virtual reality (VR) is known to induce substantial activation of brain's motor regions. It remains unclear to what extent virtual reality can trigger the sensorimotor system, and more particularly, whether it can...
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virtual reality (VR) is known to induce substantial activation of brain's motor regions. It remains unclear to what extent virtual reality can trigger the sensorimotor system, and more particularly, whether it can affect lower nervous levels. In this study, we aimed to assess whether VR simulation of challenging and stressful postural situations (Richie's plank experience) could interfere with spinal excitability of postural muscles in 15 healthy young participants. The H-reflex of the triceps surae muscles was elicited with electrical nerve stimulation while participants were standing and wearing a VR headset. Participants went through several conditions, during which stimulations were evoked: standing still (noVR), standing in VR on the ground (groundVR), standing on the edge of a building (plankVR), and falling from the building (fallingVR). Myoelectrical activity of the triceps surae muscles was measured throughout the experiment. Leg and head movements were also measured by means of accelerometers to account for body oscillations. First, no differences in head rotations and myoelectrical activity were to be noted between conditions. Second, triceps H-reflex (HMAX/MMAX) was not affected from noVR to groundVR and plankVR. The most significant finding was a drastic decrease in H-reflex during falling (-47 +/- 26.9% between noVR and fallingVR, P = 0.015). It is suggested that experiencing a postural threat in VR efficiently modulates spinal excitability, despite remaining in a quiet standing posture. This study suggests that simulated falling mimics the neural adjustments observed during actual postural challenge *** & NOTEWORTHY The present study showed a modulation of spinal excitability induced by virtual reality (VR). In the stand-ing position, soleus H-reflex was downmodulated during a simulated falling, in the absence of apparent changes in body oscilla-tions. Since the same behavior is usually observed during real falling, it was suggested that the vis
Purpose Although external shock wave lithotripsy (SWL) is an outpatient procedure generally not requiring anesthesia or sedation, patients may experience pain during the procedure. The aim of this study is to evaluate...
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Purpose Although external shock wave lithotripsy (SWL) is an outpatient procedure generally not requiring anesthesia or sedation, patients may experience pain during the procedure. The aim of this study is to evaluate whether a virtual reality device is effective in reducing patient-reported pain during the procedure, consequently leading to exposure to higher energy levels and better clinical outcomes. Methods Inclusion criteria for SWL were according to the latest EAU guidelines on urolithiasis. Patients were randomized 1:1 in two groups (SWL with VR and SWL without VR). The primary outcome of this randomized, controlled study (RCT) was an overall difference in pain levels determined by VAS-scores. Secondary outcomes were differences in comfort levels, determined by Likert-scale scores, clinical success and total delivered energy. Results Between January 2019 and September 2021, we enrolled 166 patients;84 were randomized to the control arm and 82 to the VR arm. Patients without VR experienced significantly more pain compared to the VR group (mean VAS-score = 4.94 vs 4.01;p = 0.011). The mean total delivered energy was significantly higher in the VR group compared to the control group (55.2 J vs. 48.8 J;p = 0"037). No significant differences in comfort levels and clinical success were *** This study supports the use of VR as a method of pain relief during shock wave lithotripsy. Higher energy levels can be achieved during the treatment while comfort levels remained equal;this however did not lead to improved clinical *** number and name of trial registry ***: NCT05183269. virtual reality for pain control during extracorporeal shock wave lithotripsy: prospective, comparative, randomized study at a single institution. https://clinicaltr ials. gov/ct2/show/NCT05183269?term=shock+wave+lithotripsy & cond=virtual+reality & cntry=BE & draw=2 & rank=1.
virtual reality (VR) can provide access to otherwise inaccessible aspects of the world and thus promote science learning. We developed a VR learning tool about the water cycle, with 11 lessons for classroom teaching a...
