Frontiers Virtual Real.最新文献

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Sport heritage in VR: Real tennis case study VR中的体育遗产:真实网球案例研究
Frontiers Virtual Real. Pub Date : 2022-08-17 DOI: 10.3389/frvir.2022.922415
R. Gaugne, Jean-Baptiste Barreau, Pierre Duc-Martin, Elen Esnault, V. Gouranton
{"title":"Sport heritage in VR: Real tennis case study","authors":"R. Gaugne, Jean-Baptiste Barreau, Pierre Duc-Martin, Elen Esnault, V. Gouranton","doi":"10.3389/frvir.2022.922415","DOIUrl":"https://doi.org/10.3389/frvir.2022.922415","url":null,"abstract":"Traditional Sports and Games (TSG) are as varied as human cultures. Preserving knowledge of these practices is essential as they are an expression of intangible cultural heritage as emphasized by UNESCO (General Conference of United Nations Educational, Scientific and Cultural Organization, at its 25th session, 1989). With the increasing development of virtual reconstructions in the domain of Cultural Heritage, and thank to advances in the production and 3D animation of virtual humans, interactive simulations and experiences of these activities have emerged to preserve this intangible heritage. We propose a methodological approach to design an immersive reconstitution of a TSG in Virtual Reality, with a formalization of the elements involved in such a reconstitution and we illustrate this approach with the example of real tennis. Real tennis is a racket sport that has been played for centuries and is considered the ancestor of tennis. It was a very popular sport in Europe during the Renaissance period, practiced by every layer of the society. It is still practiced today in few courts in world, especially in France, United Kingdom, Australia and USA. It has been listed in the Inventory of Intangible Cultural Heritage in France since 2012.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-08-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124284962","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Affective Image Sequence Viewing in Virtual Reality Theater Environment: Frontal Alpha Asymmetry Responses From Mobile EEG 虚拟现实剧场环境下情感图像序列观看:来自移动脑电图的额叶α不对称响应
Frontiers Virtual Real. Pub Date : 2022-07-19 DOI: 10.3389/frvir.2022.895487
Claudia Krogmeier, Brandon S. Coventry, Christos Mousas
{"title":"Affective Image Sequence Viewing in Virtual Reality Theater Environment: Frontal Alpha Asymmetry Responses From Mobile EEG","authors":"Claudia Krogmeier, Brandon S. Coventry, Christos Mousas","doi":"10.3389/frvir.2022.895487","DOIUrl":"https://doi.org/10.3389/frvir.2022.895487","url":null,"abstract":"Background: Numerous studies have investigated emotion in virtual reality (VR) experiences using self-reported data in order to understand valence and arousal dimensions of emotion. Objective physiological data concerning valence and arousal has been less explored. Electroencephalography (EEG) can be used to examine correlates of emotional responses such as valence and arousal in virtual reality environments. Used across varying fields of research, images are able to elicit a range of affective responses from viewers. In this study, we display image sequences with annotated valence and arousal values on a screen within a virtual reality theater environment. Understanding how brain activity responses are related to affective stimuli with known valence and arousal ratings may contribute to a better understanding of affective processing in virtual reality.Methods: We investigated frontal alpha asymmetry (FAA) responses to image sequences previously annotated with valence and arousal ratings. Twenty-four participants viewed image sequences in VR with known valence and arousal values while their brain activity was recorded. Participants wore the Oculus Quest VR headset and viewed image sequences while immersed in a virtual reality theater environment.Results: Image sequences with higher valence ratings elicited greater FAA scores than image sequences with lower valence ratings (F [1, 23] = 4.631, p = 0.042), while image sequences with higher arousal scores elicited lower FAA scores than image sequences with low arousal (F [1, 23] = 7.143, p = 0.014). The effect of valence on alpha power did not reach statistical significance (F [1, 23] = 4.170, p = 0.053). We determined that only the high valence, low arousal image sequence elicited FAA which was significantly higher than FAA recorded during baseline (t [23] = −3.166, p = 0.002), suggesting that this image sequence was the most salient for participants.Conclusion: Image sequences with higher valence, and lower arousal may lead to greater FAA responses in VR experiences. While findings suggest that FAA data may be useful in understanding associations between valence and arousal self-reported data and brain activity responses elicited from affective experiences in VR environments, additional research concerning individual differences in affective processing may be informative for the development of affective VR scenarios.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133436791","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Physical Therapist Impressions of Telehealth and Virtual Reality Needs Amidst a Pandemic 物理治疗师对流行病中远程医疗和虚拟现实需求的印象
