Matthew R Leitao, Mehdi Farokhnia, Lorenzo Leggio, Susan Persky
{"title":"Experiences and Behavior During a Virtual Reality Buffet Simulation: A Secondary Analysis of a Ghrelin-Related Pharmacology Randomized Controlled Trial in People with Alcohol Use Disorder.","authors":"Matthew R Leitao, Mehdi Farokhnia, Lorenzo Leggio, Susan Persky","doi":"10.1177/29941520261484294","DOIUrl":"10.1177/29941520261484294","url":null,"abstract":"<p><strong>Background: </strong>Virtual reality (VR) can deliver standardized, ecologically valid assessments while capturing nuanced psychological and behavioral outcomes. Sensitivity of VR assessments to pharmacological interventions, however, has seldom been tested.</p><p><strong>Methods: </strong>We conducted a secondary analysis of a randomized, double-blind, placebo-controlled, crossover study evaluating a growth hormone secretagogue receptor (GHSR, the ghrelin receptor) blocker (PF-5190457) in people (<i>N</i> = 29) with alcohol use disorder. The previously reported primary study results demonstrated that the GHSR blocker did not reduce alcohol cue-elicited craving but did reduce the number of calories selected in a VR buffet food choice assessment. Here, we investigated the impact of the drug on experiences and behavior in the VR buffet.</p><p><strong>Results: </strong>Participants reported higher levels of liking the VR, more typicality, and more satisfaction with their food choices under the GHSR blocker than the placebo. We also found that participants who were given the placebo first took longer to make a decision about the food they should eat and were also more likely to go up for a second serving of food when on the placebo. This was significantly less likely for participants who were given the GHSR blocker.</p><p><strong>Conclusions: </strong>The present results suggest that the GHSR blocker influenced experiences and behavior in the VR buffet in ways that are conceptually consistent with the known real-world effects of blocking the ghrelin system. These findings support the validity of using VR buffets as proxies for real-world measurements in pharmacology contexts.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261484294"},"PeriodicalIF":0.0,"publicationDate":"2026-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13558939/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148932351","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jessica Sy, Sean Yan, Justin Tian, Christopher Ahn, Luke Okamuro, Marlaine Figueroa Gray, Sharon Economides, Christina Ortega-Chen, David Chang, Christine Liu, Andre Cipta
{"title":"Immersive Technology Approaches to Cultivate Empathy in U.S. Medical Schools: A Narrative Review (2015-2025).","authors":"Jessica Sy, Sean Yan, Justin Tian, Christopher Ahn, Luke Okamuro, Marlaine Figueroa Gray, Sharon Economides, Christina Ortega-Chen, David Chang, Christine Liu, Andre Cipta","doi":"10.1177/29941520261484286","DOIUrl":"10.1177/29941520261484286","url":null,"abstract":"<p><p>Empathy is a central component of patient-centered care and is linked to improved clinical outcomes, patient satisfaction, and reduced clinician burnout. Despite its importance, empathy often declines during undergraduate medical education (UME), particularly as students transition into clinical training. Traditional teaching methods have short-lived effects, leading educators to explore more experiential approaches, including immersive learning. This narrative review examines how immersive technologies, such as virtual reality, augmented reality, and mixed reality, are being used to foster empathy in U.S. medical schools. A literature search was conducted across PubMed, OVID MEDLINE, ERIC, Scopus, and Web of Science for studies published between January 1, 2015, and January 1, 2026. Studies were included if they focused on U.S.-based UME and used immersive experiences from patients' perspectives to promote empathy. Seven studies met inclusion criteria. Most used fully immersive virtual reality to place learners in the perspective of patients experiencing conditions such as dementia, terminal illness, or sensory impairments. The studies suggest that immersive virtual reality may foster a sense of embodiment and presence that allows learners to experience illness from a patient's perspective in an emotional and memorable way. While these interventions were generally well received and often described as impactful by learners, most studies relied on small samples, self-reported outcomes, and limited study designs. Only one study demonstrated improvement using a validated empathy measure, and few assessed longer-term effects. Immersive technologies may offer a promising way to help medical students better understand patients' lived experiences. However, stronger evidence is needed to determine whether these approaches lead to lasting changes in empathic behavior. Future research should focus on rigorous study design, consistent outcome measures, and integration of immersive tools into longitudinal medical curricula.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261484286"},"PeriodicalIF":0.0,"publicationDate":"2026-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13530528/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148877146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Julien Gardner, Christine Genest, Jean Théroux, Pascale Ouimet, Kate St-Arneault, Jessy Bergeron, Estelle Guingo, Julie Lebeau, Stephany Cara-Slavich, Sylvain Deschênes, Stéphane Guay, Gabrielle Gilbert, Miriam H Beauchamp, Sylvie Le May
