JMIR XR and spatial computing最新文献

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Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders. 青少年和老年人使用虚拟现实游戏进行认知评估的经验:归纳主题分析和关键利益相关者的见解。
JMIR XR and spatial computing Pub Date : 2024-06-28 eCollection Date: 2024-01-01 DOI: 10.2196/59197
Yesoda Bhargava, Veeky Baths
{"title":"Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders.","authors":"Yesoda Bhargava, Veeky Baths","doi":"10.2196/59197","DOIUrl":"10.2196/59197","url":null,"abstract":"<p><strong>Background: </strong>Virtual reality (VR)-based goal-oriented games for cognitive assessment are rapidly emerging and progressively being used in neuropsychological settings. These games have been validated quantitatively, but minimal qualitative insights from users currently exist. Such insights on user experience are essential to answering critical questions linked to the games' large-scale usability, adoption in hospital settings, and game design refinement. Current qualitative studies on these games have used general questionnaires or web-based reviews to answer these questions, but direct observation from primary settings is missing. We believe that direct observation of participants playing these games and subsequent interaction with them is critical to developing a more objective, clear, and unbiased view of the games' efficacy, usability, and acceptability.</p><p><strong>Objective: </strong>In this study, we aimed to extract constructive and relevant insights directly from the participants who played VR-based goal-oriented games. We used these insights to answer vital questions linked to the practical utility of VR-based cognitive assessment. On the basis of these results, we also aimed to provide actionable insights to key stakeholders in the field, such as researchers, game developers, business personnel, and neuropsychology and allied professionals.</p><p><strong>Methods: </strong>Interview data from 82 younger (aged 18-28 years) and 42 older adult (aged >60 years) participants were used. The interview data were obtained from the 2 pilot studies we conducted on VR games for cognitive assessment. Inductive thematic analysis was conducted on the interview data, and later, the findings were carefully interpreted to develop implications for the key stakeholders.</p><p><strong>Results: </strong>We identified 5 themes: ergonomic issues, learning and training, postgame effects, game feedback, and system purpose. Regarding hardware, headset weight, adjustment straps, and controllers need to be improved to promote easy use of the device. Regarding software, graphics quality, immersion experience, and game mechanics are the primary deciding factors for a positive user experience. The younger group prioritized purpose and utility for long-term use, whereas the older participants cherished the entertainment aspect. Researchers and game developers must conceptualize and develop games that can provide maximum insights into real-world abilities. Manufacturing businesses need to improve the headset and accessories to make them more user-friendly. Finally, neuropsychology and allied practitioners must identify strategies to engage and train the participants to try VR-based cognitive assessment games.</p><p><strong>Conclusions: </strong>VR-based games for cognitive assessment are promising tools to improve the current practices of neuropsychological evaluations; however, a few changes are required to make the overall user experience enjoyable","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e59197"},"PeriodicalIF":0.0,"publicationDate":"2024-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671313/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673500","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}
引用次数: 0
Barriers and Facilitators to the Implementation of Virtual Reality Interventions for People With Chronic Pain: Scoping Review. 对慢性疼痛患者实施虚拟现实干预的障碍和促进因素:范围审查。
JMIR XR and spatial computing Pub Date : 2024-05-15 eCollection Date: 2024-01-01 DOI: 10.2196/53129
Alexander Elser, Marina Lange, Christian Kopkow, Axel Georg Schäfer
