Brain training with the body in mind: Towards gamified approach-avoidance training using virtual reality

2021 ◽  
Vol 151 ◽  
pp. 102626
Author(s):  
Naomi Kakoschke ◽  
Rowan Page ◽  
Barbora de Courten ◽  
Antonio Verdejo-Garcia ◽  
Jon McCormack
2020 ◽  
Vol 20 (1) ◽  
Author(s):  
Angelina Isabella Mellentin ◽  
Anette Søgaard Nielsen ◽  
Leonie Ascone ◽  
Janina Wirtz ◽  
Jerzy Samochowiec ◽  
...  

Author(s):  
Pieter Van Dessel ◽  
Jan De Houwer ◽  
Anne Gast ◽  
Colin Tucker Smith

Prior research suggests that repeatedly approaching or avoiding a certain stimulus changes the liking of this stimulus. We investigated whether these effects of approach and avoidance training occur also when participants do not perform these actions but are merely instructed about the stimulus-action contingencies. Stimulus evaluations were registered using both implicit (Implicit Association Test and evaluative priming) and explicit measures (valence ratings). Instruction-based approach-avoidance effects were observed for relatively neutral fictitious social groups (i.e., Niffites and Luupites), but not for clearly valenced well-known social groups (i.e., Blacks and Whites). We conclude that instructions to approach or avoid stimuli can provide sufficient bases for establishing both implicit and explicit evaluations of novel stimuli and discuss several possible reasons for why similar instruction-based approach-avoidance effects were not found for valenced well-known stimuli.


2019 ◽  
Vol 21 (8) ◽  
pp. 1734-1749 ◽  
Author(s):  
Kaylee Payne Kruzan ◽  
Andrea Stevenson Won

How the body is perceived through media is key to many well-being interventions. Researchers have examined the effects of platforms on users’ self-perceptions, including immersive virtual reality, nonimmersive virtual worlds, and social media such as Facebook. In this article, we use several conceptions of levels of embodiment to compare empirical work on the effects of virtual reality and social media as they relate to perceptions and conceptions of the self and body. We encourage social media researchers to utilize research on embodiment in virtual reality to help frame the effects of social media use on well-being. Similarly, researchers in immersive media should consider the opportunities and risks that may arise as embodied experiences become more social. We conclude our discussion with implications for future applications in mental health.


Sensors ◽  
2018 ◽  
Vol 18 (9) ◽  
pp. 2832 ◽  
Author(s):  
Juyoung Lee ◽  
Sang Chul Ahn ◽  
Jae-In Hwang

People are interested in traveling in an infinite virtual environment, but no standard navigation method exists yet in Virtual Reality (VR). The Walking-In-Place (WIP) technique is a navigation method that simulates movement to enable immersive travel with less simulator sickness in VR. However, attaching the sensor to the body is troublesome. A previously introduced method that performed WIP using an Inertial Measurement Unit (IMU) helped address this problem. That method does not require placement of additional sensors on the body. That study proved, through evaluation, the acceptable performance of WIP. However, this method has limitations, including a high step-recognition rate when the user does various body motions within the tracking area. Previous works also did not evaluate WIP step recognition accuracy. In this paper, we propose a novel WIP method using position and orientation tracking, which are provided in the most PC-based VR HMDs. Our method also does not require additional sensors on the body and is more stable than the IMU-based method for non-WIP motions. We evaluated our method with nine subjects and found that the WIP step accuracy was 99.32% regardless of head tilt, and the error rate was 0% for squat motion, which is a motion prone to error. We distinguish jog-in-place as “intentional motion” and others as “unintentional motion”. This shows that our method correctly recognizes only jog-in-place. We also apply the saw-tooth function virtual velocity to our method in a mathematical way. Natural navigation is possible when the virtual velocity approach is applied to the WIP method. Our method is useful for various applications which requires jogging.


2019 ◽  
Vol 10 ◽  
Author(s):  
Ausiàs Cebolla ◽  
Rocío Herrero ◽  
Sara Ventura ◽  
Marta Miragall ◽  
Miguel Bellosta-Batalla ◽  
...  