{"title":"Virtual Reality Game Preparation for Management of Anxiety in Children Scheduled for a Magnetic Resonance Imaging (IMAGINE): A Randomized Controlled Trial.","authors":"Julien Gardner, Christine Genest, Jean Théroux, Pascale Ouimet, Kate St-Arneault, Jessy Bergeron, Estelle Guingo, Julie Lebeau, Stephany Cara-Slavich, Sylvain Deschênes, Stéphane Guay, Gabrielle Gilbert, Miriam H Beauchamp, Sylvie Le May","doi":"10.1177/29941520261466414","DOIUrl":"10.1177/29941520261466414","url":null,"abstract":"<p><strong>Objectives: </strong>To evaluate the feasibility and acceptability of using a preprocedural immersive virtual reality (VR) game to manage anxiety in children scheduled for a magnetic resonance imaging (MRI) test and to assess its efficacy in reducing preprocedural anxiety before the MRI.</p><p><strong>Methods: </strong>This randomized controlled trial included 96 children scheduled for an MRI and randomly assigned to an experimental (VR) or a control group (standard care). Outcomes measured included anxiety (French State-Trait Anxiety Inventory for Children [STAIC-F]), fear (Child Fear Scale [CFS]), physiological stress (salivary alpha-amylase [SAA]), and feasibility and acceptability measures. Outcomes were analyzed using ANCOVA and nonparametric tests.</p><p><strong>Results: </strong>Mean difference on the STAIC-F scores was significantly higher in the experimental group (<i>p</i> = 0.011). There was no significant difference between the experimental and control groups on the CFS, 1.4 ± 0.8 versus 1.3 ± 0.7; <i>F</i>(6, 81) = 1.24, <i>p</i> = 0.297, and neither between groups on the mean difference of the log-transformed SAA levels (-0.11 ± 0.58 vs. 0.20 ± 1.04; <i>p</i> = 0.10), respectively. Children's and parents' satisfaction levels with VR were 8.43/10 (standard deviation [SD] = 2.05) and 9.17/10 (SD = 1.27), respectively.</p><p><strong>Conclusion: </strong>Although VR was feasible and acceptable, with high satisfaction among both parents and children, VR game preparation did not significantly reduce MRI-related anxiety or fear. Minimal side effects and positive engagement suggest VR remains a promising adjunct for MRI preparation, highlighting the need for further refinement of VR content tailored to age and clinical context to enhance its efficacy in managing anxiety.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261466414"},"PeriodicalIF":0.0,"publicationDate":"2026-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13424759/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681875","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rohan Jotwani, Vansh D Barot, Peter A Goldstein, Alexandros Sigaras, Sandhya Sriram, Robert S White, Debjani Mukherjee, Ezra Gabbay, June M Chan, Julia Steigerwald Schnall, John E Rubin
{"title":"A Conversational Ethics Bot (CALEB) Versus GPT-4o for Medical Ethics Education: Transcript Analysis and Extended Reality Feasibility Study.","authors":"Rohan Jotwani, Vansh D Barot, Peter A Goldstein, Alexandros Sigaras, Sandhya Sriram, Robert S White, Debjani Mukherjee, Ezra Gabbay, June M Chan, Julia Steigerwald Schnall, John E Rubin","doi":"10.1177/29941520261469342","DOIUrl":"10.1177/29941520261469342","url":null,"abstract":"<p><p>Ethics education in medical training remains difficult to standardize and sustain. Many curricula still rely heavily on didactic teaching rather than immersive ethical reasoning. Although large language models (LLMs) can generate structured analyses of ethical dilemmas, they are not designed to facilitate embodied, conversational engagement that mirrors real-world ethics discussions. We developed CALEB (Conversational Agent Learning Ethics Bot), a domain-specific, extended reality (XR)-enabled conversational agent designed to simulate pragmatic, case-based moral deliberation. CALEB integrates a curated medical ethics knowledge base, structured persona design, and bounded generative architecture to promote focused, dialogical interaction. We conducted a two-phase feasibility evaluation. In phase 1, CALEB and GPT-4o accessed through the ChatGPT interface were compared using standardized transcript outputs generated from matched medical ethics prompts. In