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1.
J Neuroeng Rehabil ; 21(1): 60, 2024 Apr 23.
Artículo en Inglés | MEDLINE | ID: mdl-38654367

RESUMEN

OBJECTIVE: The objective of this study was to evaluate users' driving performances with a Power Wheelchair (PWC) driving simulator in comparison to the same driving task in real conditions with a standard power wheelchair. METHODS: Three driving circuits of progressive difficulty levels (C1, C2, C3) that were elaborated to assess the driving performances with PWC in indoor situations, were used in this study. These circuits have been modeled in a 3D Virtual Environment to replicate the three driving task scenarios in Virtual Reality (VR). Users were asked to complete the three circuits with respect to two testing conditions during three successive sessions, i.e. in VR and on a real circuit (R). During each session, users completed the two conditions. Driving performances were evaluated using the number of collisions and time to complete the circuit. In addition, driving ability by Wheelchair Skill Test (WST) and mental load were assessed in both conditions. Cybersickness, user satisfaction and sense of presence were measured in VR. The conditions R and VR were randomized. RESULTS: Thirty-one participants with neurological disorders and expert wheelchair drivers were included in the study. The driving performances between VR and R conditions were statistically different for the C3 circuit but were not statistically different for the two easiest circuits C1 and C2. The results of the WST was not statistically different in C1, C2 and C3. The mental load was higher in VR than in R condition. The general sense of presence was reported as acceptable (mean value of 4.6 out of 6) for all the participants, and the cybersickness was reported as acceptable (SSQ mean value of 4.25 on the three circuits in VR condition). CONCLUSION: Driving performances were statistically different in the most complicated circuit C3 with an increased number of collisions in VR, but were not statistically different for the two easiest circuits C1 and C2 in R and VR conditions. In addition, there were no significant adverse effects such as cybersickness. The results show the value of the simulator for driving training applications. Still, the mental load was higher in VR than in R condition, thus mitigating the potential for use with people with cognitive disorders. Further studies should be conducted to assess the quality of skill transfer for novice drivers from the simulator to the real world. Trial registration Ethical approval n ∘ 2019-A001306-51 from Comité de Protection des Personnes Sud Mediterranée IV. Trial registered the 19/11/2019 on ClinicalTrials.gov in ID: NCT04171973.


Asunto(s)
Silla de Ruedas , Adulto , Anciano , Femenino , Humanos , Masculino , Persona de Mediana Edad , Adulto Joven , Conducción de Automóvil/psicología , Simulación por Computador , Enfermedades del Sistema Nervioso/psicología , Proyectos Piloto , Desempeño Psicomotor/fisiología , Interfaz Usuario-Computador , Realidad Virtual
2.
BMC Nurs ; 23(1): 187, 2024 Mar 20.
Artículo en Inglés | MEDLINE | ID: mdl-38509512

RESUMEN

BACKGROUND: Innovative educational approaches such as simulation-based nursing education using virtual reality (VR) technologies provide new opportunities for nursing education. However, there is a lack of information on side effects, especially health-related side effects, of head-mounted displays (HMDs) on the human body when using VR devices for nursing simulation. This study aims to validate the German version of the Virtual Reality Sickness Questionnaire (VRSQ) and to evaluate its associations with sex and age, as reflected in the VRSQG scores (total score, oculomotor, and disorientation) over time. METHODS: A longitudinal-sectional study was conducted. In addition to the VRSQG (pre-, post-, and 20 min post-intervention), participants (all nursing students) completed data on personal characteristics. Participants completed a VR simulation of a blood draw. Confirmatory factor analysis (CFA) was used to evaluate whether the measured construct was consistent with the original. In addition to the validity, internal consistency was analyzed and generalized linear models (GLMs) were used for data analysis. RESULTS: A total of 38 nursing students (mean age 26.8 years; SD = 7.1, 79.0% female) participated. The mean time spent in the VR simulation was 21 min. All participants completed the entire simulation. The CFA indicates (CFI = 0.981, SRMR = 0.040) VRSQG structure is given. Internal consistency showed low values for the subdomain Oculomotor (Cronbach alpha 0.670). For Disorientation and the Total score values showed a sufficient internal consistency. GLMs showed significant between subject associations with age over time with VRSQG total score, oculomotor, and disorientation. Older nursing students start with higher VRSQG-Scores. Over time, an approximation occurs, so that all participants reach a similar level by the final measurement point. No associations were found between sex (male/female) and VRSQG scores. CONCLUSIONS: The VRSQG is a reliable and valid self-assessment for measuring cybersickness in VR based nursing simulations, with cybersickness symptoms positively associated with age. However, in depth-evaluation regarding age-associations with cybersickness should be done. As well as studies to explore additional associations and emphasizes the importance of establishing cut-off values to assess the clinical relevance of the scores.

