虚拟现实和移动技术支持的压力管理生物反馈干预程序的有效性和用户体验:一项随机对照研究

Jasmine I. Kerr, Raphael P. Weibel, Mara Naegelin, Andrea Ferrario, Victor R. Schinazi, Roberto La Marca, Christoph Hoelscher, Urs M. Nater, Florian von Wangenheim
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Methods In this study, 87 healthy women and men were assigned to a VR-supported HRV-BF intervention (INT; $$n=44$$ <mml:math xmlns:mml=\"http://www.w3.org/1998/Math/MathML\"> <mml:mrow> <mml:mi>n</mml:mi> <mml:mo>=</mml:mo> <mml:mn>44</mml:mn> </mml:mrow> </mml:math> ) or a wait-list control (WLC; $$n=43$$ <mml:math xmlns:mml=\"http://www.w3.org/1998/Math/MathML\"> <mml:mrow> <mml:mi>n</mml:mi> <mml:mo>=</mml:mo> <mml:mn>43</mml:mn> </mml:mrow> </mml:math> ) group. The INT came to the lab for four weekly HRV-BF sessions in VR using a head-mounted display. Between lab sessions, participants were asked to perform breathing exercises without biofeedback supported by a mobile application. Stress-related psychological and psychophysiological outcomes were assessed pre- and post-intervention and at a follow-up four weeks after the intervention in both groups. A psychosocial stress test was conducted post-intervention to investigate changes in stress reactivity. 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引用次数: 0

摘要

心率变异性生物反馈(HRV-BF)可用于压力管理。最近的可行性研究表明,在虚拟现实(VR)中提供HRV- bf与更好的用户体验(UX)相关,并且可能比二维屏幕产生更有益的HRV变化。然而,vr支持的HRV-BF干预方案的有效性尚未得到调查。方法在这项研究中,87名健康男女被分配到vr支持的HRV-BF干预(INT;$$n=44$$ n = 44)或等候名单控制(WLC;$$n=43$$ n = 43)组。INT每周一次来到实验室,使用头戴式显示器在VR中进行HRV-BF会话。在实验期间,参与者被要求在没有移动应用程序支持的生物反馈的情况下进行呼吸练习。在干预前和干预后以及干预后四周的随访中,对两组的压力相关心理和心理生理结果进行评估。干预后进行心理社会压力测试以调查应激反应的变化。UX在INT的每次HRV-BF会议后进行评估。结果分析显示,与WLC相比,干预前至随访期间,INT组的LF显著升高,pNN50显著升高,慢性应激显著降低。与WLC相比,INT组的焦虑和精神疲劳显著减少,而正念和健康相关生活质量从干预前到干预后以及从干预前到随访均显著增加(均为小影响)。两组在干预后的应激反应上没有差异。至于INT中的用户体验,随着时间的推移,技术采用的自主程度显著降低。然而,从第一次到最后一次HRV-BF会话,能力、投入和沉浸感显著增加,而享乐动机在第二次会话显著达到顶峰,然后逐渐回到第一次会话的水平。结论该HRV-BF干预方案在VR和移动技术的支持下,能够显著改善应激指标和应激相关症状,获得良好至极好的UX。未来的研究应控制潜在的安慰剂效应,并强调更高程度的个性化和适应性,以增加自主性,从而提高长期的健康和福祉。这些发现可能是未来将可穿戴设备、虚拟现实和智能手机等日益普及的尖端技术应用于心理健康和医疗保健领域的第一步。该研究在ISRCTN注册中心(ISRCTN11331226, 2023年5月26日)回顾性注册为临床试验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The effectiveness and user experience of a biofeedback intervention program for stress management supported by virtual reality and mobile technology: a randomized controlled study
Abstract Background Heart rate variability biofeedback (HRV-BF) can be used for stress management. Recent feasibility studies suggest that delivering HRV-BF in virtual reality (VR) is associated with better user experience (UX) and might yield more beneficial changes in HRV than two-dimensional screens. The effectiveness of a VR-supported HRV-BF intervention program has, however, not been investigated yet. Methods In this study, 87 healthy women and men were assigned to a VR-supported HRV-BF intervention (INT; $$n=44$$ n = 44 ) or a wait-list control (WLC; $$n=43$$ n = 43 ) group. The INT came to the lab for four weekly HRV-BF sessions in VR using a head-mounted display. Between lab sessions, participants were asked to perform breathing exercises without biofeedback supported by a mobile application. Stress-related psychological and psychophysiological outcomes were assessed pre- and post-intervention and at a follow-up four weeks after the intervention in both groups. A psychosocial stress test was conducted post-intervention to investigate changes in stress reactivity. UX was assessed after each HRV-BF session in the INT. Results Analysis revealed that LF increased significantly from pre- to post-, whereas pNN50 increased and chronic stress decreased significantly from pre-intervention to follow-up in the INT compared to the WLC. Anxiety and mental fatigue decreased significantly, while mindfulness and health-related quality of life increased significantly from pre- to post- and from pre-intervention to follow-up in the INT compared to the WLC (all small effects). The two groups did not differ in their stress reactivity post-intervention. As for UX in the INT, the degree of feeling autonomous concerning technology adoption significantly decreased over time. Competence, involvement, and immersion, however, increased significantly from the first to the last HRV-BF session, while hedonic motivation significantly peaked in the second session and then gradually returned to first-session levels. Conclusions This HRV-BF intervention program, supported by VR and mobile technology, was able to significantly improve stress indicators and stress-related symptoms and achieved good to very good UX. Future studies should control for potential placebo effects and emphasize higher degrees of personalization and adaptability to increase autonomy and, thereby, long-term health and well-being. These findings may serve as a first step towards future HRV-BF applications of cutting-edge, increasingly accessible technologies, such as wearables, VR, and smartphones, in the service of mental health and healthcare. Trial registration The study was registered retrospectively as a clinical trial on ISRCTN registry (ISRCTN11331226, 26 May 2023).
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