phase 2, medical ethicists interacted with CALEB in a live XR setting and provided formative post-session feedback. GPT-4o generated substantially longer and comprehensive responses. In contrast, CALEB produced significantly shorter but more principle-dense responses and was the only system to consistently demonstrate first-person and emotionally interpretive language. Computational analysis revealed higher empathy scores for CALEB in interpretive dimensions (<i>p</i> < 0.001). In the live XR phase, post-session feedback suggested that CALEB was perceived more favorably in an interactive, embodied setting than in transcript-only review. This study provides evidence that domain-specific agents like CALEB are feasible and pedagogically distinct from general-purpose LLMs. Foundational and specialized systems may serve complementary roles in advancing scalable, interactive medical ethics education.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261469342"},"PeriodicalIF":0.0,"publicationDate":"2026-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13396201/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681855","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Kathryn S Handlogten, Allison Fernandez, Galaxy Li, Kesavan Sadacharam
{"title":"Implementation of Immersive Technologies in Pediatric Perioperative Care: A Multi-Institutional Survey Study.","authors":"Kathryn S Handlogten, Allison Fernandez, Galaxy Li, Kesavan Sadacharam","doi":"10.1177/29941520261451587","DOIUrl":"10.1177/29941520261451587","url":null,"abstract":"<p><strong>Background: </strong>Immersive technologies (ImTs), including virtual, augmented, or mixed reality, are increasingly used to support periprocedural pediatric patients, but clinical adoption varies widely across children's hospitals and specialties. Multiple determinants for the adoption of ImT in health care have been identified; however, these have not been well characterized in pediatric perioperative settings.</p><p><strong>Aims: </strong>Among Society for Pediatric Anesthesia Improvement Network (SPAIN) member institutions, we describe the current state of pediatric perioperative ImT use, identify barriers and facilitators to ImT adoption, and report perceived implementation-related factors.</p><p><strong>Methods: </strong>We conducted a multi-institutional cross-sectional survey of pediatric perioperative practices via key contacts from SPAIN. Survey responses underwent mixed-methods analyses informed by the Consolidated Framework for Implementation Research.</p><p><strong>Results: </strong>Among 27 eligible institutions, 24 (89%) provided responses, 13 of which reported ImT use. Of these, 8 (62%) reported existing institutional infrastructure or governance to support ImT. Use patterns were highly heterogeneous, but use was commonly paired with the presence of champions, technology expertise, and available resource support. Use cases included anxiety reduction, distraction, and procedural support. Barriers, facilitators, and potential strategies for successful implementation were highlighted.</p><p><strong>Conclusions: </strong>ImT is used variably across pediatric anesthesia practices affiliated with SPAIN. These findings provide a descriptive snapshot of current practice and highlight factors commonly associated with adoption. Further work is needed to more rigorously characterize the implementation processes and evaluate strategies that may support integration of ImT into routine care in diverse clinical settings.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261451587"},"PeriodicalIF":0.0,"publicationDate":"2026-06-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383648/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ryan Sullivan, Max Bressler, Antonious Rizkalla, Henry Blagden, Aryan Garg, Balaji Lingamgunta, Shannon K T Bailey
{"title":"Comparing 360° Video via Head-Mounted Display and Computer-Based Displays for Physical Examination Training: A Randomized Pilot Study with Medical Students.","authors":"Ryan Sullivan, Max Bressler, Antonious Rizkalla, Henry Blagden, Aryan Garg, Balaji Lingamgunta, Shannon K T Bailey","doi":"10.1177/29941520261438629","DOIUrl":"10.1177/29941520261438629","url":null,"abstract":"<p><p>To test whether immersion leads to better learning outcomes compared to non-immersive displays in medical education, this pilot study investigates the impact of presenting 360° video in head-mounted display (HMD) headsets versus desktop computer-based two-dimensional (2D) displays on physical examination performance. Nineteen medical students were randomized into either a 360° video via HMD or a computer-based 2D training intervention group to learn the presentation of a physical examination. Prior research has found that a learner's spatial ability predicted training outcomes in immersive environments, such that those with