众的一系列情感反应。在这项研究中,我们在虚拟现实剧院环境的屏幕上显示带有注释价和唤醒值的图像序列。了解大脑活动反应如何与已知效价和唤醒等级的情感刺激相关,可能有助于更好地理解虚拟现实中的情感处理。方法:我们研究了额叶α不对称(FAA)对先前带有效价和唤醒评级注释的图像序列的反应。24名参与者在VR中观看了已知效价和唤醒值的图像序列,同时记录了他们的大脑活动。参与者戴着Oculus Quest VR头显,沉浸在虚拟现实剧院环境中观看图像序列。结果:高效价图像序列的FAA评分高于低效价图像序列(F [1,23] = 4.631, p = 0.042),高唤醒图像序列的FAA评分低于低唤醒图像序列(F [1,23] = 7.143, p = 0.014)。效价对α功率的影响无统计学意义(F [1,23] = 4.170, p = 0.053)。我们发现,只有高效价、低唤醒的图像序列才会诱发FAA,显著高于基线时的FAA (t[23] =−3.166,p = 0.002),这表明该图像序列对参与者最显著。结论:高效价和低唤醒的图像序列可能导致VR体验中更大的FAA反应。虽然研究结果表明,FAA数据可能有助于理解价态和唤醒自我报告数据与VR环境中情感体验引发的大脑活动反应之间的关联,但关于情感处理的个体差异的额外研究可能为情感VR场景的发展提供信息。
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引用次数: 1
Physical Therapist Impressions of Telehealth and Virtual Reality Needs Amidst a Pandemic 物理治疗师对流行病中远程医疗和虚拟现实需求的印象
Pub Date : 2022-07-15 DOI: 10.3389/frvir.2022.915332
Aviv Elor, Samantha Conde, Michael Powell, Ash Robbins, Nancy Chen, Sri Kurniawan
Most physical therapists would agree that physical rehabilitation is difficult to perform remotely. Consequently, the global COVID-19 pandemic has forced many physical therapists and their clients to adapt to telehealth, especially with video conferencing. In this article, we ask: How has telehealth for physical rehabilitation evolved with the global pandemic and what are the largest technological needs, treatment methodologies, and patient barriers? With the increased widespread use of telehealth for physical therapy, we present a qualitative study towards examining the shortcomings of current physical therapy mediums and how to steer future virtual reality technologies to promote remote patient evaluation and rehabilitation. We interviewed 130 physical rehabilitation professionals across the United States through video conferencing during the COVID19 pandemic from July—August 2020. Interviews lasted 30–45 min using a semi-structured template developed from an initial pilot of 20 interviews to examine potential barriers, facilitators, and technological needs. Our findings suggest that physical therapists utilizing existing telehealth solutions have lost their ability to feel their patients’ injuries, easily assess range of motion and strength, and freely move about to examine their movements when using telehealth. This makes it difficult to fully evaluate a patient and many feel that they are more of a “life coach” giving advice to a patient rather than a traditional in-person rehabilitation session. The most common solutions that emerged during the interviews include: immersive technologies which allow physical therapists and clients 1) to remotely walk around each other in 3D, 2) enable evidence-based measures, 3) automate documentation, and 4) provider clinical practice operation through the cloud. We conclude with a discussion on opportunities for immersive virtual reality towards telehealth for physical rehabilitation.