3.
Ann Behav Med ; 57(12): 1069-1080, 2023 11 16.
Artículo en Inglés | MEDLINE | ID: mdl-37758034

RESUMEN

BACKGROUND: Socially observing a negative treatment-related experience has been shown to modulate our own experience with the same intervention, leading to worsened health outcomes. However, whether this social learning generalizes to similar but distinct interventions has not been explored nor what manipulations can reduce these effects. PURPOSE: To determine whether socially acquired nocebo effects can be generated by observing a negative experience with a similar, but distinct intervention, and whether choice can reduce these effects. METHODS: Across three experiments, a community sample of healthy adults (N = 336) either watched a confederate report cybersickness to the same Virtual Reality (VR) activity they were assigned to (Social Modeling: Consistent); a similar, but different VR activity (Social Modeling: Inconsistent); or did not view the confederate (No Social Modeling). Participants were either given choice over the VR (Choice) or assigned by the experimenter (No Choice). RESULTS: Across the experiments, there was significantly greater cybersickness in both Social Modeling groups relative to No Social Modeling, while the two Social Modeling groups did not differ. There was no significant effect of Choice or a Choice by Social Modeling interaction. Social Modeling elicited greater anxiety and expectancies for cybersickness. Furthermore, these mechanisms mediated the association between social modeling and cybersickness. CONCLUSIONS: Socially acquired side-effects were demonstrated to generalize to similar, but distinct interventions, highlighting the diffuse and robust effect social modeling can have on our experiences. However, choice did not attenuate the experience of cybersickness, highlighting the need for alternative methods to counteract the effect of social modeling.


Witnessing someone experience cybersickness during Virtual Reality (VR) generated a nocebo effect in the observer, exacerbating their own symptoms when subsequently encountering VR. The nocebo effect was not specific to the VR activity witnessed, but generalized across different VR experiences, demonstrating that socially acquired nocebo effects are likely to spread rapidly. Choice of VR environment did not reduce the nocebo effect elicited in the observer.


Asunto(s)
Efecto Nocebo , Realidad Virtual , Adulto , Humanos , Ansiedad , Interacción Social , Trastornos de Ansiedad
4.
Sensors (Basel) ; 23(23)2023 Nov 26.
Artículo en Inglés | MEDLINE | ID: mdl-38067787

RESUMEN

Immersive Virtual Reality (VR) systems are expanding as sensorimotor readaptation tools for older adults. However, this purpose may be challenged by cybersickness occurrences possibly caused by sensory conflicts. This study aims to analyze the effects of aging and multisensory data fusion processes in the brain on cybersickness and the adaptation of postural responses when exposed to immersive VR. METHODS: We repeatedly exposed 75 participants, aged 21 to 86, to immersive VR while recording the trajectory of their Center of Pressure (CoP). Participants rated their cybersickness after the first and fifth exposure. RESULTS: The repeated exposures increased cybersickness and allowed for a decrease in postural responses from the second repetition, i.e., increased stability. We did not find any significant correlation between biological age and cybersickness scores. On the contrary, even if some postural responses are age-dependent, a significant postural adaptation occurred independently of age. The CoP trajectory length in the anteroposterior axis and mean velocity were the postural parameters the most affected by age and repetition. CONCLUSIONS: This study suggests that cybersickness and postural adaptation to immersive VR are not age-dependent and that cybersickness is unrelated to a deficit in postural adaptation or age. Age does not seem to influence the properties of multisensory data fusion.