{"title":"Barriers and Facilitators to the Implementation of Virtual Reality Interventions for People With Chronic Pain: Scoping Review.","authors":"Alexander Elser, Marina Lange, Christian Kopkow, Axel Georg Schäfer","doi":"10.2196/53129","DOIUrl":"10.2196/53129","url":null,"abstract":"<p><strong>Background: </strong>Chronic pain is a growing health problem worldwide with a significant impact on individuals and societies. In regard to treatment, there is a gap between guideline recommendations and common practice in health care, especially concerning cognitive and psychological interventions. Virtual reality (VR) may provide a way to improve this situation. A growing body of evidence indicates that VR therapy has positive effects on pain and physical function. However, there is limited knowledge about barriers and facilitators to the implementation of VR interventions for people with chronic pain in health care settings.</p><p><strong>Objective: </strong>The aim of this study was to identify and analyze the barriers and facilitators involved in implementing VR interventions for people with chronic pain.</p><p><strong>Methods: </strong>We conducted a scoping review of the German and English literature using the MEDLINE, Cochrane Central Register of Controlled Trials, CINAHL, PEDro, LILACS, and Web of Science (inception to November 2023) databases, including quantitative, qualitative, and mixed methods studies reporting barriers and facilitators to the implementation of VR interventions for people with chronic pain, as reported by patients or health care professionals. Two reviewers systematically screened the abstracts and full texts of retrieved articles according to the inclusion criteria. All mentioned barriers and facilitators were extracted and categorized according to the Theoretical Domains Framework (TDF).</p><p><strong>Results: </strong>The database search resulted in 1864 records after removal of duplicates. From the 14 included studies, 30 barriers and 33 facilitators from the patient perspective and 2 facilitators from the health care professional perspective were extracted. Barriers reported by people with chronic pain were most frequently assigned to the TDF domains environmental context (60%) and skills (16.7%). Most facilitators were found in three domains for both the patients and health care professionals: beliefs about consequences (30.3%), emotions (18.2%), and environmental context (18.2%).</p><p><strong>Conclusions: </strong>The findings of this review can inform the development of strategies for future implementations of VR interventions for people with chronic pain. Additionally, further research should address knowledge gaps about the perspective of health care professionals regarding the implementation of VR interventions for people with chronic pain.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e53129"},"PeriodicalIF":0.0,"publicationDate":"2024-05-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671291/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673497","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}
引用次数: 0
Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them. 探索虚拟现实如何用于治疗饮食失调:饮食失调患者和治疗他们的临床医生的定性研究。
JMIR XR and spatial computing Pub Date : 2024-05-14 eCollection Date: 2024-01-01 DOI: 10.2196/47382
Helen Bould, Mari-Rose Kennedy, Ian Penton-Voak, Lisa May Thomas, Jon Bird, Lucy Biddle
{"title":"Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them.","authors":"Helen Bould, Mari-Rose Kennedy, Ian Penton-Voak, Lisa May Thomas, Jon Bird, Lucy Biddle","doi":"10.2196/47382","DOIUrl":"10.2196/47382","url":null,"abstract":"<p><strong>Background: </strong>Immersive virtual reality (VR) interventions are being developed and trialed for use in the treatment of eating disorders. However, little work has explored the opinions of people with eating disorders, or the clinicians who treat them, on the possible use of VR in this context.</p><p><strong>Objective: </strong>This study aims to use qualitative methodology to explore the views of people with eating disorders, and clinicians who treat them, on the possible use of VR in the treatment of eating disorders.</p><p><strong>Methods: </strong>We conducted a series of focus groups and interviews with people with lived experience of eating disorders and clinicians on their views about VR and how it could potentially be used in the treatment of eating disorders. People with lived experience of eating disorders were recruited between October and December 2020, with focus groups held online between November 2020 and February 2021; clinicians were recruited in September 2021 and interviewed between September and October 2021. We took a thematic approach to analyzing the resulting qualitative data.