Frontiers Virtual Real. Pub Date : 2022-07-15 DOI: 10.3389/frvir.2022.915332
Aviv Elor, Samantha Conde, Michael Powell, Ash Robbins, Nancy Chen, Sri Kurniawan
{"title":"Physical Therapist Impressions of Telehealth and Virtual Reality Needs Amidst a Pandemic","authors":"Aviv Elor, Samantha Conde, Michael Powell, Ash Robbins, Nancy Chen, Sri Kurniawan","doi":"10.3389/frvir.2022.915332","DOIUrl":"https://doi.org/10.3389/frvir.2022.915332","url":null,"abstract":"Most physical therapists would agree that physical rehabilitation is difficult to perform remotely. Consequently, the global COVID-19 pandemic has forced many physical therapists and their clients to adapt to telehealth, especially with video conferencing. In this article, we ask: How has telehealth for physical rehabilitation evolved with the global pandemic and what are the largest technological needs, treatment methodologies, and patient barriers? With the increased widespread use of telehealth for physical therapy, we present a qualitative study towards examining the shortcomings of current physical therapy mediums and how to steer future virtual reality technologies to promote remote patient evaluation and rehabilitation. We interviewed 130 physical rehabilitation professionals across the United States through video conferencing during the COVID19 pandemic from July—August 2020. Interviews lasted 30–45 min using a semi-structured template developed from an initial pilot of 20 interviews to examine potential barriers, facilitators, and technological needs. Our findings suggest that physical therapists utilizing existing telehealth solutions have lost their ability to feel their patients’ injuries, easily assess range of motion and strength, and freely move about to examine their movements when using telehealth. This makes it difficult to fully evaluate a patient and many feel that they are more of a “life coach” giving advice to a patient rather than a traditional in-person rehabilitation session. The most common solutions that emerged during the interviews include: immersive technologies which allow physical therapists and clients 1) to remotely walk around each other in 3D, 2) enable evidence-based measures, 3) automate documentation, and 4) provider clinical practice operation through the cloud. We conclude with a discussion on opportunities for immersive virtual reality towards telehealth for physical rehabilitation.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-07-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116214041","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Watch out for the Robot! Designing Visual Feedback Safety Techniques When Interacting With Encountered-Type Haptic Displays 小心机器人!与触觉显示器交互时的视觉反馈安全技术设计
Frontiers Virtual Real. Pub Date : 2022-07-12 DOI: 10.3389/frvir.2022.928517
V. Mercado, F. Argelaguet, Géry Casiez, A. Lécuyer
{"title":"Watch out for the Robot! Designing Visual Feedback Safety Techniques When Interacting With Encountered-Type Haptic Displays","authors":"V. Mercado, F. Argelaguet, Géry Casiez, A. Lécuyer","doi":"10.3389/frvir.2022.928517","DOIUrl":"https://doi.org/10.3389/frvir.2022.928517","url":null,"abstract":"Encountered-Type Haptic Displays (ETHDs) enable users to touch virtual surfaces by using robotic actuators capable of co-locating real and virtual surfaces without encumbering users with actuators. One of the main challenges of ETHDs is to ensure that the robotic actuators do not interfere with the VR experience by avoiding unexpected collisions with users. This paper presents a design space for safety techniques using visual feedback to make users aware of the robot’s state and thus reduce unintended potential collisions. The blocks that compose this design space focus on what and when the feedback is displayed and how it protects the user. Using this design space, a set of 18 techniques was developed exploring variations of the three dimensions. An evaluation questionnaire focusing on immersion and perceived safety was designed and evaluated by a group of experts, which was used to provide a first assessment of the proposed techniques.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-07-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114583854","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Boundaries Reduce Disorientation in Virtual Reality 边界减少虚拟现实中的迷失方向