Asunto(s)
Envejecimiento , Realidad Virtual , Humanos , Anciano , Interfaz Usuario-Computador , Encéfalo
5.
Hum Factors ; 65(1): 107-124, 2023 02.
Artículo en Inglés | MEDLINE | ID: mdl-33874752

RESUMEN

OBJECTIVE: Two studies were conducted to develop and validate a questionnaire to estimate individual susceptibility to visually induced motion sickness (VIMS). BACKGROUND: VIMS is a common side-effect when watching dynamic visual content from various sources, such as virtual reality, movie theaters, or smartphones. A reliable questionnaire predicting individual susceptibility to VIMS is currently missing. The aim was to fill this gap by introducing the Visually Induced Motion Sickness Susceptibility Questionnaire (VIMSSQ). METHODS: A survey and an experimental study were conducted. Survey: The VIMSSQ investigated the frequency of nausea, headache, dizziness, fatigue, and eyestrain when using different visual devices. Data were collected from a survey of 322 participants for the VIMSSQ and other related phenomena such as migraine. Experimental study: 23 participants were exposed to a VIMS-inducing visual stimulus. Participants filled out the VIMSSQ together with other questionnaires and rated their level of VIMS using the Simulator Sickness Questionnaire (SSQ). RESULTS: Survey: The most prominent symptom when using visual devices was eyestrain, and females reported more VIMS than males. A one-factor solution with good scale reliability was found for the VIMSSQ. Experimental study: Regression analyses suggested that the VIMSSQ can be useful in predicting VIMS (R2 = .34) as measured by the SSQ, particularly when combined with questions pertaining to the tendency to avoid visual displays and experience syncope (R2 = .59). CONCLUSION: We generated normative data for the VIMSSQ and demonstrated its validity. APPLICATION: The VIMSSQ can become a valuable tool to estimate one's susceptibility to VIMS based on self-reports.


Asunto(s)
Astenopía , Mareo por Movimiento , Realidad Virtual , Masculino , Femenino , Humanos , Reproducibilidad de los Resultados , Astenopía/etiología , Encuestas y Cuestionarios
6.
Virtual Real ; : 1-25, 2023 Apr 12.
Artículo en Inglés | MEDLINE | ID: mdl-37360812

RESUMEN

Virtual reality (VR) experiences can cause a range of negative symptoms such as nausea, disorientation, and oculomotor discomfort, which is collectively called cybersickness. Previous studies have attempted to develop a reliable measure for detecting cybersickness instead of using questionnaires, and electroencephalogram (EEG) has been regarded as one of the possible alternatives. However, despite the increasing interest, little is known about which brain activities are consistently associated with cybersickness and what types of methods should be adopted for measuring discomfort through brain activity. We conducted a scoping review of 33 experimental studies in cybersickness and EEG found through database searches and screening. To understand these studies, we organized the pipeline of EEG analysis into four steps (preprocessing, feature extraction, feature selection, classification) and surveyed the characteristics of each step. The results showed that most studies performed frequency or time-frequency analysis for EEG feature extraction. A part of the studies applied a classification model to predict cybersickness indicating an accuracy between 79 and 100%. These studies tended to use HMD-based VR with a portable EEG headset for measuring brain activity. Most VR content shown was scenic views such as driving or navigating a road, and the age of participants was limited to people in their 20 s. This scoping review contributes to presenting an overview of cybersickness-related EEG research and establishing directions for future work. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-023-00795-y.

