Frontiers in virtual reality最新文献

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Softness presentation by combining electro-tactile stimulation and force feedback 电触觉刺激与力反馈相结合的柔软表现
Frontiers in virtual reality Pub Date : 2023-03-24 DOI: 10.3389/frvir.2023.1133146
Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto
{"title":"Softness presentation by combining electro-tactile stimulation and force feedback","authors":"Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto","doi":"10.3389/frvir.2023.1133146","DOIUrl":"https://doi.org/10.3389/frvir.2023.1133146","url":null,"abstract":"To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44959901","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
Immersive competence and immersive literacy: Exploring how users learn about immersive experiences 沉浸式能力和沉浸式素养:探索用户如何学习沉浸式体验
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1129242
A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman
{"title":"Immersive competence and immersive literacy: Exploring how users learn about immersive experiences","authors":"A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman","doi":"10.3389/frvir.2023.1129242","DOIUrl":"https://doi.org/10.3389/frvir.2023.1129242","url":null,"abstract":"While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45978881","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: 3
Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders 编辑:目前使用虚拟现实和电子疗法治疗创伤和压力相关疾病
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1158427
G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero
{"title":"Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders","authors":"G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero","doi":"10.3389/frvir.2023.1158427","DOIUrl":"https://doi.org/10.3389/frvir.2023.1158427","url":null,"abstract":"Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41580259","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
Influence of surgical masks on the avoidance of virtual pedestrians 外科口罩对虚拟行人避让的影响
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1081003
M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne
{"title":"Influence of surgical masks on the avoidance of virtual pedestrians","authors":"M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne","doi":"10.3389/frvir.2023.1081003","DOIUrl":"https://doi.org/10.3389/frvir.2023.1081003","url":null,"abstract":"To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150694","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: Metaverse in co-virtual city design 编辑:协同虚拟城市设计中的虚拟空间
Frontiers in virtual reality Pub Date : 2023-03-21 DOI: 10.3389/frvir.2023.1166107
Shuva Chowdhury, M. Schnabel, T. Lo
{"title":"Editorial: Metaverse in co-virtual city design","authors":"Shuva Chowdhury, M. Schnabel, T. Lo","doi":"10.3389/frvir.2023.1166107","DOIUrl":"https://doi.org/10.3389/frvir.2023.1166107","url":null,"abstract":"The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46369571","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
Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment 勘误:在屏幕观看唤醒评估时动态瞳孔光反应的衰减
Frontiers in virtual reality Pub Date : 2023-03-16 DOI: 10.3389/frvir.2023.1178182
Frontiers Production Office
{"title":"Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment","authors":"Frontiers Production Office","doi":"10.3389/frvir.2023.1178182","DOIUrl":"https://doi.org/10.3389/frvir.2023.1178182","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41573354","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
Virtual nature makes knowledge beautiful 虚拟的自然使知识变得美丽
Frontiers in virtual reality Pub Date : 2023-03-13 DOI: 10.3389/frvir.2023.1100540
Maria C. R. Harrington
{"title":"Virtual nature makes knowledge beautiful","authors":"Maria C. R. Harrington","doi":"10.3389/frvir.2023.1100540","DOIUrl":"https://doi.org/10.3389/frvir.2023.1100540","url":null,"abstract":"This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42276633","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
Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality 社会环境对吸烟线索反应的调节——对虚拟现实中暴露疗法的启示
Frontiers in virtual reality Pub Date : 2023-03-08 DOI: 10.3389/frvir.2023.926679
Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger
{"title":"Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality","authors":"Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger","doi":"10.3389/frvir.2023.926679","DOIUrl":"https://doi.org/10.3389/frvir.2023.926679","url":null,"abstract":"Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002185","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
Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies 减少头戴式显示器使用中的晕屏:当前策略的系统回顾和分类
Frontiers in virtual reality Pub Date : 2023-03-03 DOI: 10.3389/frvir.2023.1027552
Samuel Ang, J. Quarles