Frontiers Virtual Real. Pub Date : 2022-06-16 DOI: 10.3389/frvir.2022.882526
Jonathan W. Kelly, Taylor A. Doty, L. Cherep, Stephen B. Gilbert
{"title":"Boundaries Reduce Disorientation in Virtual Reality","authors":"Jonathan W. Kelly, Taylor A. Doty, L. Cherep, Stephen B. Gilbert","doi":"10.3389/frvir.2022.882526","DOIUrl":"https://doi.org/10.3389/frvir.2022.882526","url":null,"abstract":"Virtual reality users are susceptible to disorientation, particularly when using locomotion interfaces that lack self-motion cues. Environmental cues, such as boundaries defined by walls or a fence, provide information to help the user remain oriented. This experiment evaluated whether the type of boundary impacts its usefulness for staying oriented. Participants wore a head-mounted display and performed a triangle completion task in virtual reality by traveling two outbound path segments before attempting to point to the path origin. The task was completed with two teleporting interfaces differing in the availability of rotational self-motion cues, and within five virtual environments differing in the availability and type of boundaries. Pointing errors were highest in an open field without environmental cues, and lowest in a classroom with walls and landmarks. Environments with a single square boundary defined by a fence, drop-off, or floor texture discontinuity led to errors in between the open field and the classroom. Performance with the floor texture discontinuity was similar to that with navigational barriers (i.e., fence and drop-off), indicating that an effective barrier need not be a navigational impediment. These results inform spatial cognitive theory about boundary-based navigation and inform application by specifying the types of environmental and self-motion cues that designers of virtual environments should include to reduce disorientation in virtual reality.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-06-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128824541","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Using Physics-Based Digital Twins and Extended Reality for the Safety and Ergonomics Evaluation of Cobotic Workstations 基于物理的数字孪生和扩展现实用于协作机器人工作站的安全性和工效学评估
Frontiers Virtual Real. Pub Date : 2022-02-09 DOI: 10.3389/frvir.2022.781830
V. Weistroffer, François Keith, Arnaud Bisiaux, C. Andriot, A. Lasnier
{"title":"Using Physics-Based Digital Twins and Extended Reality for the Safety and Ergonomics Evaluation of Cobotic Workstations","authors":"V. Weistroffer, François Keith, Arnaud Bisiaux, C. Andriot, A. Lasnier","doi":"10.3389/frvir.2022.781830","DOIUrl":"https://doi.org/10.3389/frvir.2022.781830","url":null,"abstract":"Cobotic workstations in industrial plants involve a new kind of collaborative robots that can interact with operators. These cobots enable more flexibility and they can reduce the cycle time and the floor space of the workstation. However, cobots also introduce new safety concerns with regard to operators, and they may have an impact on the workstation ergonomics. For those reasons, introducing cobots in a workstation always require additional studies on safety and ergonomics before being applied and certified. Certification rules are often complex to understand. We present the SEEROB framework for the Safety and Ergonomics Evaluation of ROBotic workstations. The SEEROB framework simulates a physics-based digital twin of the cobotic workstation and computes a large panel of criteria used for safety and ergonomics. These criteria may be processed for the certification of the workstation. The SEEROB framework also uses extended reality technologies to display the digital twin and its associated data: users can use virtual reality headsets for the design of non-existing workstations, and mixed reality devices to better understand safety and ergonomics constraints on existing workstations. The SEEROB framework was tested on various laboratory and industrial use cases, involving different kinds of robots.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-02-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129115079","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction 自适应播放控制:电影VR创作者拥抱观众互动的框架
Frontiers Virtual Real. Pub Date : 2022-01-14 DOI: 10.3389/frvir.2021.798306
Lingwei Tong, R. Lindeman, H. Regenbrecht