大多数物理治疗师都会同意,物理康复很难远程进行。因此,全球COVID-19大流行迫使许多物理治疗师及其客户适应远程医疗,特别是视频会议。在本文中,我们的问题是:随着全球大流行,物理康复的远程医疗是如何演变的?最大的技术需求、治疗方法和患者障碍是什么?随着远程医疗在物理治疗中的广泛应用,我们提出了一项定性研究,旨在研究当前物理治疗媒介的缺点,以及如何引导未来的虚拟现实技术来促进远程患者评估和康复。在2020年7月至8月的covid - 19大流行期间,我们通过视频会议采访了美国各地的130名物理康复专业人员。访谈持续30-45分钟,使用从最初的20个访谈试点开发的半结构化模板,以检查潜在的障碍、促进因素和技术需求。我们的研究结果表明,使用现有远程医疗解决方案的物理治疗师已经失去了感知患者损伤的能力,无法轻松评估运动范围和力量,也无法在使用远程医疗时自由移动以检查患者的运动。这使得全面评估病人变得困难,许多人觉得他们更像是给病人提供建议的“生活教练”,而不是传统的面对面康复治疗。在访谈中出现的最常见的解决方案包括:沉浸式技术,它允许物理治疗师和客户1)在3D中远程走动,2)实现循证措施,3)自动化文档,以及4)通过云提供临床实践操作。最后,我们讨论了沉浸式虚拟现实对物理康复远程医疗的机会。
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引用次数: 4
Watch out for the Robot! Designing Visual Feedback Safety Techniques When Interacting With Encountered-Type Haptic Displays 小心机器人!与触觉显示器交互时的视觉反馈安全技术设计
Pub Date : 2022-07-12 DOI: 10.3389/frvir.2022.928517
V. Mercado, F. Argelaguet, Géry Casiez, A. Lécuyer
Encountered-Type Haptic Displays (ETHDs) enable users to touch virtual surfaces by using robotic actuators capable of co-locating real and virtual surfaces without encumbering users with actuators. One of the main challenges of ETHDs is to ensure that the robotic actuators do not interfere with the VR experience by avoiding unexpected collisions with users. This paper presents a design space for safety techniques using visual feedback to make users aware of the robot’s state and thus reduce unintended potential collisions. The blocks that compose this design space focus on what and when the feedback is displayed and how it protects the user. Using this design space, a set of 18 techniques was developed exploring variations of the three dimensions. An evaluation questionnaire focusing on immersion and perceived safety was designed and evaluated by a group of experts, which was used to provide a first assessment of the proposed techniques.
遭遇式触觉显示器(ethd)使用户能够通过使用能够共同定位真实和虚拟表面的机器人执行器来触摸虚拟表面,而不会妨碍用户使用执行器。ethd的主要挑战之一是确保机器人执行器不会通过避免与用户发生意外碰撞来干扰VR体验。本文提出了一个安全技术的设计空间,使用视觉反馈让用户意识到机器人的状态,从而减少意外的潜在碰撞。组成这个设计空间的模块关注于什么时候显示反馈,以及它如何保护用户。利用这个设计空间,开发了一套18种技术来探索三个维度的变化。一组专家设计了一份评估问卷,重点关注沉浸感和感知安全性,并对其进行了评估,用于对拟议技术进行首次评估。
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引用次数: 2
Boundaries Reduce Disorientation in Virtual Reality 边界减少虚拟现实中的迷失方向
Pub Date : 2022-06-16 DOI: 10.3389/frvir.2022.882526
Jonathan W. Kelly, Taylor A. Doty, L. Cherep, Stephen B. Gilbert
Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality.