</p><p><strong>Results: </strong>We conducted 3 focus groups with 10 individuals with a current or previous eating disorder, 2 focus groups with 4 participants, and 1 with 2 participants. We held individual interviews with 4 clinicians experienced in treating people with eating disorders. Clinicians were all interviewed one-to-one because of difficulties in scheduling mutually convenient groups. We describe themes around representing the body in VR, potential therapeutic uses for VR, the strengths and limitations of VR in this context, and the practicalities of delivering VR therapy. Suggested therapeutic uses were to practice challenging situations around food-related and weight/appearance-related scenarios and interactions, to retrain attention, the representation of the body, to represent the eating disorder, for psychoeducation, and to enable therapeutic conversations with oneself. There was a substantial agreement between the groups on these themes.</p><p><strong>Conclusions: </strong>People with lived experience of eating disorders and clinicians with experience in treating eating disorders generated many ideas as to how VR could be used as a part of eating disorders treatment. They were also aware of potential limitations and expressed the need for caution around how bodies are represented in a VR setting.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e47382"},"PeriodicalIF":0.0,"publicationDate":"2024-05-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671292/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145672629","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}
引用次数: 0
Perspectives of Medical Students and Developers Regarding Virtual Reality, Augmented Reality, Mixed Reality, and 3D Printing Technologies: Survey Study. 医学生和开发者对虚拟现实、增强现实、混合现实和3D打印技术的看法:调查研究。
IF 1.8
JMIR XR and spatial computing Pub Date : 2024-05-07 eCollection Date: 2024-01-01 DOI: 10.2196/54230
Young Hyun Yun, Dong Hoon Shin, Hyung Jin Choi
{"title":"Perspectives of Medical Students and Developers Regarding Virtual Reality, Augmented Reality, Mixed Reality, and 3D Printing Technologies: Survey Study.","authors":"Young Hyun Yun, Dong Hoon Shin, Hyung Jin Choi","doi":"10.2196/54230","DOIUrl":"10.2196/54230","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Emerging technologies, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and 3D printing (3DP), have transformative potential in education and health care. However, complete integration has not yet been achieved, and routine use is limited. There may exist gaps in the perspectives of these technologies between users and developers, and improvement may be necessary in developing such technologies.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The purpose of this study was to investigate the gaps in perspectives between medical students and developers in medical education regarding satisfaction and anticipated future use of VR, AR, MR, and 3DP technologies, as well as developers' perspectives on their advantages and current challenges.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This retrospective survey study was conducted during a 4-hour elective course over a period of 4 weeks. In this course, computed tomography scans of congenital heart disease patients, medical image processing software, head-mounted displays, and a virtual table were used. Student pre- and postsurveys and the developer survey included demographic and other characteristics, satisfaction, and anticipated future use of VR, AR, MR, and 3DP technologies. The advantages and current challenges of these technologies were only assessed in the developer survey.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The study enrolled 41 participants, including 15 first-year medical students and 26 software and content developers. Students were more satisfied than developers across AR, VR, and 3DP in terms of overall satisfaction (VR and AR: &lt;i&gt;P&lt;/i&gt;&lt;.001; 3DP: &lt;i&gt;P&lt;/i&gt;=.002), esthetics (VR: all &lt;i&gt;P&lt;/i&gt;&lt;.001; AR: vividness, &lt;i&gt;P&lt;/i&gt;=.006 and design, &lt;i&gt;P&lt;/i&gt;&lt;.001; 3DP: vividness, &lt;i&gt;P&lt;/i&gt;=.001 and design, &lt;i&gt;P&lt;/i&gt;=.002), and continuous use intention (VR: repetition, &lt;i&gt;P&lt;/i&gt;=.04 and continuous use, &lt;i&gt;P&lt;/i&gt;=.02). Particularly in VR, satisfaction with reality was higher among students than among developers (real world, &lt;i&gt;P&lt;/i&gt;=.006). Developers anticipated future use of MR for educating medical students and residents, individual and collaborative surgical planning, and performing surgery on patients. In contrast, students anticipated future use of VR primarily for student education, 3DP for resident education and individual surgical planning, and AR for collaborative surgical planning and performing surgery on patients. Developers perceived the inherent capabilities of VR, AR, and MR technologies as strengths, with hardware performance identified as a drawback. For 3DP, the possibility of customized product manufacturing was seen as an advantage, while cost was seen as a disadvantage.