{"title":"Adaptive Playback Control: A Framework for Cinematic VR Creators to Embrace Viewer Interaction","authors":"Lingwei Tong, R. Lindeman, H. Regenbrecht","doi":"10.3389/frvir.2021.798306","DOIUrl":"https://doi.org/10.3389/frvir.2021.798306","url":null,"abstract":"Content creators have been trying to produce engaging and enjoyable Cinematic Virtual Reality (CVR) experiences using immersive media such as 360-degree videos. However, a complete and flexible framework, like the filmmaking grammar toolbox for film directors, is missing for creators working on CVR, especially those working on CVR storytelling with viewer interactions. Researchers and creators widely acknowledge that a viewer-centered story design and a viewer’s intention to interact are two intrinsic characteristics of CVR storytelling. In this paper, we stand on that common ground and propose Adaptive Playback Control (APC) as a set of guidelines to assist content creators in making design decisions about the story structure and viewer interaction implementation during production. Instead of looking at everything CVR covers, we set constraints to focus only at cultural heritage oriented content using a guided-tour style. We further choose two vital elements for interactive CVR: the narrative progression (director vs. viewer control) and visibility of viewer interaction (implicit vs. explicit) as the main topics at this stage. We conducted a user study to evaluate four variants by combining these two elements, and measured the levels of engagement, enjoyment, usability, and memory performance. One of our findings is that there were no differences in the objective results. Combining objective data with observations of the participants’ behavior we provide guidelines as a starting point for the application of the APC framework. Creators need to choose if the viewer will have control over narrative progression and the visibility of interaction based on whether the purpose of a piece is to invoke emotional resonance or promote efficient transfer of knowledge. Also, creators need to consider the viewer’s natural tendency to explore and provide extra incentives to invoke exploratory behaviors in viewers when adding interactive elements. We recommend more viewer control for projects aiming at viewer’s participation and agency, but more director control for projects focusing on education and training. Explicit (vs. implicit) control will also yield higher levels of engagement and enjoyment if the viewer’s uncertainty of interaction consequences can be relieved.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2022-01-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132490808","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Editorial: Meeting Remotely - The Challenges of Optimal Avatar Interaction in VR 社论:远程会议——虚拟现实中最佳化身互动的挑战
Frontiers Virtual Real. Pub Date : 2021-11-04 DOI: 10.3389/frvir.2021.773258
Katja Zibrek, Xueni Pan, Marko Orel
{"title":"Editorial: Meeting Remotely - The Challenges of Optimal Avatar Interaction in VR","authors":"Katja Zibrek, Xueni Pan, Marko Orel","doi":"10.3389/frvir.2021.773258","DOIUrl":"https://doi.org/10.3389/frvir.2021.773258","url":null,"abstract":"As the world shifted into a new mode of working and living due to the Coronavirus 2019 (COVID19) pandemic, many of the ways in which we communicate and interact with each other have radically altered since 2020. Our everyday life often consists of switching between different applications which connect us in various ways to other people. Mediated communication is a poor substitute for face-to-face communication and while online video conferencing systems appear almost essential now, we are also constantly inventing new ways to improve virtual interactions. For example, while informative, communication through online videos on a flatscreen may not capture rich 3D social signals that are more readily available to us in the physical world. Virtual reality offers an answer to this problem, as it can provide the user with a full-body representation (self-avatar) and a unique experience of presence in an environment with other users in the form of avatars (see AltspaceVR, Engage, RecRoom and VRChat). However, there are many open questions about how exactly to create these avatars to enable a successful interaction in VR. The papers featured in this Research Topic explore questions relating to the types of benefits, challenges and novelty virtual representations others bring to mediated communication.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2021-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125954113","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Inspection of histological 3D reconstructions in virtual reality 组织三维重建在虚拟现实中的检验