7.
Virtual Real ; : 1-12, 2023 Apr 03.
Artículo en Inglés | MEDLINE | ID: mdl-37360807

RESUMEN

Virtual reality (VR) is a promising tool for training life skills in people with intellectual disabilities. However, there is a lack of evidence surrounding the implementation, suitability, and effectiveness of VR training in this population. The present study investigated the effectiveness of VR training for people with intellectual disabilities by assessing (1) their ability to complete basic tasks in VR, (2) real-world transfer and skill generalisation, and (3) the individual characteristics of participants able to benefit from VR training. Thirty-two participants with an intellectual disability of varying severity completed a waste management training intervention in VR that involved sorting 18 items into three bins. Real-world performance was measured at pre-test, post-test, and delayed time points. The number of VR training sessions varied as training ceased when participants met the learning target (≈ 90% correct). A survival analysis assessed training success probability as a function of the number of training sessions with participants split by their level of adaptive functioning (as measured on the Adaptive Behaviour Assessment System Third Edition). The learning target was met by 19 participants (59.4%) within ten sessions (Mdn = 8.5, IQR 4-10). Real-world performance significantly improved from pre- to post-test and pre- to delayed test. There was no significant difference from post- to delayed test. Further, there was a significant positive relationship between adaptive functioning and change in the real-world assessment from the pre-test to the post- and delayed tests. VR facilitated the learning of most participants, which led to demonstrations of real-world transfer and skill generalisation. The present study identified a relationship between adaptive functioning and success in VR training. The survival curve may assist in planning future studies and training programs.

8.
Virtual Real ; 27(2): 1293-1313, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36567954

RESUMEN

During head-mounted display (HMD)-based virtual reality (VR), head movements and motion-to-photon-based display lag generate differences in our virtual and physical head pose (referred to as DVP). We propose that large-amplitude, time-varying patterns of DVP serve as the primary trigger for cybersickness under such conditions. We test this hypothesis by measuring the sickness and estimating the DVP experienced under different levels of experimentally imposed display lag (ranging from 0 to 222 ms on top of the VR system's ~ 4 ms baseline lag). On each trial, seated participants made continuous, oscillatory head rotations in yaw, pitch or roll while viewing a large virtual room with an Oculus Rift CV1 HMD (head movements were timed to a computer-generated metronome set at either 1.0 or 0.5 Hz). After the experiment, their head-tracking data were used to objectively estimate the DVP during each trial. The mean, peak, and standard deviation of these DVP data were then compared to the participant's cybersickness ratings for that trial. Irrespective of the axis, or the speed, of the participant's head movements, the severity of their cybersickness was found to increase with each of these three DVP summary measures. In line with our DVP hypothesis, cybersickness consistently increased with the amplitude and the variability of our participants' DVP. DVP similarly predicted their conscious experiences during HMD VR-such as the strength of their feelings of spatial presence and their perception of the virtual scene's stability.

9.
Virtual Real ; 27(2): 735-759, 2023.
Artículo en Inglés | MEDLINE | ID: mdl-36061945

RESUMEN

Virtual reality technologies are actively applied for the organization of professional training in various industries, as well as in distance learning. However, numerous studies show the presence of a large number of negative factors that limit the effectiveness of using these technologies (united by the concept of "cybersickness"). The study, identification and reduction in the influence of these negative factors will increase the immersiveness and quality of the professional training process. Within the framework of this study, several hypotheses have been put forward regarding the negative and positive impact of VR technologies on the process of professional training, the coal and mining industry has been chosen as the subject area. Thus, the problem of effective training of miners for activities in regular and emergency situations is considered, in the latter case, VR technologies would allow forming the necessary set of skills and knowledge about actions in emergency situations. To confirm the declared hypotheses, an experimental group of 30 people was formed, corresponding to the trained miners by age characteristics. Based on the analysis, a list of quantitative and qualitative metrics for evaluating interaction with virtual reality was formed, the software of virtual scenes for two tasks (moving simple objects and a set of exercises in a virtual mine) was developed. The experimental group repeatedly performed these exercises, which allowed us to analyze the dynamics of changes in the average values of quantitative and qualitative metrics. The data obtained were processed by statistical tests (Shapiro-Wilk, Kruskal-Wallis, Mann-Whitney), which allowed us to assess the impact of the selected configurations (with and without VR) and the number of attempts on the selected metrics. The obtained results partially or completely confirmed the declared hypotheses and allowed us to form a list of recommendations for the organization of high-quality professional training using virtual reality technologies. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-022-00687-7.