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;This study elucidated the different perspectives between medical students and developers regarding 3D technologies, highlighting the discrepancy in potential applications and challenges within the medical field. These findings will guide the integration of 3D ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e54230"},"PeriodicalIF":1.8,"publicationDate":"2024-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC13179110/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"147966837","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}
引用次数: 0
Factors Associated With Risky Drinking Decisions in a Virtual Reality Alcohol Prevention Simulation: Structural Equation Model. 在虚拟现实酒精预防模拟中与危险饮酒决策相关的因素:结构方程模型。
IF 1.8
JMIR XR and spatial computing Pub Date : 2024-05-06 eCollection Date: 2024-01-01 DOI: 10.2196/56188
Robert Hrynyschyn, Julie Dalgaard Guldager, Daniel Schulze, Patricia Bianca Lyk, Gunver Majgaard, Christiane Stock
{"title":"Factors Associated With Risky Drinking Decisions in a Virtual Reality Alcohol Prevention Simulation: Structural Equation Model.","authors":"Robert Hrynyschyn, Julie Dalgaard Guldager, Daniel Schulze, Patricia Bianca Lyk, Gunver Majgaard, Christiane Stock","doi":"10.2196/56188","DOIUrl":"10.2196/56188","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Risky alcohol consumption among adolescents is a significant public health concern in most Western countries. Various motives and factors (eg, sensation seeking, gender, reduced self-efficacy) known in the literature are associated with risky drinking decisions in real life. Efforts to tackle risky drinking decisions in real life through skills training to deal with social pressures have been successful. However, interventions of this nature require significant resources. Technological solutions, such as virtual reality (VR), offer advantages, as they enable immersive experiences that replicate real-life scenarios. However, a question persists pertaining to the fidelity of real-world behaviors within virtual environments.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study is exploratory and aims to ascertain if the established drinking motives and factors for risky drinking decisions are transferrable to the virtual environment in the simulation game VR FestLab and to uncover determinants linked to risky drinking decisions within the simulation.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;The study analyzed data from the intervention arm of a cluster-randomized study of 161 Danish students aged 14-18 years who tested the virtual alcohol prevention simulation VR FestLab. At baseline and before playing VR FestLab, independent variables such as age, gender, alcohol consumption, use of other drugs, sensation seeking, drinking refusal skills, knowledge of blood alcohol concentration, and refusal communication skills were recorded. The dependent variable, virtual risk decisions, was measured immediately after the gameplay. Confirmatory factor analysis and structural equation modeling were used to examine the latent variables in relation to virtual risk decisions. Moderation analyses for age and gender in relation to the latent characteristics and the primary outcome were also conducted.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The data indicate that 73.9% (119/161) of the participants engaged in binge drinking at least once in their lifetime. The confirmatory factor analysis demonstrated a good fit of the items for their respective constructs; therefore, they were adopted without modification in the structural equation model. The data suggest that individuals with prior alcohol experience are 4 times more likely to engage in virtual risk decisions within the simulated environment (odds ratio 4.31, 95% CI 1.70-10.84; &lt;i&gt;P&lt;/i&gt;=.01). Knowledge and awareness of blood alcohol concentration were associated with a lower chance to engage in virtual risk decisions (odds ratio 0.32, 95% CI 0.11-0.93; &lt;i&gt;P&lt;/i&gt;=.04)&lt;i&gt;.&lt;/i&gt; However, no significant associations were found between virtual risk decisions and other latent variables. Gender and age did not moderate the associations.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The immersive and lifelike properties of VR partially reflected risk-related decisions. However, it remains unclear which factors favor the mapping ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e56188"},"PeriodicalIF":1.8,"publicationDate":"2024-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671314/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145672949","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}