{"title":"Reduction of cybersickness in head mounted displays use: A systematic review and taxonomy of current strategies","authors":"Samuel Ang, J. Quarles","doi":"10.3389/frvir.2023.1027552","DOIUrl":"https://doi.org/10.3389/frvir.2023.1027552","url":null,"abstract":"This literature review examines the existing research into cybersickness reduction with regards to head mounted display use. Cybersickness refers to a collection of negative symptoms sometimes experienced as the result of being immersed in a virtual environment, such as nausea, dizziness, or eye strain. These symptoms can prevent individuals from utilizing virtual reality (VR) technologies, so discovering new methods of reducing them is critical. Our objective in this literature review is to provide a better picture of what cybersickness reduction techniques exist, the quantity of research demonstrating their effectiveness, and the virtual scenes testing has taken place in. This will help to direct researches towards promising avenues, and illuminate gaps in the literature. Following the preferred reporting items for systematic reviews and meta-analyses statement, we obtained a batch of 1,055 papers through the use of software aids. We selected 88 papers that examine potential cybersickness reduction approaches. Our acceptance criteria required that papers examined malleable conditions that could be conceivably modified for everyday use, examined techniques in conjunction with head mounted displays, and compared cybersickness levels between two or more user conditions. These papers were sorted into categories based on their general approach to combating cybersickness, and labeled based on the presence of statistically significant results, the use of virtual vehicles, the level of visual realism, and the virtual scene contents used in evaluation of their effectiveness. In doing this we have created a snapshot of the literature to date so that researchers may better understand what approaches are being researched, and the types of virtual experiences used in their evaluation. Keywords: Virtual reality cybersickness Simulator Sickness Visually induced motion sickness reduction Systematic review Head mounted display.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44083416","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
The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study 基于虚拟现实的干预对ADHD-A患者处理速度和工作记忆的影响
Frontiers in virtual reality Pub Date : 2023-02-24 DOI: 10.3389/frvir.2023.1108060
Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro
{"title":"The effect of a virtual reality based intervention on processing speed and working memory in individuals with ADHD—A pilot-study","authors":"Filipa Cunha, Sara Campos, Vítor Simões-Silva, Victòria Brugada-Ramentol, Bebiana Sá-Moura, Hossein Jalali, Amir Bozorgzadeh, M. J. Trigueiro","doi":"10.3389/frvir.2023.1108060","DOIUrl":"https://doi.org/10.3389/frvir.2023.1108060","url":null,"abstract":"Introduction: This study aimed to evaluate the effectiveness of a virtual reality based intervention in processing speed and working memory in students with ADHD symptomatology. Methods: A randomized experimental study was conducted, with a sample consisting of 25 adult participants recruited from the Escola Superior de Saúde do Politécnico do Porto. The participants were allocated into two groups: a passive control group and an intervention group that completed 10 sessions using virtual reality-based games from the Enhance VR app. The intervention included 6 games: Whack-a-mole, Shuffled, Assembly, React, Memory Wall, and Maestro. The participants underwent pre- and post-intervention evaluations using the Southwestern Assessment of Processing Speed (SWAPS) and the Sequence of Letters and Numbers and Spatial Location of the Wechsler Adult Intelligence Scale - 3rd Edition - WAIS-III. Descriptive statistics were used to characterize the sample and a mixed ANOVA was used to test the effectiveness of the intervention. Results: There was an improvement in the results of processing speed in the group exposed to the intervention (p < 0.001) and the value of the interaction between intervention and time was also significant (p = 0.004). There were no statistically significant differences between the participants’ working memory in the different variables under study, except for the values of the Spatial location test in the experimental group that improved relative to the initial assessment (p = 0.034). Discussion: A virtual reality cognitive training intervention resulted in improvements in the processing speed measures, which were not found in the control group. Although we cannot make the same conclusions regarding working memory, these results suggest that the VR intervention resulted in progress in the experimental group, possibly influenced by the intervention, which should be verified in future studies with longer interventions.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-02-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42281314","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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