10.
J Med Internet Res ; 24(6): e36843, 2022 06 01.
Artículo en Inglés | MEDLINE | ID: mdl-35648477

RESUMEN

BACKGROUND: With the influx of medical virtual reality (VR) technologies, cybersickness has transitioned from a nuisance experienced during leisure activities to a potential safety and efficacy concern for patients and clinicians. To improve health equity, it is important to understand any potential differences in cybersickness propensity among demographic groups, including racial groups. OBJECTIVE: This study aims to explore whether cybersickness propensity differs across racial groups. METHODS: We collected self-reported cybersickness ratings from 6 racially diverse independent samples within 1 laboratory group (N=931). In these studies, the participants were asked to perform tasks in VR such as traversing environments, pointing at and selecting objects, and interacting with virtual humans. RESULTS: Significant racial differences in cybersickness were found in 50% (3/6) of studies. A mini meta-analysis revealed that, on average, Black participants reported approximately one-third of SD less cybersickness than White participants (Cohen d=-0.31; P<.001), regardless of the nature of the VR experience. There was no overall difference in reported cybersickness between the Asian and White participants (Cohen d=-0.11; P=.51). CONCLUSIONS: Racial differences in cybersickness indicate that researchers, practitioners, and regulators should consider patient demographics when evaluating VR health intervention outcomes. These findings lay the groundwork for future studies that may explore racial differences in cybersickness directly.


Asunto(s)
Mareo por Movimiento , Realidad Virtual , Humanos
11.
Sensors (Basel) ; 22(4)2022 Feb 09.
Artículo en Inglés | MEDLINE | ID: mdl-35214216

RESUMEN

Virtual reality (VR) experiences often elicit a negative effect, cybersickness, which results in nausea, disorientation, and visual discomfort. To quantitatively analyze the degree of cybersickness depending on various attributes of VR content (i.e., camera movement, field of view, path length, frame reference, and controllability), we generated cybersickness reference (CYRE) content with 52 VR scenes that represent different content attributes. A protocol for cybersickness evaluation was designed to collect subjective opinions from 154 participants as reliably as possible in conjunction with objective data such as rendered VR scenes and biological signals. By investigating the data obtained through the experiment, the statistically significant relationships-the degree that the cybersickness varies with each isolated content factor-are separately identified. We showed that the cybersickness severity was highly correlated with six biological features reflecting brain activities (i.e., relative power spectral densities of Fp1 delta, Fp 1 beta, Fp2 delta, Fp2 gamma, T4 delta, and T4 beta waves) with a coefficient of determination greater than 0.9. Moreover, our experimental results show that individual characteristics (age and susceptibility) are also quantitatively associated with cybersickness level. Notably, the constructed dataset contains a number of labels (i.e., subjective cybersickness scores) that correspond to each VR scene. We used these labels to build cybersickness prediction models and obtain a reliable predictive performance. Hence, the proposed dataset is supposed to be widely applicable in general-purpose scenarios regarding cybersickness quantification.