2019 ◽  
Vol 19 (1) ◽  
Author(s):  
Ashraf Ayoub ◽  
Yeshwanth Pulijala

Abstract Background Virtual reality is the science of creating a virtual environment for the assessment of various anatomical regions of the body for the diagnosis, planning and surgical training. Augmented reality is the superimposition of a 3D real environment specific to individual patient onto the surgical filed using semi-transparent glasses to augment the virtual scene.. The aim of this study is to provide an over view of the literature on the application of virtual and augmented reality in oral & maxillofacial surgery. Methods We reviewed the literature and the existing database using Ovid MEDLINE search, Cochran Library and PubMed. All the studies in the English literature in the last 10 years, from 2009 to 2019 were included. Results We identified 101 articles related the broad application of virtual reality in oral & maxillofacial surgery. These included the following: Eight systematic reviews, 4 expert reviews, 9 case reports, 5 retrospective surveys, 2 historical perspectives, 13 manuscripts on virtual education and training, 5 on haptic technology, 4 on augmented reality, 10 on image fusion, 41 articles on the prediction planning for orthognathic surgery and maxillofacial reconstruction. Dental implantology and orthognathic surgery are the most frequent applications of virtual reality and augmented reality. Virtual planning improved the accuracy of inserting dental implants using either a statistic guidance or dynamic navigation. In orthognathic surgery, prediction planning and intraoperative navigation are the main applications of virtual reality. Virtual reality has been utilised to improve the delivery of education and the quality of training in oral & maxillofacial surgery by creating a virtual environment of the surgical procedure. Haptic feedback provided an additional immersive reality to improve manual dexterity and improve clinical training. Conclusion Virtual and augmented reality have contributed to the planning of maxillofacial procedures and surgery training. Few articles highlighted the importance of this technology in improving the quality of patients’ care. There are limited prospective randomized studies comparing the impact of virtual reality with the standard methods in delivering oral surgery education.


Author(s):  
Yong Min Kim ◽  
Ilsun Rhiu ◽  
Minshik Rhie ◽  
Hye Seon Choi ◽  
Myung Hwan Yun

Virtual reality (VR) is receiving enough attention to be regarded as a revival era and technologies related to the implementation of VR systems continue to evolve. VR systems are applied not only in entertainment but also in various fields such as medicine, rehabilitation, education, engineering, and military (Aïm, Lonjon, Hannouche, & Nizard, 2016; Howard, 2017; Lele, 2013). In particular, low-cost and immersive VR systems are commercialized to the general public, accelerating the revival of VR (Wang & Lindeman, 2015). In VR system, the research from the viewpoint of human–computer interaction and user experience (UX) is required to provide a high sense of immersion to the user. Therefore, the purpose of this study is to provide a structural methodology for classifying current VR researches and to review UX evaluation of VR systems systematically to identify research trends and to clarify future research directions. This study followed systematic review protocol of (PRISMA) (Liberati et al., 2009). To cover a broad spectrum of perspectives of engineering and medical fields, six web databases were selected: Scopus, Web of Science, Science direct, IEEE Xplore, EBSCO, and ProQuest. The main search keywords were virtual reality and user experience. These two words can be used in acronyms or other words. As a result, four and three words were chosen for virtual reality and user experience, respectively (‘virtual reality’, ‘virtual environment’, ‘VR,’ and ‘VE’ were chosen as keywords for virtual reality, ‘user experience’, ‘UX,’ and ‘human experience’). In addition, the journal articles in English were searched only. After the screening process was completed, final articles were selected based on the full-text. In this process, there were two essential selection conditions. The selected articles should use VR system and evaluate UX component. No restrictions other than these conditions were made. As a result, 78 articles were found to be consistent with the purpose of this study. As a result, there were two main points of discussion about UX studies in a VR system. The first is related to the implementation of equipment and technology including input devices, output devices, feedback forms, platforms, and applications. The other is related to research methods including user characteristics, interactions, and evaluation method. With respect to hand input devices, conventional input devices such as keyboards and game pads were used in many cases compared to trackable devices. However, as implementation techniques for natural interaction such as gesture recognition or real-time tracking of the body parts have been extensively developed, UX research needs to be conducted on VR systems that apply these techniques. In relation to feedback, stimuli other than visual stimuli were not frequently provided. Since providing multiple types of stimuli simultaneously may increase the user’s immersion and sense of reality, it is necessary to intensively study the effect of multi-sensory feedback in the future. In addition, there is a lack of academic research on CAVE and motion platforms. Though CAVE and motion platforms are difficult to set up for experimentation because they are expensive to build and require large space, there is a need to continually expand the UX research on this platform since the public will have more opportunities to access these platforms. Regarding research methods, most of the studies have focused on subjective measurements, quantitative research, laboratory experiments, and episode UX. To comprehensively understand the overall UX, it is necessary to conduct a qualitative study such as observation of subjects experiencing a VR system, think aloud, or deep interview with them, rather than evaluating UX only through a questionnaire. In addition, there was no case in which UX was evaluated in terms of momentary UX. However, there is a limit to evaluating the subjective measurement such as immersion, presence, and motion sickness during usage by directly asking the user, since the VR system provides an immersive environment to the user. Thus, behavioral characteristic or physiological signal of users can be used as one of the evaluation indicators of these measurements. Today, new VR systems are emerging and VR-related technologies are expected to evolve steadily. In this context, the findings can contribute to future research directions and provide insights into conducting UX evaluation in VR system.


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