虚拟现实用户容易迷失方向,特别是在使用缺乏自我运动线索的运动界面时。环境线索,例如由墙壁或栅栏定义的边界,提供信息以帮助用户保持方向。本实验评估了边界类型是否影响其保持定向的有用性。参与者戴着头戴式显示器,在虚拟现实中完成一个三角形完成任务,在尝试指向路径原点之前,先走两个出站路径段。该任务是通过两个传送接口完成的,在旋转自我运动线索的可用性上不同,在五个虚拟环境中,在可用性和边界类型上不同。在没有环境提示的开阔场地中,指向错误最高,而在有墙壁和地标的教室中,指向错误最低。由栅栏、落差或地板纹理不连续定义的单一方形边界的环境导致了开放场地和教室之间的错误。地板纹理不连续的表现与导航障碍(即围栏和落差)相似,表明有效的屏障不一定是导航障碍。这些结果为基于边界的导航提供了空间认知理论,并通过指定虚拟环境设计者应该包括的环境和自我运动线索类型来减少虚拟现实中的迷失方向,从而为应用提供了信息。
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引用次数: 4
Using Physics-Based Digital Twins and Extended Reality for the Safety and Ergonomics Evaluation of Cobotic Workstations 基于物理的数字孪生和扩展现实用于协作机器人工作站的安全性和工效学评估
Pub Date : 2022-02-09 DOI: 10.3389/frvir.2022.781830
V. Weistroffer, François Keith, Arnaud Bisiaux, C. Andriot, A. Lasnier
Cobotic workstations in industrial plants involve a new kind of collaborative robots that can interact with operators. These cobots enable more flexibility and they can reduce the cycle time and the floor space of the workstation. However, cobots also introduce new safety concerns with regard to operators, and they may have an impact on the workstation ergonomics. For those reasons, introducing cobots in a workstation always require additional studies on safety and ergonomics before being applied and certified. Certification rules are often complex to understand. We present the SEEROB framework for the Safety and Ergonomics Evaluation of ROBotic workstations. The SEEROB framework simulates a physics-based digital twin of the cobotic workstation and computes a large panel of criteria used for safety and ergonomics. These criteria may be processed for the certification of the workstation. The SEEROB framework also uses extended reality technologies to display the digital twin and its associated data: users can use virtual reality headsets for the design of non-existing workstations, and mixed reality devices to better understand safety and ergonomics constraints on existing workstations. The SEEROB framework was tested on various laboratory and industrial use cases, involving different kinds of robots.
工业工厂中的协作机器人工作站涉及一种新型的协作机器人,它可以与操作员互动。这些协作机器人具有更大的灵活性,它们可以减少循环时间和工作站的占地面积。然而,协作机器人也给操作员带来了新的安全问题,它们可能会对工作站的人体工程学产生影响。由于这些原因,在工作站引入协作机器人总是需要在应用和认证之前对安全性和人体工程学进行额外的研究。认证规则通常很难理解。我们提出了机器人工作站安全性和工效学评估的SEEROB框架。SEEROB框架模拟了基于物理的机器人工作站数字孪生体,并计算了用于安全和人体工程学的大量标准。这些标准可用于工作站的认证。SEEROB框架还使用扩展现实技术来显示数字孪生及其相关数据:用户可以使用虚拟现实耳机来设计不存在的工作站,使用混合现实设备来更好地了解现有工作站的安全和人体工程学限制。SEEROB框架在各种实验室和工业用例中进行了测试,涉及不同类型的机器人。
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引用次数: 1
Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction 自适应播放控制:电影VR创作者拥抱观众互动的框架
Pub Date : 2022-01-14 DOI: 10.3389/frvir.2021.798306
Lingwei Tong, R. Lindeman, H. Regenbrecht
Content creators have been trying to produce engaging and enjoyable Cinematic Virtual Reality (CVR) experiences using immersive media such as 360-degree videos. However, a complete and flexible framework, like the filmmaking grammar toolbox for film directors, is missing for creators working on CVR, especially those working on CVR storytelling with viewer interactions. Researchers and creators widely acknowledge that a viewer-centered story design and a viewer’s intention to interact are two intrinsic characteristics of CVR storytelling. In this paper, we stand on that common ground and propose Adaptive Playback Control (APC) as a set of guidelines to assist content creators in making design decisions about the story structure and viewer interaction implementation during production. Instead of looking at everything CVR covers, we set constraints to focus only at cultural heritage oriented content using a guided-tour style. We further choose two vital elements for interactive CVR: the narrative progression (director vs. viewer control) and visibility of viewer interaction (implicit vs. explicit) as the main topics at this stage. We conducted a user study to evaluate four variants by combining these two elements, and measured the levels of engagement, enjoyment, usability, and memory performance. One of our findings is that there were no differences in the objective results. Combining objective data with observations of the participants’ behavior we provide guidelines as a starting point for the application of the APC framework. Creators need to choose if the viewer will have control over narrative progression and the visibility of interaction based on whether the purpose of a piece is to invoke emotional resonance or promote efficient transfer of knowledge. Also, creators need to consider the viewer’s natural tendency to explore and provide extra incentives to invoke exploratory behaviors in viewers when adding interactive elements. We recommend more viewer control for projects aiming at viewer’s participation and agency, but more director control for projects focusing on education and training. Explicit (vs. implicit) control will also yield higher levels of engagement and enjoyment if the viewer’s uncertainty of interaction consequences can be relieved.