Asunto(s)
Mareo por Movimiento , Realidad Virtual , Humanos , Movimiento
12.
Medicina (Kaunas) ; 58(12)2022 Dec 07.
Artículo en Inglés | MEDLINE | ID: mdl-36557007

RESUMEN

Background and objective: Duration of rehabilitation and active participation are crucial for gait rehabilitation in the early stage after stroke onset. Virtual reality (VR) is an innovative tool providing engaging and playful environments that could promote intrinsic motivation and higher active participation for non-ambulatory stroke patients when combined with robot-assisted gait training (RAGT). We have developed a new, fully immersive VR application for RAGT, which can be used with a head-mounted display and wearable sensors providing real-time gait motion in the virtual environment. The aim of this study was to validate the use of this new device and assess the onset of cybersickness in healthy participants before testing the device in stroke patients. Materials and Methods: Thirty-seven healthy participants were included and performed two sessions of RAGT using a fully immersive VR device. They physically walked with the Gait Trainer for 20 min in a virtual forest environment. The occurrence of cybersickness, sense of presence, and usability of the device were assessed with three questionnaires: the Simulator Sickness Questionnaire (SSQ), the Presence Questionnaire (PQ), and the System Usability Scale (SUS). Results: All of the participants completed both sessions. Most of the participants (78.4%) had no significant adverse effects (SSQ < 5). The sense of presence in the virtual environment was particularly high (106.42 ± 9.46). Participants reported good usability of the device (86.08 ± 7.54). Conclusions: This study demonstrated the usability of our fully immersive VR device for gait rehabilitation and did not lead to cybersickness. Future studies should evaluate the same parameters and the effectiveness of this device with non-ambulatory stroke patients.


Asunto(s)
Robótica , Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular , Realidad Virtual , Humanos , Marcha
13.
Virtual Real ; 26(4): 1347-1371, 2022.
Artículo en Inglés | MEDLINE | ID: mdl-35250349

RESUMEN

Although virtual reality (VR) usage has become widespread in the last decade, its adoption has been hampered by experiences of user discomfort known as cybersickness. The present study, in line with the "2020 cybersickness R&D agenda", sought to provide a broad examination of the cybersickness phenomenon, assessing its pervasiveness, latent trajectories, impacts on the VR experience, and predictor variables. The study was composed of 92 participants living in the Dominican Republic with ages ranging from 18 to 52 years (M = 26.22), who experienced a 10-min VR immersion in two environments designed for psychotherapy. The results indicated that cybersickness was pervasive, with 65.2% of the participants experiencing it, and 23.9% severely. Additionally, the latent trajectories of cybersickness were positive and curvilinear, with large heterogeneity across individuals. Cybersickness also had a substantive negative impact on the user experience and the intentions to adopt the VR technology. Finally, motion sickness susceptibility, cognitive stress, and recent headaches uniquely predicted greater severity of cybersickness, while age was negatively related. These combined results highlight the critical role that cybersickness plays on the VR experience and underscore the importance of finding solutions to the problems, such as technological advancements or special usage protocols for the more susceptible individuals. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-022-00636-4.

14.
Exp Brain Res ; 239(8): 2649-2660, 2021 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-34216232

RESUMEN

Cybersickness is an enduring problem for users of virtual environments. While it is generally assumed that cybersickness is caused by discrepancies in perceived self-motion between the visual and vestibular systems, little is known about the relative contribution of active motion parallax and binocular disparity to the occurrence of cybersickness. We investigated the role of these two depth cues in cybersickness by simulating a roller-coaster ride using a head-mounted display. Participants could see the tracks via a virtual frame placed at the front of the roller-coaster cart. We manipulated the state of the frame, so it behaved like: (1) a window into the virtual scene, (2) a 2D screen, (3) and (4) a window for one of the two depth cues, and a 2D screen for the other. Participants completed the Simulator Sickness Questionnaire before and after the experiment, and verbally reported their level of discomfort at repeated intervals during the ride. Additionally, participants' electrodermal activity (EDA) was recorded. The results of the questionnaire and the continuous ratings revealed the largest increase in cybersickness when the frame behaved like a window, and least increase when the frame behaved like a 2D screen. Cybersickness scores were at an intermediate level for the conditions where the frame simulated only one depth cue. This suggests that neither active motion parallax nor binocular disparity had a more prominent effect on the severity of cybersickness. The EDA responses increased at about the same rate in all conditions, suggesting that EDA is not necessarily coupled with subjectively experienced cybersickness.


