Toward the Future of Surgery: An Immersive, Virtual-Reality-Based Endoscopic Prototype

2018 ◽  
Vol 4 (3) ◽  
pp. 6-13
Author(s):  
Danilo Avola ◽  
Roberto Caronna ◽  
Luigi Cinque ◽  
Gian Luca Foresti ◽  
Marco Raoul Marini
Author(s):  
Mathias Clasen

This chapter discusses recent and future developments in horror entertainment. It argues that future horror media will give consumers access to a wider range of experiences, some of which are more immersive and much more emotionally powerful than those offered by traditional horror media. The chapter analyzes horror videogames such as Until Dawn (2015), as well as so-called survival horror games such as Amnesia: The Dark Descent (2010), which foster immersion through interaction, and immersive virtual reality, which increases the sense of presence in a frightening computer-generated world. The chapter also analyzes haunted attractions and live-action horror experiences which situate consumers as protagonists in horror stories that unfold around them. Finally, the chapter argues that horror research needs to engage more actively with science, in theory as well as method.


2020 ◽  
Vol 220 (4) ◽  
pp. 856-857 ◽  
Author(s):  
Francesco Rizzetto ◽  
Alessandro Bernareggi ◽  
Sofia Rantas ◽  
Angelo Vanzulli ◽  
Maurizio Vertemati

2018 ◽  
Vol 29 (2) ◽  
pp. 125-141 ◽  
Author(s):  
Marianne Schmid Mast ◽  
Emmanuelle P. Kleinlogel ◽  
Benjamin Tur ◽  
Manuel Bachmann

2021 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Nilufar Baghaei ◽  
Xiaoyue Ma ◽  
Kangyou Yu ◽  
...  

BACKGROUND In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility, usability, and acceptability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored. OBJECTIVE This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games. METHODS A total of 31 students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session. RESULTS Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends. CONCLUSIONS Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students.


Sign in / Sign up

Export Citation Format

Share Document