Virtual RealityPub Date : 2026-01-01Epub Date: 2025-11-27DOI: 10.1007/s10055-025-01189-y
Filip Škola, Fotis Liarokapis
{"title":"Reaching further in VR: a comparative study with a novel velocity-based technique.","authors":"Filip Škola, Fotis Liarokapis","doi":"10.1007/s10055-025-01189-y","DOIUrl":"10.1007/s10055-025-01189-y","url":null,"abstract":"<p><p>Out-of-reach interaction in virtual reality has primarily relied on raycasting (selection using the laser pointer metaphor). However, as bare-hand tracking becomes increasingly prevalent, there is a growing need to explore and optimize hand-based out-of-reach interaction techniques. To address this, we introduce Hand Gliding and Laser Gliding, novel out-of-reach interaction techniques that use velocity-to-velocity mapping to control virtual hands through physical movements, and implement Go-Go and HOMER, position-to-position methods. First, a pilot study evaluated the feasibility of Hand Gliding. Next, we conducted a within-subject comparison of the four interaction techniques using selection and translation tasks while assessing speed, comfort, and subjective responses. The best results were achieved with both raycasting-aided techniques (HOMER, Laser Gliding) in terms of both performance and user comfort. Position-to-position mapping performed slightly better in tasks requiring rapid selection, while velocity-to-velocity techniques facilitated interaction at greater distances. The feasibility of velocity-to-velocity approaches to out-of-reach interaction was confirmed by this study. Due to their simple implementation (compared to position-based techniques, they do not require torso tracking data), velocity-based interaction methods have the potential for wide adoption in current VR systems.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"1"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12660419/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145649495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-06-25DOI: 10.1007/s10055-026-01406-2
Iris Willaert, Rachid Aissaoui, Valentin Vallageas, Sylvie Nadeau, Cyril Duclos, David R Labbe
{"title":"Effect of unilaterally manipulating the step length of an embodied avatar on gait symmetry in healthy adults.","authors":"Iris Willaert, Rachid Aissaoui, Valentin Vallageas, Sylvie Nadeau, Cyril Duclos, David R Labbe","doi":"10.1007/s10055-026-01406-2","DOIUrl":"10.1007/s10055-026-01406-2","url":null,"abstract":"<p><p>In virtual reality, mapping one's body movements to an avatar creates a sense of embodiment, where the avatar is perceived as part of one's own body. Previous studies have indicated that introducing a spatial offset between the avatar's movements and the user's real movements can lead to users unconsciously adjusting their movements to align with the avatar. However, while the effects of such spatial distortion have been studied in the movement of the upper body, little is known about its influence on gait. This study aimed to assess whether altering the step length of an embodied avatar induces a more asymmetrical walking pattern. Thirty healthy participants underwent a treadmill walking experiment while wearing a head-mounted display that displayed an embodied avatar mirroring their movements from a first-person perspective. An algorithm was developed to dynamically increase one of the avatar's step lengths in real-time, introducing gait asymmetry. The effect of step length manipulation on gait asymmetry was assessed under two conditions, where the avatar's step length was gradually increased unilaterally for either the dominant or non-dominant leg. Results indicated that participants did not significantly adjust their gait symmetry to match the avatar's increased step length, whether it was applied to the dominant or non-dominant leg. These findings suggest that healthy participants may be more resistant to visual feedback-induced changes provided by an embodied avatar, in contrast to the adjustments observed in upper-body movements.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at https://doi.org/10.1007/s10055-026-01406-2.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 4","pages":"162"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13558336/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148931469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-05-20DOI: 10.1007/s10055-026-01391-6
Lara Biller, Lucy Starling, Ayush Sinha, David Dearlove, Richard Bruce, Oliver Runswick, Stephen Taylor, Martin Sergeant, Sarah Finnegan, Kyle Pattinson
{"title":"Incongruent virtual reality attenuates breathlessness and leg fatigue during stationary cycling.","authors":"Lara Biller, Lucy Starling, Ayush Sinha, David Dearlove, Richard Bruce, Oliver Runswick, Stephen Taylor, Martin Sergeant, Sarah Finnegan, Kyle Pattinson","doi":"10.1007/s10055-026-01391-6","DOIUrl":"10.1007/s10055-026-01391-6","url":null,"abstract":"<p><p>This study tests whether creating incongruence between visual stimuli and pedalling resistance in virtual reality (VR) cycling can attenuate breathlessness and leg fatigue. We performed a trial in healthy participants, patient and public involvement (PPI) activities, and a feasibility study with patients with cardiac and respiratory conditions. Healthy Participants Study: Forty-eight healthy individuals engaged in a double-blind, randomized trial comparing incongruent VR (visual slope less than pedal resistance) with a congruent control. Incongruent VR significantly reduced breathlessness and leg fatigue (effect size = 0.39, SE = 0.04, <i>p</i> < 0.001 for both). Depression and health anxiety influenced these effects, with notable associations for breathlessness (effect size = 0.29, SE = 0.138, <i>p</i> = 0.04) and leg fatigue (effect size = 0.44, SE = 0.135, <i>p</i> = 0.002). PPI and Patient Study: Sixty-six stakeholders, including patients and caregivers, provided feedback on the paradigm's potential through focus groups and structured interviews. A subsequent observational study with nine patients demonstrated acceptability and tolerability of the VR cycling paradigm. The findings demonstrate that incongruent VR can attenuate breathlessness and fatigue perception, highlighting its promise for use in clinical settings, such as cardiac and pulmonary rehabilitation.