lower spatial ability benefited from immersive training more than those with higher spatial ability. To account for baseline spatial reasoning ability that might contribute to learner differences, all participants completed a measure of spatial reasoning, the paper folding test (PFT), prior to training. Following the training intervention, participants were evaluated on their ability to perform the instructed physical examination steps. There was no significant difference in performance between the 360° video and computer-based training groups (<i>p</i> = 0.267, <i>d</i> = 0.41). Additionally, spatial ability was not a significant predictor of performance, with the PFT score explaining only 9.4% of the variability in physical examination scores. These findings suggest that 360° video via HMD does not confer a significant advantage over computer-based training in this context, indicating that this type of immersion was not beneficial for learning to perform physical exams.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261438629"},"PeriodicalIF":0.0,"publicationDate":"2026-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383647/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681849","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Jonathan I Segal, Michael L Turman, Mariel Emrich, S Isabelle McLeod Daphnis, Samuel Rodriguez, JoAnn Difede, Andrea Stevenson Won
{"title":"Practitioner-Centered Design: A Case Study of a Human-Computer Interaction-Clinician Collaboration on the Development of Prototype Virtual Reality Environments for the Treatment of Posttraumatic Stress Disorder and Moral Injury in Health Care Workers.","authors":"Jonathan I Segal, Michael L Turman, Mariel Emrich, S Isabelle McLeod Daphnis, Samuel Rodriguez, JoAnn Difede, Andrea Stevenson Won","doi":"10.1177/29941520261419919","DOIUrl":"10.1177/29941520261419919","url":null,"abstract":"<p><p>The development of virtual reality-based psychotherapies requires interdisciplinary teams of subject matter experts, including technical and clinical experts. Such teams benefit from a \"bridge\"-either an existing team member with knowledge of multiple disciplines or, in the absence of a bridge member, a focused understanding of the norms and content of other involved fields. This article explores a collaboration between technical and clinical professionals developing immersive environments for treating posttraumatic stress disorder and moral injury in health care workers. This type of collaboration can generate valuable insights that guide the development of effective and targeted treatments. This article details the processes of establishing communication, identifying and overcoming differences in work expectations and knowledge, and how the team addressed critical issues during this process.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261419919"},"PeriodicalIF":0.0,"publicationDate":"2026-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383643/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681624","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Mixed Reality-Assisted Endoscopic Dacryocystorhinostomy for Post-Traumatic Nasolacrimal Obstruction with Extremely Distorted Maxillofacial Anatomy-Case Report.","authors":"Maja Nowak, Piotr Jakub Gaca, Rafal Nowak","doi":"10.1177/29941520261441963","DOIUrl":"10.1177/29941520261441963","url":null,"abstract":"<p><strong>Purpose: </strong>To describe the diagnostic workflow and clinical outcomes of a mixed reality (MR)-assisted endoscopic dacryocystorhinostomy (EnDCR) using the Magic Leap 2 (ML2) headset, performed for a patient with secondary acquired nasolacrimal duct obstruction resulting from extremely distorted post-traumatic maxillofacial anatomy.</p><p><strong>Case presentation: </strong>A 40-year-old male with a history of massive maxillofacial trauma 10 years earlier presented to the Department of Ophthalmology of Jozef Strus City Hospital with recurrent dacryocystitis and a dacryocele. Physical examination showed a marked post-traumatic groove over the left orbit, inferior dislocation of the left globe, paralytic strabismus, ptosis, and a large left dacryocele. Nasal endoscopy demonstrated severe bilateral septal deformities obscuring visual access to the nasal cavity. Endoscopic septoplasty was done to obtain surgical access, followed by EnDCR assisted with MR. Preoperative planning included patient-specific 3D prints reconstructed from CT (OsiriX MD<sup>TM</sup>), refined (MeshLab<sup>TM</sup>, Blender<sup>TM</sup>), exported as GLB files, and visualized on ML2; an ML <i>Spectator</i> mobile phone app documented the procedure. MR was used preoperatively and intraoperatively as a non-dynamic 3D <i>image reference</i> tool (no instrument tracking) to enable the surgeon to maintain a consistent spatial orientation for the lacrimal sac fossa and adjacent bones during septoplasty and EnDCR. Over 9 months post-operation, the patient reported no symptoms (Munk score: 0), lacrimal irrigation confirmed a widely patent ostium, and no further dacryocystitis occurred.