引用次数: 0
Immediate Impact of an 8-Week Virtual Reality Educational Program on Burnout and Work Engagement Among Health Care Professionals: Pre-Post Pilot Study. 为期8周的虚拟现实教育项目对医疗保健专业人员职业倦怠和工作投入的直接影响:前后试点研究。
JMIR XR and spatial computing Pub Date : 2024-04-25 eCollection Date: 2024-01-01 DOI: 10.2196/55678
Jose Ferrer Costa, Nuria Moran, Carlos Garcia Marti, Leomar Javier Colmenares Hernandez, Florin Radu Ciorba Ciorba, Maria Jose Ciudad
{"title":"Immediate Impact of an 8-Week Virtual Reality Educational Program on Burnout and Work Engagement Among Health Care Professionals: Pre-Post Pilot Study.","authors":"Jose Ferrer Costa, Nuria Moran, Carlos Garcia Marti, Leomar Javier Colmenares Hernandez, Florin Radu Ciorba Ciorba, Maria Jose Ciudad","doi":"10.2196/55678","DOIUrl":"10.2196/55678","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Health care professionals globally face increasing levels of burnout characterized by emotional exhaustion, depersonalization, and a reduced sense of accomplishment, and it has been notably exacerbated during the COVID-19 pandemic. This condition not only impacts the well-being of health care workers but also affects patient care and contributes to significant economic burden. Traditional approaches to mitigating burnout have included various psychosocial interventions, with mindfulness being recognized for its effectiveness in enhancing mental health and stress management. The emergence of virtual reality (VR) technology offers a novel immersive platform for delivering mindfulness and emotional management training.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;This study aimed to evaluate the immediate impact of an 8-week VR educational program on burnout and work engagement among health care professionals.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;This nonrandomized pre-post intervention study enrolled 90 health care professionals, including nurses, physicians, and allied health staff, from 3 different centers. Of these 90 professionals, 83 (92%) completed the program. The intervention consisted of 8 weekly VR sessions of 10-13 minutes each, using Meta Quest 2 headsets. The sessions focused on mindfulness and emotional management. The Maslach Burnout Inventory (MBI) and Utrecht Work Engagement Scale (UWES) were used for assessments. Data analysis involved inferential statistical techniques for evaluating the impact on the scales, including paired &lt;i&gt;t&lt;/i&gt; tests for normally distributed variables and Wilcoxon signed rank tests for nonnormally distributed variables. The significance of changes was indicated by &lt;i&gt;P&lt;/i&gt; values &lt;.05, with effect sizes measured using Cohen &lt;i&gt;d&lt;/i&gt; for &lt;i&gt;t&lt;/i&gt; tests and Cohen &lt;i&gt;r&lt;/i&gt; for Wilcoxon tests for quantifying the magnitude of the intervention's effect.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;The statistical analysis revealed significant improvements in the MBI and UWES indices after the intervention (&lt;i&gt;P&lt;/i&gt;&lt;.05). Specifically, the MBI showed reductions in emotional exhaustion (&lt;i&gt;t&lt;/i&gt; &lt;sub&gt;82&lt;/sub&gt;=5.58; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;d&lt;/i&gt;=0.61) and depersonalization (&lt;i&gt;t&lt;/i&gt; &lt;sub&gt;82&lt;/sub&gt;=4.67; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;d&lt;/i&gt;=0.51), and an increase in personal accomplishment (&lt;i&gt;t&lt;/i&gt; &lt;sub&gt;82&lt;/sub&gt;=-3.62; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;d&lt;/i&gt;=0.4). The UWES revealed enhancements in vigor (&lt;i&gt;t&lt;/i&gt; &lt;sub&gt;82&lt;/sub&gt;=-3.77; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;d&lt;/i&gt;=0.41), dedication (&lt;i&gt;Z&lt;/i&gt;=-3.63; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;r&lt;/i&gt;=0.41), and absorption (&lt;i&gt;Z&lt;/i&gt;=-3.52; &lt;i&gt;P&lt;/i&gt;&lt;.001; Cohen &lt;i&gt;r&lt;/i&gt;=0.4).