Posttraumatic nightmares and imagery rehearsal: The possible role of lucid dreaming.

Dreaming ◽  
2016 ◽  
Vol 26 (3) ◽  
pp. 238-249 ◽  
Author(s):  
Gerlinde C. Harb ◽  
Janeese A. Brownlow ◽  
Richard J. Ross
2013 ◽  
Vol 26 (5) ◽  
pp. 570-579 ◽  
Author(s):  
Gerlinde C. Harb ◽  
Andrea J. Phelps ◽  
David Forbes ◽  
Richard J. Ross ◽  
Philip R. Gehrman ◽  
...  

Author(s):  
Valentina Nisi ◽  
Mara Sofia Dionisio ◽  
Paulo Bala ◽  
Tom Gross ◽  
Time's Up ◽  
...  

This article describes the design of the Lucid Peninsula, a Physical Narrative Art Installation, developed to engage a wide variety of audiences with a possible future, in which the practice of lucid dreaming plays an important role. In this article, the authors present and discuss the results from the in-the-wild evaluation of the audience reception of the artwork. Of particular concern is the assessment of the role of the virtual reality (VR) interfaces designed to deepen involvement and interaction with the art piece. This article reports on the conception and production of the installation as well as its evaluation and derived insights. The study provides evidence of the positive role of the 360° mobile VR assets in strengthening the narrative and the artist's intent in the Lucid Peninsula artistic installation. Results show how the VR interface supported engagement, positive affect, and reflections on the physical narrative scenario.


2019 ◽  
Vol 15 (05) ◽  
pp. 757-767 ◽  
Author(s):  
Gerlinde C. Harb ◽  
Joan M. Cook ◽  
Andrea J. Phelps ◽  
Philip R. Gehrman ◽  
David Forbes ◽  
...  

2010 ◽  
Vol 23 (5) ◽  
pp. 553-563 ◽  
Author(s):  
Joan M. Cook ◽  
Gerlinde C. Harb ◽  
Philip R. Gehrman ◽  
Mark S. Cary ◽  
Geraldine M. Gamble ◽  
...  

2009 ◽  
Vol 22 (3) ◽  
pp. 236-239 ◽  
Author(s):  
Mary Lu ◽  
Amy Wagner ◽  
Lynn Van Male ◽  
Ashlee Whitehead ◽  
James Boehnlein

2020 ◽  
Vol 376 (1817) ◽  
pp. 20190697
Author(s):  
Jarrod Gott ◽  
Leonore Bovy ◽  
Emma Peters ◽  
Sofia Tzioridou ◽  
Stefano Meo ◽  
...  

Metacognitive reflections on one's current state of mind are largely absent during dreaming. Lucid dreaming as the exception to this rule is a rare phenomenon; however, its occurrence can be facilitated through cognitive training. A central idea of respective training strategies is to regularly question one's phenomenal experience: is the currently experienced world real , or just a dream? Here, we tested if such lucid dreaming training can be enhanced with dream-like virtual reality (VR): over the course of four weeks, volunteers underwent lucid dreaming training in VR scenarios comprising dream-like elements, classical lucid dreaming training or no training. We found that VR-assisted training led to significantly stronger increases in lucid dreaming compared to the no-training condition. Eye signal-verified lucid dreams during polysomnography supported behavioural results. We discuss the potential mechanisms underlying these findings, in particular the role of synthetic dream-like experiences, incorporation of VR content in dream imagery serving as memory cues, and extended dissociative effects of VR session on subsequent experiences that might amplify lucid dreaming training during wakefulness. This article is part of the theme issue ‘Offline perception: voluntary and spontaneous perceptual experiences without matching external stimulation'.


2011 ◽  
Vol 67 (10) ◽  
pp. 1008-1016 ◽  
Author(s):  
Mary E. Long ◽  
Joanne L. Davis ◽  
Justin R. Springer ◽  
Jon D. Elhai ◽  
Jamie L. Rhudy ◽  
...  

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