</p><p><strong>Conclusions: </strong>This case supports the use of MR in preoperative and intraoperative planning in extremely complex anatomical distortions.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261441963"},"PeriodicalIF":0.0,"publicationDate":"2026-04-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383646/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681867","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Andreja Radevic, Joaquin Austerlitz, Riley Gilbertson, Sakshi Krishna, Michael Colello, Daniel Johnson, Reena Singh, Alexander Perez, Joshua M Lawrenz, Michael C Topf
{"title":"Novel Intraoperative Augmented Reality-Guided Specimen Localization in Chest Wall Oncologic Surgery: A Case Report.","authors":"Andreja Radevic, Joaquin Austerlitz, Riley Gilbertson, Sakshi Krishna, Michael Colello, Daniel Johnson, Reena Singh, Alexander Perez, Joshua M Lawrenz, Michael C Topf","doi":"10.1177/29941520261426873","DOIUrl":"10.1177/29941520261426873","url":null,"abstract":"<p><p>Localization and communication of surgical margins remain a challenge in oncologic surgery, particularly in the setting of staged reconstruction where wound bed deformation alters native anatomical landmarks. This proof-of-concept case report evaluates the feasibility of augmented reality (AR) to reorient a specimen-derived 3D tumor model within the resection bed during staged chest wall reconstruction. One patient with a recurrent undifferentiated pleomorphic sarcoma of the chest wall underwent radical chest wall excision with staged reconstruction. Following resection, the specimen was scanned with a structured-light 3D scanner to create a digital twin. The 3D model was virtually annotated to mirror the standard grossing process using a custom computer-aided design software. The mapped model was uploaded into an Apple Vision Pro (AVP) AR headset. On the day of the staged reconstruction, the holographic specimen model was reoriented <i>in situ</i> using predefined anatomical landmarks for registration during the surgical setup period. First-time AR users were able to manipulate and correctly position the model after a brief onboarding. AR-guided placement was completed without altering routine care or delaying operative workflow (surgeon onboarding to AVP: 5 min; AR specimen placement and verification: 5 min). Alignment was qualitatively confirmed with inked specimen surfaces and resected rib orientation in the wound bed. No positive margin was identified in this index case, therefore performance for margin relocalization was not assessed. In this single-case study, AR-guided reorientation of a specimen-derived 3D model in reconstructive chest wall surgery was feasible and compatible with surgical workflows.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520261426873"},"PeriodicalIF":0.0,"publicationDate":"2026-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383645/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681565","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Phillip Brown, Andrew T Hendrickson, Pieter Spronck, Wendy Powell
{"title":"Physiological Markers of Cybersickness in Virtual Reality: Skin Conductance Correlates with Momentary Cybersickness Across Time.","authors":"Phillip Brown, Andrew T Hendrickson, Pieter Spronck, Wendy Powell","doi":"10.1177/29941520251415449","DOIUrl":"10.1177/29941520251415449","url":null,"abstract":"<p><p>This exploratory study investigates the feasibility of using physiological measures to assess cybersickness during virtual reality (VR) immersion, with a particular focus on within-subject correlations to explore the relationship between the cybersickness self-report and physiological measures. The cybersickness-inducing simulation showed a significant increase in cybersickness self-report, a significant increase in electrodermal activity (EDA) measures, skin conductance level (SCL), and skin conductance response (SCR), although no such difference existed for heart rate beats per minute (BPM). Importantly, a repeated measures correlation analysis revealed a significant positive within-individual relationship between self-reported cybersickness and EDA measures (SCL and SCR). These findings suggest that EDA measures may serve as a valuable continuous physiological measure of cybersickness during VR immersion.</p>","PeriodicalId":517437,"journal":{"name":"Journal of medical extended reality","volume":"3 ","pages":"29941520251415449"},"PeriodicalIF":0.0,"publicationDate":"2026-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13383644/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148681658","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}