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 3","pages":"141"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13372920/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148473331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-03-16DOI: 10.1007/s10055-026-01348-9
Christopher S W Anderson, Miles Thorogood
{"title":"A grounded study in user preference for immersive sound in extended reality environments.","authors":"Christopher S W Anderson, Miles Thorogood","doi":"10.1007/s10055-026-01348-9","DOIUrl":"10.1007/s10055-026-01348-9","url":null,"abstract":"<p><p>Spatialized sound is crucial for immersive and extended reality experiences. We conducted a user study comparing the built-in audio of a commercially available VR headset with a physical loudspeaker dispersion systems. Our study demonstrates participants have a greater sense of immersion, realism, and localization phenomena when experiencing the physical loudspeaker dispersion over the built in headset. A subsequent preference test and qualitative feedback revealed a strong trend favoring the both high-end and entry-level loudspeaker systems. This work provides valuable insights for designing more immersive extended reality experiences.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 2","pages":"84"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13002740/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147499942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-03-18DOI: 10.1007/s10055-026-01356-9
Bavo Van Kerrebroeck, Connor Spiech, Virginia Penhune, Marcelo M Wanderley
{"title":"Cross-modal synchrony between music and visual motion modulates vection, urge to move, and comfort in VR.","authors":"Bavo Van Kerrebroeck, Connor Spiech, Virginia Penhune, Marcelo M Wanderley","doi":"10.1007/s10055-026-01356-9","DOIUrl":"10.1007/s10055-026-01356-9","url":null,"abstract":"<p><p>Sensorimotor entrainment, the spontaneous alignment of movement with external rhythms, plays a key role in how we experience music and motion. In this study, we introduce a novel method combining musical stimuli, vection, and visually induced motion sickness (VIMS) in virtual reality (VR) to investigate how cross-modal rhythmic stimulation shapes self-motion perception and comfort. In a within-subjects design with 30 participants, we manipulated auditory conditions (Music versus Silence) and VR conditions (Realistic, Static, Isochronous, and Non-isochronous) during eight-second trials. Participants rated their urge to move, perceived self-motion, and comfort. Additionally, head motion data were analyzed for movement quantity, variability, spectral power, and intertrial phase coherence at the musical beat frequency. Results showed that music significantly increased the urge to move, particularly when paired with rhythmic visual motion. Both Isochronous and Non-isochronous visual motion reliably induced vection with no additional effect of musical beat alignment on illusion strength. Crucially, music reduced discomfort induced by rhythmic visual motion by over 20%, an effect that may have been further amplified by cross-modal synchrony. By leveraging sensorimotor entrainment elicited by music and rhythmic visual motion, this study provides new insights into how cross-modal rhythms shape perceptual and affective responses. By highlighting the potential of music to enhance engagement and reduce motion sickness, our findings pave the way for more immersive, comfortable, and musically enriched virtual experiences.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 2","pages":"89"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13002701/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147499894","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2025-12-31DOI: 10.1007/s10055-025-01297-9
Michal Gabay, Tom Schonberg
{"title":"The effect of virtual reality modality level of immersion and locomotion on Spatial learning and gaze measures.","authors":"Michal Gabay, Tom Schonberg","doi":"10.1007/s10055-025-01297-9","DOIUrl":"10.1007/s10055-025-01297-9","url":null,"abstract":"<p><p>The widespread adoption of head-mounted display (HMD) virtual reality (VR) systems has emerged in various fields, including spatial learning research. This study investigated the effects of VR modality level of immersion, locomotion interface, and proprioception on spatial learning and physiological measures using eye-tracking (ET) in VR. We translated the classic T-maze task from Barnes et al. (Can J Psychol 34:29-39, 1980. https://doi.org/10.1037/h0081022) to humans for the first time, comparing three VR modalities: 3D HMD VR with physical walking, 3D HMD VR with controller-based movement, and 2D desktop