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;The study provides initial data supporting the effectiveness of VR-based educational programs for reducing burnout and enhancing work engagement among health care professionals. While limitations, such as the absence of a control group, are acknowledged, the significant improvements in burnout and ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e55678"},"PeriodicalIF":0.0,"publicationDate":"2024-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671320/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673208","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}
引用次数: 0
Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study. 使用虚拟现实减轻青少年压力:混合方法可用性研究。
JMIR XR and spatial computing Pub Date : 2024-04-22 eCollection Date: 2024-01-01 DOI: 10.2196/49171
Elin A Björling, Jennifer Sonney, Himanshu Zade, Sofia Rodriguez, Michael D Pullmann, Soo Hyun Moon
{"title":"Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study.","authors":"Elin A Björling, Jennifer Sonney, Himanshu Zade, Sofia Rodriguez, Michael D Pullmann, Soo Hyun Moon","doi":"10.2196/49171","DOIUrl":"10.2196/49171","url":null,"abstract":"&lt;p&gt;&lt;strong&gt;Background: &lt;/strong&gt;Adolescent mental health is a national mental health emergency amid surging rates of anxiety and depression. Given the scarcity and lack of scalable mental health services, the use of self-administered, evidence-based technologies to support adolescent mental health is both timely and imperative.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Objective: &lt;/strong&gt;The goal of this study was 2-fold: (1) to determine the feasibility, usability, and engagement of a participatory designed, nature-based virtual reality (VR) environment and (2) to determine the preliminary outcomes of our self-administered VR environment on depression, mindfulness, perceived stress, and momentary stress and mood.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Methods: &lt;/strong&gt;We conducted a within-person, 3-week, in-home study with a community-based sample of 44 adolescents. Participants completed surveys of perceived stress, depression, cognitive fusion, and mindfulness at intake, postintervention, and a 3-week follow-up. Participants were invited to use a nature-based, VR environment that included 6 evidence-based activities 3 to 5 times per week. They completed momentary stress and mood surveys 5 times each day and before and after each VR session. Postintervention, participants completed surveys on system and intervention usability and their experiences with using the VR system. Quantitative data were analyzed using descriptive statistics and mixed effects modeling to explore the effect of the VR environment on stress. Qualitative data were analyzed using collaborative thematic analysis.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Results: &lt;/strong&gt;Participants' use of the VR environment ranged from 1 session to 24 sessions (mean 6.27 sessions) at home over a 3-week period. The 44 participants completed all study protocols, indicating our protocol was feasible and the VR environment was engaging for most. Both the use of the VR system and novel VR intervention received strong usability ratings (mean 74.87 on the System Usability Scale). Most teens indicated that they found the tool to be easily administered, relaxing, and helpful with stress. For some, it offered space to process difficult emotions. The themes &lt;i&gt;calm&lt;/i&gt;, &lt;i&gt;regulating&lt;/i&gt;, and &lt;i&gt;forget about everything&lt;/i&gt; resulted from open-ended exit interview data. Although the Relaxation Environment for Stress in Teens (RESeT) did not significantly affect repeated survey measurements of depression, mindfulness, nor cognitive fusion, it did positively affect momentary mood (pre-intervention: 10.8, post-intervention: 12.0, &lt;i&gt;P&lt;/i&gt;=.001) and decrease momentary stress (pre-intervention: 37.9, post-intervention: 20.6, &lt;i&gt;P&lt;/i&gt;=.001&lt;i&gt;)&lt;/i&gt;. We found a significant reduction in within-day momentary stress that strengthened with increased VR use over time during the study period (&lt;i&gt;P&lt;/i&gt;=.03).&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Conclusions: &lt;/strong&gt;These preliminary data inform our own VR environment design but also provide evidence of the potential for self-administered VR as a promising tool to ","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e49171"},"PeriodicalIF":0.0,"publicationDate":"2024-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671315/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673347","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}