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virtual reality (VR) can provide access to otherwise inaccessible aspects of the world and thus promote science learning. We developed a VR learning tool about the water cycle, with 11 lessons for classroom teaching at the primary level. We assessed prior knowledge before a four-week intervention and learning outcomes directly after the intervention, as well as eight weeks later. A total of 165 children aged 11 to 12 years participated in the study. We manipulated immersion by using either VR headsets or computers, and interaction by having children either directly engaging with the virtual world or observe an avatar executing the same actions. This design allowed us to test the impact of different levels of immersion and interaction on learning about the water cycle. The results showed an effect of immersion but not of interaction. Children who worked with headsets outperformed children who used computers both in the test immediately after the intervention and 8 weeks after the intervention. Further, we assessed several affective, cognitive, and physical variables during the intervention, including spatial presence, motion sickness, cognitive load, physical load, and children's satisfaction (liking). The findings indicate that immersive VR is a promising tool for teaching science topics about otherwise inaccessible aspects of the world. Future research is needed to better understand how interactive elements can enhance learning in this context.
This work examines the theoretical and the clinical dimensions and the psychic processes mobilized by the use of virtual reality as therapeutic mediation with elderly people in institutions. We developed a therapeutic...
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Introduction: Undergoing a Magnetic Resonance Imaging (MRI) procedure remains a source of fear and concern for many. Providing adequate information beforehand is essential to ease concerns, yet traditional methods hav...
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Introduction: Undergoing a Magnetic Resonance Imaging (MRI) procedure remains a source of fear and concern for many. Providing adequate information beforehand is essential to ease concerns, yet traditional methods have limitations, often hindered by time constraints. The aim of this study is to explore the acceptability of a virtual Experience (VE) as an alternative method to prepare patients, with a focus on participant feedback to inform future development. Methods: Feedback metrics and qualitative responses were captured as part of a wider experimental mixed methods feasibility study. Feedback scores were collated and described, whilst qualitative data underwent a process of thematic analysis. Results: 15 participants underwent two exposures to the VE. The majority were female with an average age of 50, and a third having experienced virtual reality before. Feedback obtained supported perception of the VE to have been engaging, safe, and of benefit, with a willingness to use in the future. From the emerging themes, the experience was considered realistic, fostering acceptance and tolerance of the tool with a number of suggestions for improvement made. Participants would prefer use in a clinical setting with staff support, rather than at home, highlighting its potential to build trust with imaging staff away from pressurised scanning lists ahead of an actual scan. Conclusion: Participants viewed the VE as a valuable preparatory tool, providing a realistic and acceptable means to familiarise themselves with the process. Their feedback highlights areas for improvement and supports its potential use in practice, underscoring the importance of the public's role in shaping acceptance and future enhancements. Implications for practice: VR could become a commonplace means of patient preparation and help facilitate coping strategies before an actual scan.
virtual reality scenarios represent valuable digital tools that could help university students cope with stress in assessment situations. A gender gap limits women's access and motivation, as these scenarios do no...
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virtual reality scenarios represent valuable digital tools that could help university students cope with stress in assessment situations. A gender gap limits women's access and motivation, as these scenarios do not consider their preferences, since their performance is high in some tasks. This study aims to provide empirically grounded guidelines for designing virtual reality educational scenarios to cope with stress in assessment situations based on university students' preferences according to gender. An online questionnaire was applied to 182 university students to obtain information about stress and other emotional states perceived in assessment modalities and the relaxing potential attributed to situations, stimuli, activities, environments, and students' preferred images for relaxing. Women generally reported higher stress levels and stronger negative emotions before being assessed at university. Men reported higher levels of resignation afterwards. For women, the most relaxing scenario was "being outdoors," whereas, for men, it was "being in small groups". Stimuli, mainly from cool temperatures, were significantly less relaxing for women, and passive activities were perceived to be more relaxing for women. Both genders preferred realistic environments, and women chose brighter images. Given this scenario, it is necessary to design differentiated illustrative and sound virtual reality scenarios considering gender preferences.
This study addresses the pressing issue of prison rehabilitation by comparing traditional and virtual reality (VR) based training services offered by the General Directorate of Prisons in Saudi Arabia. Utilising Techn...