VR. Eighty-eight participants were recruited, and recruitment was stopped once 75 valid participants were obtained (25 per experimental condition) in the powered sample, as preregistered. Results of generalized mixed linear models with binomial distribution to assess learning outcomes revealed that human participants employed a mixture of cue, place, and response strategies when navigating the virtual T-maze, mirroring rodent behavior. In both samples, mixed linear models showed no significant differences between the two HMD VR conditions in learning performance, nor consistent ones in strategy choices. However, 2D desktop navigation was associated with slower initial learning, though this discrepancy diminished in subsequent sessions. These results were supported by spatial presence, immersion, and naturalness reports. Gaze measures showed that participants who physically walked devoted more visual attention to environmental cues compared to controller users. Predictive models for identifying spatial learning strategies based on ET and behavioral measures demonstrated significant accuracy in permutation tests in some models, particularly in the VR walking condition and second session. Our findings enhance the understanding of spatial learning strategies and the effects of VR modality on cognition and gaze behavior. This work demonstrates the potential of integrated ET data and holds implications for early detection and personalized rehabilitation of neurodegenerative conditions related to spatial cognition.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01297-9.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"36"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12819571/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146031062","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2025-12-27DOI: 10.1007/s10055-025-01241-x
Jennifer Todd, Kirk Woolford, Lee Cheng, Michael C Lee, Elsje de Villiers, Deanna Finn, Jane E Aspell
{"title":"XR body illusion for managing pain in fibromyalgia: examining optimal duration.","authors":"Jennifer Todd, Kirk Woolford, Lee Cheng, Michael C Lee, Elsje de Villiers, Deanna Finn, Jane E Aspell","doi":"10.1007/s10055-025-01241-x","DOIUrl":"10.1007/s10055-025-01241-x","url":null,"abstract":"<p><strong>Background: </strong>Fibromyalgia is a chronic condition characterised by widespread pain, as well as sleep disturbances, fatigue, and memory and concentration difficulties. Research suggests that an alteration in how the brain represents multisensory inputs from the body may cause or maintain chronic pain conditions, including fibromyalgia. Extended reality (XR) and virtual reality setups generating multisensory conflicts have been shown to alleviate pain, however, the optimal duration for such interventions remains unexplored. Here, we aimed to determine an optimal duration for the cardio-visual full body illusion (FBI) in fibromyalgia, considering both tolerability and changes in pain.</p><p><strong>Methods: </strong>Participants wore headsets to view a video of their own body, filmed from behind, and their virtual body flashed in synchrony with their heartbeat. We used an established dose-finding protocol to determine the ideal duration (balancing benefit and tolerability). Seven cohorts of participants (<i>N</i> = 20) were exposed to different durations of the FBI, with adjustments to duration made according to predefined criteria. Measures included a numeric rating scale for pain intensity, pressure pain thresholds, and scales measuring fibromyalgia symptom severity and impact.</p><p><strong>Results: </strong>We found a quadratic relationship between session duration and changes in self-reported pain-intensity, with 8-16-min durations yielding the most significant improvements. Notably, in the 12-min cohorts pain relief was sustained at 24-h follow-up, and this is the recommended duration for future research.</p><p><strong>Conclusions: </strong>These findings represent a key step towards developing an effective non-pharmacological intervention for fibromyalgia. Future dose-optimisation research should explore the optimum number of sessions and spacing between sessions.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"54"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12886212/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146166971","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-03-21DOI: 10.1007/s10055-026-01343-0
Gilad Schrift, Shachar Lando, Roy Luria, Nitzan Censor
{"title":"Beyond flatland: naturalistic three-dimensional stimuli and visual working memory processing.","authors":"Gilad Schrift, Shachar Lando, Roy Luria, Nitzan Censor","doi":"10.1007/s10055-026-01343-0","DOIUrl":"10.1007/s10055-026-01343-0","url":null,"abstract":"<p><p>Visual working memory (VWM) enables the temporary storage and manipulation of visual information, yet its limited capacity makes it sensitive to the amount and structure of the information it must retain. The vast majority of previous VWM research has used two-dimensional stimuli, while real-world visual perception incorporates depth-related spatial cues which may affect performance. Prior work suggests that depth could enhance VWM performance by enabling perceptual enrichment and better individuation, but may also introduce additional cognitive processing costs and impair performance. Here, we directly tested how dimensionality influences VWM under different memory loads using a virtual reality adaptation of the change detection task, enabling the presentation of ecologically valid, real-world 2D and 3D objects. While accuracy was comparable across stimulus dimensionality, response times for 3D stimuli showed larger increases at higher memory loads. These results suggest that even though 3D stimuli may enrich perceptual input, they introduce processing costs that become more apparent under high memory load, possibly demanding additional neural resources associated with depth processing.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 2","pages":"93"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13013113/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147522252","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2025-12-25DOI: 10.1007/s10055-025-01284-0