Frontiers Virtual Real. Pub Date : 2020-09-02 DOI: 10.3389/frvir.2021.628449
Oleg Lobachev, Moritz Berthold, B. Steiniger, Henriette Pfeffer, M. Guthe
{"title":"Inspection of histological 3D reconstructions in virtual reality","authors":"Oleg Lobachev, Moritz Berthold, B. Steiniger, Henriette Pfeffer, M. Guthe","doi":"10.3389/frvir.2021.628449","DOIUrl":"https://doi.org/10.3389/frvir.2021.628449","url":null,"abstract":"3D reconstruction is a challenging current topic in medical research. We perform 3D reconstructions from serial sections stained by immunohistological methods. This paper presents an immersive visualisation solution to quality control (QC), inspect, and analyse such reconstructions. QC is essential to establish correct digital processing methodologies. Visual analytics, such as annotation placement, mesh painting, and classification utility, facilitates medical research insights. We propose a visualisation in virtual reality (VR) for these purposes. In this manner, we advance the microanatomical research of human bone marrow and spleen. Both 3D reconstructions and original data are available in VR. Data inspection is streamlined by subtle implementation details and general immersion in VR.","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-09-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123182634","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Prevalence of post-traumatic stress disorder, emotional impairments, and fear in COVID-19 surviving patients COVID-19存活患者中创伤后应激障碍、情绪障碍和恐惧的患病率
Frontiers Virtual Real. Pub Date : 1900-01-01 DOI: 10.3389/frvir.2022.927058
Guadalupe Lizzbett Luna-Rodríguez, V. Peláez-Hernández, A. Orea-Tejeda, C. D. Ledesma-Ruíz, F. Casarín-López, A. Rosas-Trujillo, B. Domínguez-Trejo, L. E. Tepepa-Flores
{"title":"Prevalence of post-traumatic stress disorder, emotional impairments, and fear in COVID-19 surviving patients","authors":"Guadalupe Lizzbett Luna-Rodríguez, V. Peláez-Hernández, A. Orea-Tejeda, C. D. Ledesma-Ruíz, F. Casarín-López, A. Rosas-Trujillo, B. Domínguez-Trejo, L. E. Tepepa-Flores","doi":"10.3389/frvir.2022.927058","DOIUrl":"https://doi.org/10.3389/frvir.2022.927058","url":null,"abstract":"Introduction: Among the different psychological sequelae of post-COVID syndrome are symptoms related to emotional impairment, mostly depression, anxiety, and post-traumatic stress disorder (PTSD). Objective: To describe and compare the prevalence and severity of PTSD, anxiety, depression, and fear of COVID-19 in survivors 3 months after discharge from the hospital. Methods: A cross-sectional descriptive study was conducted, a total of 227 survivors of COVID-19 participated; they were assessed 3 months after being discharged from the hospital. A psychological evaluation focused on anxiety, depression, PTSD, and fear was conducted. Statistical analysis through the t-test for independent samples was performed. Results: Of the patients, 64.5% were men, 60.9% required invasive mechanical ventilation (IMV) during hospitalization, and the average age was about 48.23 ± 14.33 years. Also, 40% showed symptoms associated with PTSD, 38.4% exhibited anxiety, 36.6% depression, and 36.12% exhibited fear of COVID-19. There were statistically significant differences between men and women, in PTSD (t = -3.414, df = 224, p = 0.001, x̅m = 5.10, x̅w = 6.32), depression (t = -4.680, df = 225, p = 0.000, x̅m = 3.64, x̅w = 7.18), anxiety (t = -3.427, df = 152.53, p = 0.001, x̅m = 3.78, x̅w = 6.20), and fear of COVID-19 (t = -3.400, df = 224, p = 0.001, x̅m = 11.88, x̅w = 15.19). Furthermore, there were also statistically significant differences between the type of treatment during hospitalization (IMV vs. without IMV), in PTSD (t = 2.482, df = 223, p = 0.014, x̅IMV = 5.21, x̅WIMV = 6.08) and anxiety (t = -2.006, df = 223, p = 0.046, x̅IMV = 4.05, x̅WIMV = 5.44). Conclusion: Survivors of COVID-19 experience a high prevalence of PTSD, anxiety, depression, and fear, even 3 months after discharge from the hospital. Females and patients who did not require IMV during hospitalization are the most affected population, presenting more severe symptoms of these psychological alterations. More research is required to know and observe the long-term evolution of these psychological alterations in this population. Graphical Abstract","PeriodicalId":313989,"journal":{"name":"Frontiers Virtual Real.","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125261219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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