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1.
Sci Rep ; 13(1): 8053, 2023 05 17.
Artículo en Inglés | MEDLINE | ID: mdl-37198210

RESUMEN

Previous research has shown the positive effects of exposure to real and virtual nature. To investigate how such benefits might generalize to ever-more-prevalent virtual workplaces, we examined the effects of the absence or presence of virtual plants in an office environment in Virtual Reality (VR) on users' cognitive performance and psychological well-being. The results of our user study with 39 participants show that in the presence of virtual plants, participants performed significantly better in both short-term memory and creativity tasks. Furthermore, they reported higher psychological well-being scores, including positive affect and attentive coping, whilst reporting lower feelings of anger and aggression after exposure to virtual plants in VR. The virtual office with plants was also perceived as more restorative and induced a higher sense of presence. Overall, these results highlight how the presence of virtual plants in VR can have positive influences on users, and therefore, constitute important design considerations when developing future working and learning spaces.


Asunto(s)
Bienestar Psicológico , Realidad Virtual , Humanos , Atención , Emociones , Cognición
2.
Sci Rep ; 13(1): 220, 2023 01 05.
Artículo en Inglés | MEDLINE | ID: mdl-36604527

RESUMEN

Previous research has shown that exposure to immersive virtual nature environments is able to induce positive affective and physiological effects. However, research on the effects on cognitive performance is scarce. Additionally, the effects of virtual nature exposure compared to a virtual control environment with a comparable amount of virtual objects have not been examined so far. Therefore, we conducted an experiment with 27 participants to study the psychological effects of such exposure. The virtual nature consisted of a 3D model of a typical forest environment, whereas the control environment was an abstract replication of the virtual forest environment. In both environments, a virtual wooden cart was used to transport the users from the start to the end of the virtual road. The typical background noise of moving such a cart was integrated into both environments as well. In addition, the virtual nature environment included typical forest sounds in the background, whereas the control condition did not have such background sounds. Both environments were compared with regard to their effects on cognitive performance (using trail making tests (TMTA, TMTB, and TMTB-A) as well as digit span forward and digit span backward tests), perceived restorativeness, mood, stress, sense of presence, and simulator sickness. The results showed that in comparison to the control environment, exposure to the virtual nature resulted in significantly higher cognitive performance, higher perceived restorativeness, higher positive affect, higher sense of presence, lower perceived stress, and lower simulator sickness.


Asunto(s)
Afecto , Cognición , Humanos , Ambiente
3.
Psychiatr Q ; 93(3): 861-882, 2022 09.
Artículo en Inglés | MEDLINE | ID: mdl-35779165

RESUMEN

Exposure therapy in virtual reality is successful in treating anxiety disorders. Studies on exposure and response prevention in virtual reality (VERP) in obsessive-compulsive disorder (OCD) are rare, and it is unclear whether distress associated with other emotions than anxiety (e.g., disgust) can be evoked. The present study aimed to investigate whether distress can be induced during VERP in patients with contamination-related OCD (C-OCD) and a primary feeling of disgust. We treated eight female patients with C-OCD with the primary emotion of disgust over six weeks with VERP and assessed their OC symptoms before and after the intervention period with the Y-BOCS. We measured subjective units of distress (SUD), heart rate and skin conductivity (arousal), sense of presence, and simulator sickness during four consecutive exposure sessions. VERP was able to induce distress and arousal. The qualitative feedback was heterogeneous and sense of presence moderate. Patients' OC symptoms reduced over the treatment period with medium to large effect sizes, but only two patients were considered responders; two patients discontinued treatment due to lack of treatment success. Although VERP was able to induce distress and arousal associated with disgust and evoked a moderate sense of presence, the low rate of symptom reduction diminishes the positive results. Possible reasons for the heterogeneous results and implications are discussed. Trial registration: German Registry for Clinical Studies (DRKS00016929), 10.04.2019.