Pascal Spiegler, Arash Harirpoush, Yiming Xiao
{"title":"Towards user-centered interactive medical image segmentation in VR with an assistive AI agent.","authors":"Pascal Spiegler, Arash Harirpoush, Yiming Xiao","doi":"10.1007/s10055-025-01284-0","DOIUrl":"10.1007/s10055-025-01284-0","url":null,"abstract":"<p><p>Crucial in disease analysis and surgical planning, manual segmentation of volumetric medical scans (e.g. MRI, CT) is laborious, error-prone, and challenging to master, while fully automatic algorithms can benefit from user feedback. Therefore, with the complementary power of the latest radiological AI foundation models and virtual reality (VR)'s intuitive data interaction, we propose SAMIRA, a novel conversational AI agent for medical VR that assists users with localizing, segmenting, and visualizing 3D medical concepts. Through speech-based interaction, the agent helps users understand radiological features, locate clinical targets, and generate segmentation masks that can be refined with just a few point prompts. The system also supports true-to-scale 3D visualization of segmented pathology to enhance patient-specific anatomical understanding. Furthermore, to determine the optimal interaction paradigm under near-far attention-switching for refining segmentation masks in an immersive, human-in-the-loop workflow, we compare VR controller pointing, head pointing, and eye tracking as input modes. With a user study, evaluations demonstrated a high usability score (SUS = 90.0 ± 9.0), low overall task load, as well as strong support for the proposed VR system's guidance, training potential, and integration of AI in radiological segmentation tasks.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"20"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12775086/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145935348","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Virtual RealityPub Date : 2026-01-01Epub Date: 2026-01-17DOI: 10.1007/s10055-025-01300-3
Reza Aghanejad, Amit Birenboim, Mario Matthys, Sebastien Claramunt, Camille Perchoux
{"title":"Stressful urban walks: an experimental design for measuring physiological and psychological stress in virtual urban environments.","authors":"Reza Aghanejad, Amit Birenboim, Mario Matthys, Sebastien Claramunt, Camille Perchoux","doi":"10.1007/s10055-025-01300-3","DOIUrl":"10.1007/s10055-025-01300-3","url":null,"abstract":"<p><strong>Introduction: </strong>Stress is a growing public health concern, with urban environments strongly influencing stress levels. Experimental approaches simulating human motion (i.e., walking) in virtual urban environments may constitute a promising avenue to assess environmental effects on stress. This study aims to systematically examine the ability to induce and measure psychological and physiological stress responses during walking in immersive virtual urban environments. It includes two sub-experiments: one comparing average stress levels between an urban park and a street, and one assessing momentary stress responses to a siren stimulus.</p><p><strong>Methods: </strong>Fifty adults residing in Luxembourg experienced virtual walks through a park and a street, in a randomized crossover design, as well as a walk through the street with a siren stimulus. Physiological responses (electrodermal activity (EDA), heart rate (HR), and pupil diameter) were recorded continuously, while self-reported stress and emotional perceptions were assessed after each session via in-VR questionnaires.</p><p><strong>Results: </strong>Participants reported significantly lower self-reported stress and more positive emotional engagement in the park compared to the street. The standard deviation of HR was higher in the street, possibly indicating higher stress levels, while average pupil diameter was larger in the park, reflecting heightened emotional arousal. Other biomarkers showed no significant differences. Pupil diameter and EDA effectively detected momentary stress after the siren stimulus.</p><p><strong>Conclusions: </strong>Combining virtual environments with a walking simulator and biosensors provides a novel, effective method to study environmental impacts on stress. Findings contribute to identifying stress-inducing urban environments and developing stress reduction interventions.</p><p><strong>Supplementary information: </strong>The online version contains supplementary material available at 10.1007/s10055-025-01300-3.</p>","PeriodicalId":23727,"journal":{"name":"Virtual Reality","volume":"30 1","pages":"45"},"PeriodicalIF":5.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12855307/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146107503","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}