内容创作者一直在尝试使用360度视频等沉浸式媒体来制作引人入胜的电影虚拟现实(CVR)体验。然而,对于从事CVR的创作者,特别是那些从事与观众互动的CVR叙事的创作者来说,缺乏一个完整而灵活的框架,比如电影导演的电影制作语法工具箱。研究者和创作者普遍认为,以观众为中心的故事设计和观众的互动意愿是CVR叙事的两个内在特征。在本文中,我们基于这一共同点提出了自适应回放控制(APC)作为一套指导方针,以帮助内容创造者在制作过程中做出关于故事结构和观众互动执行的设计决策。我们并没有着眼于CVR所涵盖的所有内容,而是设置了一些限制,让我们只关注以导游风格为导向的文化遗产内容。我们进一步选择了交互式CVR的两个重要元素:叙事进程(导演vs.观众控制)和观众互动的可见性(隐性vs.显性)作为本阶段的主要主题。我们进行了一项用户研究,通过结合这两个元素来评估四种变体,并测量了粘性、乐趣、可用性和记忆性能的水平。我们的发现之一是在客观结果上没有差异。结合客观数据和对参与者行为的观察,我们提供了指导方针,作为APC框架应用的起点。创作者需要根据一件作品的目的是唤起情感共鸣还是促进知识的有效转移,来选择观众是否能够控制叙事进程和互动的可见性。此外,创作者需要考虑观众的自然探索倾向,并在添加互动元素时提供额外的激励来激发观众的探索行为。我们建议对以观众参与和代理为目的的项目进行更多的观众控制,而对以教育和培训为重点的项目进行更多的导演控制。如果观众对互动结果的不确定性能够得到缓解,那么显性控制(相对于隐性控制)也将产生更高水平的粘性和乐趣。
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引用次数: 0
Editorial: Meeting Remotely - The Challenges of Optimal Avatar Interaction in VR 社论:远程会议——虚拟现实中最佳化身互动的挑战
Pub Date : 2021-11-04 DOI: 10.3389/frvir.2021.773258
Katja Zibrek, Xueni Pan, Marko Orel
As the world shifted into a new mode of working and living due to the Coronavirus 2019 (COVID19) pandemic, many of the ways in which we communicate and interact with each other have radically altered since 2020. Our everyday life often consists of switching between different applications which connect us in various ways to other people. Mediated communication is a poor substitute for face-to-face communication and while online video conferencing systems appear almost essential now, we are also constantly inventing new ways to improve virtual interactions. For example, while informative, communication through online videos on a flatscreen may not capture rich 3D social signals that are more readily available to us in the physical world. Virtual reality offers an answer to this problem, as it can provide the user with a full-body representation (self-avatar) and a unique experience of presence in an environment with other users in the form of avatars (see AltspaceVR, Engage, RecRoom and VRChat). However, there are many open questions about how exactly to create these avatars to enable a successful interaction in VR. The papers featured in this Research Topic explore questions relating to the types of benefits, challenges and novelty virtual representations others bring to mediated communication.