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This study addresses the pressing issue of prison rehabilitation by comparing traditional and virtual reality (VR) based training services offered by the General Directorate of Prisons in Saudi Arabia. Utilising Technology Acceptance Model (TAM) metrics such as perceived usefulness, ease of use, and enjoyment, the study evaluates the acceptance of VR technologies across two different headset platforms. Findings reveal that VR-based training services received significantly higher acceptance ratings than traditional methods. Both VR platforms were highly rated in terms of perceived usefulness, ease of use, and enjoyment but showed no significant differences between the headsets. These results indicate that VR-based methods could be more effective, engaging, and safer alternatives in correctional rehabilitation programs. Importantly, this research contributes to the field of Human-Computer Interaction (HCI) by suggesting design frameworks tailored for effective interventions in training and rehabilitative contexts where safety and psychological health are of high concern.
This study aims to explore whether tourists perceive virtual reality (VR) technology as a valuable means of exploring tourist destinations without physically traveling, particularly through the use of museum VR panora...
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This study aims to explore whether tourists perceive virtual reality (VR) technology as a valuable means of exploring tourist destinations without physically traveling, particularly through the use of museum VR panoramic technology. Using a conceptual model derived from the updated IS success model and expectancy theory, the study examines the impacts of technology quality and environmental attitudes on the intention to reuse VR technology. It investigates the relationship between tourists' perceived value of using VR panoramic technology to virtually visit the Dunhuang Mogao Grottoes in China and their intention to continue using VR for tourism, thereby shedding light on the motivational processes involved in VR utilization. The model was empirically tested in a field experiment involving 320 participants, analyzed using Smart *** findings indicate that, from a technology quality perspective, while visual quality enhance perceived immersion and, consequently perceived value, information quality does not significantly impact perceived value, nor does system quality improve perceived immersion. Conversely, from an environmental attitude perspective, efforts to mitigate the environmental impact of tourism significantly influences perceived value, which positively affects sustainability, low-effort pro-environmental behaviors, and willingness to sacrifice. In turn these pro-environmental behaviors and willingness to sacrifice positively impact sustainability, thereby increasing the intention to reuse VR technology. This study highlights the motivational mechanisms linking technological quality and environmental attitudes to intentions to reuse VR technology. It also affirms the potential of VR as a tool to mitigate the adverse effects of physical tourism and promote environmental sustainability.
ObjectiveThis study aims to conduct a meta-analysis to assess the effect of virtual reality-based therapy (VRBT) on balance dimensions and fear of falling in patients with multiple sclerosis (PwMS). Secondarily, to de...
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ObjectiveThis study aims to conduct a meta-analysis to assess the effect of virtual reality-based therapy (VRBT) on balance dimensions and fear of falling in patients with multiple sclerosis (PwMS). Secondarily, to determine the most recommendable dose of VRBT to improve *** Medline, Web of Science, Scopus, CINAHL and PEDro were screened, without publication date restrictions, until September 30th, 2021. Randomized controlled trials (RCTs) comparing the effectiveness of VRBT against other interventions in PwMS were included. Functional and dynamic balance, confidence of balance, postural control in posturography, fear of falling and gait speed were the variables assessed. A meta-analysis was performed by pooling the Cohen's standardized mean difference (SMD) with 95% confidence interval (95% CI) using Comprehensive Meta-Analysis *** RCTs, reporting 858 PwMS, were included. Our findings reported that VRBT is effective in improving functional balance (SMD = 0.8;95%CI 0.47 to 1.14;p < 0.001);dynamic balance (SMD = - 0.3;95%CI - 0.48 to - 0.11;p = 0.002);postural control with posturography (SMD = - 0.54;95%CI - 0.99 to - 0.1;p = 0.017);confidence of balance (SMD = 0.43;95%CI 0.15 to 0.71;p = 0.003);and in reducing fear of falling (SMD = - 1.04;95%CI - 2 to - 0.07;p = 0.035);but not on gait speed (SMD = - 0.11;95%CI: - 0.35 to 0.14;p = 0.4). Besides, the most adequate dose of VRBT to achieve the greatest improvement in functional balance was at least 40 sessions, five sessions per week and 40-45 min per sessions;and for dynamic balance, it would be between 8 and 19 weeks, twice a week and 20-30 min per *** may have a short-term beneficial role in improving balance and reducing fear of falling in PwMS.
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