引用次数: 0
Virtual Reality for Basic Life Support Training in High School Students: Thematic Analysis of Focus Group Interviews. 虚拟现实在高中生基础生命支持训练中的应用:焦点小组访谈的专题分析。
JMIR XR and spatial computing Pub Date : 2024-04-16 eCollection Date: 2024-01-01 DOI: 10.2196/53212
Hyojin Jennifer Min, Caroline Andler, Rebecca Ortiz La Banca Barber, Todd P Chang, Cristian Abelairas-Gomez, Laquanda T Knowlin, Deborah R Liu, Nino Fijačko
{"title":"Virtual Reality for Basic Life Support Training in High School Students: Thematic Analysis of Focus Group Interviews.","authors":"Hyojin Jennifer Min, Caroline Andler, Rebecca Ortiz La Banca Barber, Todd P Chang, Cristian Abelairas-Gomez, Laquanda T Knowlin, Deborah R Liu, Nino Fijačko","doi":"10.2196/53212","DOIUrl":"10.2196/53212","url":null,"abstract":"<p><strong>Background: </strong>High-quality and engaging cardiopulmonary resuscitation (CPR) training of both health care professionals and members of the public is necessary to provide timely and effective CPR to maximize survival and minimize injuries. Virtual reality (VR) is a novel method to enhance CPR engagement and training. However, a near-peer mentoring framework has not been applied in such training to date.</p><p><strong>Objective: </strong>The purpose of this pilot qualitative study was to understand the acceptability and feasibility of using VR technology to introduce basic life support (BLS) to high school students reinforced by near-peer coaching.</p><p><strong>Methods: </strong>Dyads of high school students underwent BLS training in CPR using a VR experience reinforced by the near-peer mentoring model. Focus group interviews were performed following the intervention. The interview sessions were recorded, transcribed verbatim, and subjected to thematic analysis. VR software data were analyzed after five cycles of chest compressions between the two participants.</p><p><strong>Results: </strong>The overwhelming responses from the three dyads of high school students indicated positive acceptance of learning CPR using VR. Analysis of emerging themes revealed three main categories of barriers and facilitators: (1) motivation to learn CPR, (2) CPR learning modality, and (3) coaching CPR content. These themes supported the theoretical framework of an \"intention-focused\" paradigm leading to acquiring the skills needed to perform CPR and ultimately increasing the chances of a bystander performing CPR.</p><p><strong>Conclusions: </strong>This study highlights the potential for training a unique population to increase bystander effects using novel VR technology coupled with a near-peer mentoring method. Further research is warranted to measure the outcome of the knowledge attained and the intention to perform CPR by high school students who participate in CPR education using VR and a near-peer mentoring method.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e53212"},"PeriodicalIF":0.0,"publicationDate":"2024-04-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671312/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673296","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}
引用次数: 0
What is Diminished Virtuality? A Directional and Layer-Based Taxonomy for the Reality-Virtuality Continuum. 什么是弱化虚拟?现实-虚拟连续体的定向和基于层的分类法。
JMIR XR and spatial computing Pub Date : 2024-01-31 eCollection Date: 2024-01-01 DOI: 10.2196/52904
Jan Egger, Christina Gsaxner, Jens Kleesiek, Behrus Puladi
{"title":"What is Diminished Virtuality? A Directional and Layer-Based Taxonomy for the Reality-Virtuality Continuum.","authors":"Jan Egger, Christina Gsaxner, Jens Kleesiek, Behrus Puladi","doi":"10.2196/52904","DOIUrl":"10.2196/52904","url":null,"abstract":"<p><p>The concept of reality-virtuality (RV) continuum was introduced by Paul Milgram and Fumio Kishino in 1994. It describes a spectrum that ranges from a purely physical reality (the real world) to a purely virtual reality (a completely computer-generated environment), with various degrees of mixed reality in between. This continuum is \"realized\" by different types of displays to encompass different levels of immersion and interaction, allowing for the classification of different types of environments and experiences. What