Asunto(s)
Trastorno Obsesivo Compulsivo , Realidad Virtual , Ansiedad/psicología , Trastornos de Ansiedad/diagnóstico , Emociones/fisiología , Femenino , Humanos , Trastorno Obsesivo Compulsivo/psicología
4.
Sci Rep ; 11(1): 3994, 2021 02 17.
Artículo en Inglés | MEDLINE | ID: mdl-33597577

RESUMEN

A large number of studies have demonstrated the benefits of natural environments on people's health and well-being. For people who have limited access to nature (e.g., elderly in nursing homes, hospital patients, or jail inmates), virtual representations may provide an alternative to benefit from the illusion of a natural environment. For this purpose and in most previous studies, conventional photos of nature have been used. Immersive virtual reality (VR) environments, however, can induce a higher sense of presence compared to conventional photos. Whether this higher sense of presence leads to increased positive impacts of virtual nature exposure is the main research question of this study. Therefore, we compared exposure to a forest and an urban virtual environment in terms of their respective impact on mood, stress, physiological reactions, and cognition. The environments were presented via a head-mounted display as (1) conventional photo slideshows or (2) 360[Formula: see text] videos. The results show that the forest environment had a positive effect on cognition and the urban environment disturbed mood regardless of the mode of presentation. In addition, photos of either urban or forest environment were both more effective in reducing physiological arousal compared to immersive 360[Formula: see text] videos.

5.
Front Digit Health ; 2: 15, 2020.
Artículo en Inglés | MEDLINE | ID: mdl-34713028

RESUMEN

As life expectancy increases, it is imperative that the elderly take advantage of the benefits of technology to remain active and independent. Mobile health applications are widely used nowadays as they promote a healthy lifestyle and self-management of diseases, opening new horizons in the interactive health service delivery. However, adapting these applications to the needs and requirements of the elderly is still a challenge. This article presents a smartphone application that is part of a multifactorial intervention to support older people with balance disorders. The application aims to enable users to self-evaluate their activity and progress, to communicate with each other and, through strategically selected motivational features, to engage with the system with undiminished interest for a long period of time. Mock-up interfaces were evaluated in semi-structured focus groups and interviews that were performed across three European countries. Further evaluation in the form of four pilot studies with 160 participants will be performed and qualitative and quantitative measures will be used to process the feedback about the use of the application.

6.
Front Hum Neurosci ; 13: 365, 2019.
Artículo en Inglés | MEDLINE | ID: mdl-31708759

RESUMEN

Virtual reality (VR) simulates real-world scenarios by creating a sense of presence in its users. Such immersive scenarios lead to behavior that is more similar to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to similar real world situations. VR has already been used in education, psychotherapy, rehabilitation and it comes as an appealing choice for training intervention purposes. The aim of the present study was to investigate to what extent VR technology for games presented via goggles can be used in a magnetic resonance imaging scanner (MRI), addressing the question of whether brain connectivity differs between VR stimulation via goggles and a presentation from a screen via mirror projection. Moreover, we wanted to investigate whether stereoscopic goggle stimulation, where both eyes receive different visual input, would elicit stronger brain connectivity than a stimulation in which both eyes receive the same visual input (monoscopic). To our knowledge, there is no previous research using games and functional connectivity (FC) in MRI to address this question. Multiple analyses approaches were taken so that different aspects of brain connectivity could be covered: fractional low-frequency fluctuation, independent component analysis (ICA), seed-based FC (SeedFC) and graph analysis. In goggle presentation (mono and stereoscopic) as contrasted to screen, we found differences in brain activation in left cerebellum and postcentral gyrus as well as differences in connectivity in the visual cortex and frontal inferior cortex [when focusing on the visual and default mode network (DMN)]. When considering connectivity in specific areas of interest, we found higher connectivity between bilateral superior frontal cortex and the temporal lobe, as well as bilateral inferior parietal cortex with right calcarine and right lingual cortex. Furthermore, we found superior frontal cortex and insula/putamen to be more strongly connected in goggle stereoscopic vs. goggle monoscopic, in line with our hypothesis. We assume that the condition that elicits higher brain connectivity values should be most suited for long-term brain training interventions given that, extended training under these conditions could permanently improve brain connectivity on a functional as well as on a structural level.

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