Asunto(s)
Percepción de Movimiento , Mareo por Movimiento , Señales (Psicología) , Percepción de Profundidad , Humanos , Movimiento (Física) , Disparidad Visual
15.
Sensors (Basel) ; 21(2)2021 Jan 06.
Artículo en Inglés | MEDLINE | ID: mdl-33418838

RESUMEN

Virtual reality (VR) has the potential to be applied in many fields, including medicine, education, scientific research. The e-health impact of VR on medical therapy for people cannot be ignored, but participants reported problems using them, as the capabilities and limitations of users can greatly affect the effectiveness and usability of the VR in rehabilitation. Previous studies of VR have focused on the development and use of the technology itself, and it is only in recent years that emphasis has been placed on usability problems that include the human factor. In this research, different ways of adapting interaction in VR were tested. One approach was focused on means of navigating through a VR, while the second dealt with the impact of the amount of animation and moving elements through a series of tests. In conclusion, the way of navigation and the amount of animation and moving elements, as well as their combination, are proven to have a great influence on the use of VR systems for rehabilitation. There is a possibility to reduce the occurrence of problems related to cybersickness if the results of this research are taken into consideration and applied from an early stage of designing VR rehabilitation applications.


Asunto(s)
Telerrehabilitación , Realidad Virtual , Humanos , Tecnología , Interfaz Usuario-Computador
16.
Sensors (Basel) ; 21(20)2021 Oct 14.
Artículo en Inglés | MEDLINE | ID: mdl-34696030

RESUMEN

Immersive virtual reality (VR) can cause acute sickness, visual disturbance, and balance impairment. Some manufacturers recommend intermittent breaks to overcome these issues; however, limited evidence examining whether this is beneficial exists. The aim of this study was to examine whether taking breaks during VR gaming reduced its effect on postural sway during standing balance assessments. Twenty-five people participated in this crossover design study, performing 50 min of VR gaming either continuously or with intermittent 10 min exposure/rest intervals. Standing eyes open, two-legged balance assessments were performed immediately pre-, immediately post- and 40 min post-exposure. The primary outcome measure was total path length; secondary measures included independent axis path velocity, amplitude, standard deviation, discrete and continuous wavelet transform-derived variables, and detrended fluctuation analysis. Total path length was significantly (p < 0.05) reduced immediately post-VR gaming exposure in the intermittent rest break group both in comparison to within-condition baseline values and between-condition timepoint results. Conversely, it remained consistent across timepoints in the continuous exposure group. These changes consisted of a more clustered movement speed pattern about a lower central frequency, evidenced by signal frequency content. These findings indicate that caution is required before recommending rest breaks during VR exposure until we know more about how balance and falls risk are affected.


Asunto(s)
Juegos de Video , Realidad Virtual , Accidentes por Caídas/prevención & control , Humanos , Equilibrio Postural , Posición de Pie
17.
J Cell Physiol ; 235(6): 5353-5362, 2020 06.
Artículo en Inglés | MEDLINE | ID: mdl-31957873

RESUMEN

Psychological distress is a common consequence of breast cancer diagnosis and treatment and could further exacerbate therapy side effects. Interventions increasing treatment tolerance are crucial to improve both patients' quality of life and adherence to therapies. Virtual reality (VR) has emerged as an effective distraction tool for different medical procedures. Here, we assessed the efficacy of immersive and interactive VR in alleviating chemotherapy-related psychological distress in a cohort of Italian breast cancer patients, also comparing its effects with those of music therapy (MT). Thirty patients were included in the VR group, 30 in the MT group, and 34 in the control group, consisting of patients receiving standard care during chemotherapy. Our data suggest that both VR and MT are useful interventions for alleviating anxiety and for improving mood states in breast cancer patients during chemotherapy. Moreover, VR seems more effective than MT in relieving anxiety, depression, and fatigue.