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引用次数: 1
Inspection of histological 3D reconstructions in virtual reality 组织三维重建在虚拟现实中的检验
Pub Date : 2020-09-02 DOI: 10.3389/frvir.2021.628449
Oleg Lobachev, Moritz Berthold, B. Steiniger, Henriette Pfeffer, M. Guthe
3D reconstruction is a challenging current topic in medical research. We perform 3D reconstructions from serial sections stained by immunohistological methods. This paper presents an immersive visualisation solution to quality control (QC), inspect, and analyse such reconstructions. QC is essential to establish correct digital processing methodologies. Visual analytics, such as annotation placement, mesh painting, and classification utility, facilitates medical research insights. We propose a visualisation in virtual reality (VR) for these purposes. In this manner, we advance the microanatomical research of human bone marrow and spleen. Both 3D reconstructions and original data are available in VR. Data inspection is streamlined by subtle implementation details and general immersion in VR.
三维重建是当前医学研究中一个具有挑战性的课题。我们通过免疫组织学方法对一系列切片进行三维重建。本文提出了一种沉浸式可视化解决方案,用于质量控制(QC),检查和分析此类重建。质量控制对于建立正确的数字处理方法至关重要。可视化分析,如注释放置、网格绘制和分类实用程序,促进了医学研究的见解。为了这些目的,我们建议在虚拟现实(VR)中进行可视化。通过这种方式,我们推进了人体骨髓和脾脏的显微解剖研究。3D重建和原始数据都可以在VR中使用。数据检查通过微妙的实现细节和一般沉浸在VR中得到简化。
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引用次数: 4
Prevalence of post-traumatic stress disorder, emotional impairments, and fear in COVID-19 surviving patients COVID-19存活患者中创伤后应激障碍、情绪障碍和恐惧的患病率
Pub Date : 1900-01-01 DOI: 10.3389/frvir.2022.927058
Guadalupe Lizzbett Luna-Rodríguez, V. Peláez-Hernández, A. Orea-Tejeda, C. D. Ledesma-Ruíz, F. Casarín-López, A. Rosas-Trujillo, B. Domínguez-Trejo, L. E. Tepepa-Flores
Introduction: Among the different psychological sequelae of post-COVID syndrome are symptoms related to emotional impairment, mostly depression, anxiety, and post-traumatic stress disorder (PTSD). Objective: To describe and compare the prevalence and severity of PTSD, anxiety, depression, and fear of COVID-19 in survivors 3 months after discharge from the hospital. Methods: A cross-sectional descriptive study was conducted, a total of 227 survivors of COVID-19 participated; they were assessed 3 months after being discharged from the hospital. A psychological evaluation focused on anxiety, depression, PTSD, and fear was conducted. Statistical analysis through the t-test for independent samples was performed. Results: Of the patients, 64.5% were men, 60.9% required invasive mechanical ventilation (IMV) during hospitalization, and the average age was about 48.23 ± 14.33 years. Also, 40% showed symptoms associated with PTSD, 38.4% exhibited anxiety, 36.6% depression, and 36.12% exhibited fear of COVID-19. There were statistically significant differences between men and women, in PTSD (t = -3.414, df = 224, p = 0.001, x̅m = 5.10, x̅w = 6.32), depression (t = -4.680, df = 225, p = 0.000, x̅m = 3.64, x̅w = 7.18), anxiety (t = -3.427, df = 152.53, p = 0.001, x̅m = 3.78, x̅w = 6.20), and fear of COVID-19 (t = -3.400, df = 224, p = 0.001, x̅m = 11.88, x̅w = 15.19). Furthermore, there were also statistically significant differences between the type of treatment during hospitalization (IMV vs. without IMV), in PTSD (t = 2.482, df = 223, p = 0.014, x̅IMV = 5.21, x̅WIMV = 6.08) and anxiety (t = -2.006, df = 223, p = 0.046, x̅IMV = 4.05, x̅WIMV = 5.44). Conclusion: Survivors of COVID-19 experience a high prevalence of PTSD, anxiety, depression, and fear, even 3 months after discharge from the hospital. Females and patients who did not require IMV during hospitalization are the most affected population, presenting more severe symptoms of these psychological alterations. More research is required to know and observe the long-term evolution of these psychological alterations in this population. Graphical Abstract
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引用次数: 1
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Frontiers Virtual Real.
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