is often overlooked in this concept is the act of diminishing real objects (or persons, animals, etc) from the reality, that is, a diminution, rather than augmenting it, that is, an augmentation. Hence, we want to propose in this contribution an update or modification of the RV continuum where the diminished reality aspect is more prominent. We hope this will help users, especially those who are new to the field, to get a better understanding of the entire extended reality (XR) topic, as well as assist in the decision-making for hardware (devices) and software or algorithms that are needed for new diminished reality applications. However, we also propose another, more sophisticated directional and layer-based taxonomy for the RV continuum that we believe goes beyond the mediated and multimediated realities. Furthermore, we initiate the question of whether the RV continuum truly ends on one side with physical reality.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e52904"},"PeriodicalIF":0.0,"publicationDate":"2024-01-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671302/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673304","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}
引用次数: 0
Brain Activation During Virtual Reality Symptom Provocation in Obsessive-Compulsive Disorder: Proof-of-Concept Study. 在强迫症的虚拟现实症状挑衅中的大脑激活:概念验证研究。
JMIR XR and spatial computing Pub Date : 2024-01-19 eCollection Date: 2024-01-01 DOI: 10.2196/47468
Martine J van Bennekom, Guido van Wingen, Willem Benjamin Bruin, Judy Luigjes, Damiaan Denys
{"title":"Brain Activation During Virtual Reality Symptom Provocation in Obsessive-Compulsive Disorder: Proof-of-Concept Study.","authors":"Martine J van Bennekom, Guido van Wingen, Willem Benjamin Bruin, Judy Luigjes, Damiaan Denys","doi":"10.2196/47468","DOIUrl":"10.2196/47468","url":null,"abstract":"<p><strong>Background: </strong>Obsessive-compulsive disorder (OCD) is a psychiatric disorder characterized by obsessions and compulsions. We previously showed that a virtual reality (VR) game can be used to provoke and measure anxiety and compulsions in patients with OCD. Here, we investigated whether this VR game activates brain regions associated with symptom provocation.</p><p><strong>Objective: </strong>In this study, we aim to investigate the neural regions that are activated in patients with OCD when they are interactively confronted with a symptom-provoking event and when they are performing compulsive actions in VR.</p><p><strong>Methods: </strong>In a proof-of-concept study, we investigated brain activation in response to the VR game in 9 patients with OCD and 9 healthy controls. Participants played the VR game while regional changes in blood oxygenation were measured using functional magnetic resonance imaging. We investigated brain activation in relation to OCD-related events and virtual compulsions in the VR game. Due to low statistical power because of the sample size, we also reported results at trend significance level with a threshold of <i>P</i><.10. Additionally, we investigated correlations between OCD severity and brain activation.</p><p><strong>Results: </strong>We observed a trend for increased activation in the left amygdala (<i>P</i>=.07) upon confrontation with OCD-related events and for increased activation in the bilateral amygdala (<i>P</i>=.06 and <i>P</i>=.09) and right insula (<i>P</i>=.09) when performing virtual compulsive actions in patients with OCD compared to healthy controls, but this did not attain statistical significance. The amygdala and insula activation did not correlate with OCD severity.</p><p><strong>Conclusions: </strong>The findings of this proof-of-concept study indicate that VR elicits brain activation in line with previous provocation studies. Our findings need to be replicated in a study with a larger sample size. VR may be used as an innovative and unique method of interactive symptom provocation in future neuroimaging studies.</p><p><strong>Trial registration: </strong>Netherlands Trial Register NTR6420; https://onderzoekmetmensen.nl/nl/trial/25755.</p>","PeriodicalId":521138,"journal":{"name":"JMIR XR and spatial computing","volume":"1 ","pages":"e47468"},"PeriodicalIF":0.0,"publicationDate":"2024-01-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12671305/pdf/","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145673505","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}
引用次数: 0
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