Virtually renovating the Trauma Film Paradigm: Comparing virtual reality with on-screen presentation of an analogue trauma

IF 4.6 Q2 MATERIALS SCIENCE, BIOMATERIALS
G. Baptie, J. Andrade, A. Bacon, A. Norman
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引用次数: 3

Abstract

Due to the unpredictable nature of traumatic events, prospective research into trauma relies upon laboratory methods utilising distressing film scenes to act as a trauma analogue measuring vulnerability factors and testing interventions applied to posttraumatic stress disorder (PTSD). This is the first study to test whether Virtual Reality (VR) provides a more effective trauma analogue than traditional on-screen presentation by direct comparison of the same real-life trauma film. Participants viewed footage of a staged car accident either presented in VR (N = 31) or on-screen (OS) (N = 30). Both groups recorded sense of presence, pre- and post-film mood and state anxiety. After the film, some participants (VR: n = 18; OS: n = 12) reported involuntary intrusions of the film and recorded the emotionality of these. VR presentation evoked a greater sense of presence, yet both VR and OS presentation elicited negative mood and involuntary intrusions. Although intrusions were more vivid in the VR condition, there were no significant differences in frequency or distress. However, a greater sense of presence, regardless of medium, was predictive of increased emotional reaction to the film and greater intrusion frequency and distress. Therefore, implementing a VR paradigm could be directly beneficial for TFP research concerning sense of presence or vividness of intrusions. The association between enhanced sense of presence and stress response suggests that an effective trauma analogue should be immersive, and VR presentation is a useful medium to elicit a greater sense of immersion.
虚拟革新创伤电影范式:比较虚拟现实与屏幕上模拟创伤的呈现
由于创伤事件的不可预测性,对创伤的前瞻性研究依赖于实验室方法,利用令人痛苦的电影场景作为创伤模拟物,测量脆弱性因素并测试适用于创伤后应激障碍(PTSD)的干预措施。这是第一个测试虚拟现实(VR)是否提供比传统屏幕上更有效的创伤模拟的研究,通过直接比较相同的现实生活中的创伤电影。参与者观看了在VR (N = 31)或屏幕(OS) (N = 30)中呈现的一场车祸的镜头。两组都记录了在场感、观影前和观影后的情绪和焦虑状态。影片结束后,一些参与者(VR: n = 18;OS: n = 12)报告了电影中无意识的干扰,并记录了这些干扰的情绪。VR展示唤起了更大的存在感,但VR和OS展示都引发了消极情绪和非自愿入侵。虽然在虚拟现实条件下侵入更生动,但在频率或痛苦方面没有显著差异。然而,更强烈的存在感,无论媒介如何,都预示着对电影的情绪反应会增加,入侵频率和痛苦也会增加。因此,实施虚拟现实范式可以直接有利于TFP研究的存在感或生动的入侵。增强的存在感和压力反应之间的联系表明,有效的创伤模拟应该是沉浸式的,而VR呈现是一种有用的媒介,可以引发更大的沉浸感。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
ACS Applied Bio Materials
ACS Applied Bio Materials Chemistry-Chemistry (all)
CiteScore
9.40
自引率
2.10%
发文量
464
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