Pub Date : 2023-03-24DOI: 10.3389/frvir.2023.1133146
Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto
To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.
{"title":"Softness presentation by combining electro-tactile stimulation and force feedback","authors":"Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto","doi":"10.3389/frvir.2023.1133146","DOIUrl":"https://doi.org/10.3389/frvir.2023.1133146","url":null,"abstract":"To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44959901","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-23DOI: 10.3389/frvir.2023.1129242
A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman
While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.
{"title":"Immersive competence and immersive literacy: Exploring how users learn about immersive experiences","authors":"A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman","doi":"10.3389/frvir.2023.1129242","DOIUrl":"https://doi.org/10.3389/frvir.2023.1129242","url":null,"abstract":"While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45978881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-23DOI: 10.3389/frvir.2023.1158427
G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero
Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS
最近,基于电子治疗的虚拟现实和技术创新的使用对创伤和压力相关疾病(如创伤后应激障碍)产生了巨大影响,允许对这些精神障碍进行基于证据的干预。鉴于近年来这些系统所显示的技术进步和范围,重要的是要根据新的经过验证和有效的技术更新治疗方案。此外,鉴于COVID-19对精神卫生服务的高需求,在当前背景下,对创伤和压力相关疾病进行专门治疗尤为重要。本期的主要目的是介绍将虚拟现实纳入创伤和压力相关疾病的治疗方案和基于电子疗法的干预方面的最新进展,并确定基于新技术的创伤和压力相关疾病专科护理的流行现状和治疗方案。多年来,已经进行了几项关于使用技术治疗创伤和压力相关疾病的研究,特别是利用虚拟现实进行长时间暴露治疗。这种方法已被证明是非常有效的(Rothbaum et al., 2010;Kothgassner et al., 2019)。尽管有证据支持创伤和压力相关疾病的技术支持项目,但一些作者认为,在某些人群中,这些项目的传播和实施仍然存在局限性。近年来,人们提出了一些替代方案,例如结合技术,例如通过在线程序使用基于vr的治疗。考虑到基于vr的程序通常在办公室进行,这种方法可能更容易获得和接受,因为用户可以从家里的这些程序中受益(Wiederhold & Riva, 2019;林德,2021)。尽管通过在线程序使用VR已经获得了相关性,但还需要更多的研究,因为它只在一些疾病中进行了研究,而且似乎创伤相关疾病可以从这些类型的程序中受益。Freedman等人在本研究主题中发表的一篇文章讨论了电子治疗和虚拟现实暴露治疗,描述了基于互联网的虚拟现实早期治疗的发展和评估,旨在预防慢性创伤后应激障碍。该研究采用五期治疗方案,以多种格式呈现所有内容,包括治疗师口头开放访问
{"title":"Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders","authors":"G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero","doi":"10.3389/frvir.2023.1158427","DOIUrl":"https://doi.org/10.3389/frvir.2023.1158427","url":null,"abstract":"Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41580259","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-23DOI: 10.3389/frvir.2023.1081003
M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne
To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.
{"title":"Influence of surgical masks on the avoidance of virtual pedestrians","authors":"M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne","doi":"10.3389/frvir.2023.1081003","DOIUrl":"https://doi.org/10.3389/frvir.2023.1081003","url":null,"abstract":"To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-21DOI: 10.3389/frvir.2023.1166107
Shuva Chowdhury, M. Schnabel, T. Lo
The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS
{"title":"Editorial: Metaverse in co-virtual city design","authors":"Shuva Chowdhury, M. Schnabel, T. Lo","doi":"10.3389/frvir.2023.1166107","DOIUrl":"https://doi.org/10.3389/frvir.2023.1166107","url":null,"abstract":"The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46369571","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-16DOI: 10.3389/frvir.2023.1178182
Frontiers Production Office
{"title":"Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment","authors":"Frontiers Production Office","doi":"10.3389/frvir.2023.1178182","DOIUrl":"https://doi.org/10.3389/frvir.2023.1178182","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41573354","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-13DOI: 10.3389/frvir.2023.1100540
Maria C. R. Harrington
This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.
{"title":"Virtual nature makes knowledge beautiful","authors":"Maria C. R. Harrington","doi":"10.3389/frvir.2023.1100540","DOIUrl":"https://doi.org/10.3389/frvir.2023.1100540","url":null,"abstract":"This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42276633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-08DOI: 10.3389/frvir.2023.926679
Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger
Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.
{"title":"Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality","authors":"Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger","doi":"10.3389/frvir.2023.926679","DOIUrl":"https://doi.org/10.3389/frvir.2023.926679","url":null,"abstract":"Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002185","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-03-03DOI: 10.3389/frvir.2023.1027552
Samuel Ang, J. Quarles
This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display.
{"title":"Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies","authors":"Samuel Ang, J. Quarles","doi":"10.3389/frvir.2023.1027552","DOIUrl":"https://doi.org/10.3389/frvir.2023.1027552","url":null,"abstract":"This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44083416","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-02-24DOI: 10.3389/frvir.2023.1108060
Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro
Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.
{"title":"The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study","authors":"Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro","doi":"10.3389/frvir.2023.1108060","DOIUrl":"https://doi.org/10.3389/frvir.2023.1108060","url":null,"abstract":"Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-02-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42281314","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}