Asunto(s)
Ansiedad/terapia , Neoplasias de la Mama/tratamiento farmacológico , Trastornos del Humor/terapia , Musicoterapia , Adolescente , Adulto , Anciano , Ansiedad/patología , Neoplasias de la Mama/patología , Neoplasias de la Mama/psicología , Femenino , Humanos , Persona de Mediana Edad , Trastornos del Humor/patología , Calidad de Vida , Realidad Virtual , Adulto Joven
18.
Eur J Neurosci ; 50(10): 3557-3565, 2019 11.
Artículo en Inglés | MEDLINE | ID: mdl-31233640

RESUMEN

The popularity of virtual reality (VR) has increased rapidly in recent years. While significant technological advancements are apparent, a troublesome problem with VR is that between 20% and 80% of users will experience unpleasant side effects such as nausea, disorientation, blurred vision and headaches-a malady known as Cybersickness. Cybersickness may be caused by a conflict between sensory signals for self-motion: while vision signals that the user is moving in a certain direction with certain acceleration, the vestibular organs provide no corroborating information. To resolve the sensory conflict, vestibular cues may be down-weighted leading to an alteration of how the brain interprets actual vestibular information. This may account for the frequently reported after-effects of VR exposure. Here, we investigated whether exposure to vection in VR modulates vestibular processing. We measured vestibular-evoked myogenic potentials (VEMPs) during brief immersion in a vection-inducing VR environment presented via head-mounted display. We found changes in VEMP asymmetry ratio, with a substantial increase in VEMP amplitude recorded on the left sternocleidomastoid muscle following just one minute of exposure to vection in VR. Our results suggest that exposure to vection in VR modulates vestibular processing, which may explain common after-effects of VR.


Asunto(s)
Potenciales Vestibulares Miogénicos Evocados , Realidad Virtual , Femenino , Humanos , Masculino , Músculo Esquelético/fisiología , Ilusiones Ópticas , Reflejo Vestibuloocular , Adulto Joven
20.
Hum Factors ; 61(2): 322-336, 2019 03.
Artículo en Inglés | MEDLINE | ID: mdl-30320515

RESUMEN

OBJECTIVE: The goal was to investigate the influence of the tendency to catastrophize somatic symptoms and body awareness on motion-related sickness. BACKGROUND: Influences of emotional and cognitive-evaluative processes on the genesis of motion sickness or cybersickness have rarely been investigated. Brain imaging studies showed activation during cybersickness, resembling the pattern found for pain processing. Two aspects often investigated in this context are pain catastrophizing and body awareness. The present two studies investigated the relationship of motion-related sickness to two tendencies involved in pain processing: pain catastrophizing and body awareness. METHOD: In the first study, 115 participants reported their motion sickness history, pain catastrophizing, and body awareness. In the second study, 40 participants were exposed to a virtual reality and reported their experience of cybersickness as well as their pain catastrophizing and body awareness. RESULTS: Pain catastrophizing was positively correlated to motion sickness history and cybersickness. Body awareness did not show a linear effect on motion sickness history or cybersickness. However, the interaction effect of pain catastrophizing and body awareness was significant in both studies. CONCLUSION: Pain catastrophizing seems to have a detrimental effect on cybersickness symptoms. Body awareness moderated the relationship in the sense that the combination of high pain catastrophizing and low body awareness lead to the highest sickness levels. APPLICATION: Affective and cognitive modulation of cybersickness symptoms should be considered when exposing risk groups to motion-related adverse stimuli.


Asunto(s)
Concienciación/fisiología , Catastrofización/fisiopatología , Mareo por Movimiento/fisiopatología , Propiocepción/fisiología , Realidad Virtual , Adulto , Humanos
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