RESUMEN
OBJECTIVES: The SafeSpace study codesigned and tested a virtual reality (VR) intervention, incorporating relaxation and compassionate mind training to determine acceptability/feasibility in an oncology setting and evaluate impact on physical/psychological well-being and quality of life. DESIGN: A two-phase study. Phase I determined key characteristics using an experienced-based codesign approach. Phase II evaluated the intervention using various measures and qualitative interviews in a mixed methods approach. Descriptive statistics were used to analyse measures data and framework analysis to analyse interviews. SETTING: A specialist cancer centre, UK. PARTICIPANTS: 11 in phase I and 21 in phase II. Participants were in cancer treatment, recovery or palliative care. PRIMARY AND SECONDARY OUTCOME: Primary outcome: acceptability of the intervention, assessed by >60% uptake of three sessions. SECONDARY OUTCOMES: impact on psychological well-being using EQ-5D/QLQ-C30, Profile of Mood Scale, Warwick and Edinburgh Mental Well-being Scale, Depression and Anxiety Severity Scale 21, Self-Compassion Scale, Acceptance and Action Questionnaire and a locally developed questionnaire to capture self-compassion post use. Physiological impact was assessed by change in heart rate (HR)/HR variability and electrodermal activity (EDA). RESULTS: Twenty participants (mean age=48.7 years; SD=16.87); 65% (n=13) completed three sessions. Mental well-being improved following each use and from baseline to after session 3 (VR 1-z=2.846, p≤0.01; VR 2-z=2.501, p≤0.01; VR 3-z=2.492, p≤0.01). There was statistically significant difference in mean scores for EDA at mid-session and post session compared with pre session (F (1.658, 4.973)=13.364, p<0.05). There was statistically significant reduction in stress levels from baseline to post session 3. Participants found the intervention acceptable and highlighted areas for development. CONCLUSION: The intervention is acceptable and feasible and has shown positive effects on mental well-being/stress in the oncology setting. Larger studies are needed to confirm findings.
Asunto(s)
Neoplasias , Terapia de Exposición Mediante Realidad Virtual , Realidad Virtual , Estudios de Factibilidad , Humanos , Persona de Mediana Edad , Neoplasias/terapia , Calidad de Vida , Encuestas y CuestionariosRESUMEN
360° images and video have become extremely popular formats for immersive displays, due in large part to the technical ease of content production. While many experiences use a single camera viewpoint, an increasing number of experiences use multiple camera locations. In such multi-view 360° media (MV360M) systems, a visual effect is required when the user transitions from one camera location to another. This effect can take several forms, such as a cut or an image-based warp, and the choice of effect may impact many aspects of the experience, including issues related to enjoyment and scene understanding. To investigate the effect of transition types on immersive MV360M experiences, a repeated-measures experiment was conducted with 31 participants. Wearing a head-mounted display, participants explored four static scenes, for which multiple 360° images and a reconstructed 3D model were available. Three transition types were examined: teleport, a linear move through a 3D model of the scene, and an image-based transition using a Möbius transformation. The metrics investigated included spatial awareness, users' movement profiles, transition preference and the subjective feeling of moving through the space. Results indicate that there was no significant difference between transition types in terms of spatial awareness, while significant differences were found for users' movement profiles, with participants taking 1.6 seconds longer to select their next location following a teleport transition. The model and Möbius transitions were significantly better in terms of creating the feeling of moving through the space. Preference was also significantly different, with model and teleport transitions being preferred over Möbius transitions. Our results indicate that trade-offs between transitions will require content creators to think carefully about what aspects they consider to be most important when producing MV360M experiences.