Effect of Virtual Reality Graded Exposure on Heart Rate and Self-Reported Anxiety Levels of Performing Saxophonists

2003 ◽  
Vol 51 (4) ◽  
pp. 302-315 ◽  
Author(s):  
Evelyn K. Orman

This study is an examination of the effect of computer-generated virtual reality graded exposure on the physiological and psychological responses of performing musicians. Eight university saxophone majors, five men and three women, participated in twelve 15- to 20-minute weekly practice sessions during which they were immersed in one of four different virtual environments designed to elicit various anxiety levels. Baseline heart rates and subjective measurements were taken prior to immersion and continued throughout the exposure period. In addition, heart rate and subjective measurements were recorded for three live performances given by each subject before beginning the virtual reality exposure and after completion of the sixth and the twelfth exposure sessions. Findings indicated that the virtual environments did elicit a sense of presence and may have provided the means for desensitization. Heart-rate readings and psychological indications of anxiety did not always correspond.

2012 ◽  
Vol 21 (4) ◽  
pp. 423-434
Author(s):  
Marta Ferrer-García ◽  
Olaya García-Rodríguez ◽  
Irene Pericot-Valverde ◽  
Jin H. Yoon ◽  
Roberto Secades-Villa ◽  
...  

Cue exposure treatment (CET) consists of controlled and repeated exposure to drug-related stimuli in order to reduce cue-reactivity. Virtual reality (VR) has proved to be a promising tool for exposition. However, identifying the variables that can modulate the efficacy of this technique is essential for selecting the most appropriate exposure modality. The aim of this study was to determine the relation between several individual variables and self-reported craving in smokers exposed to VR environments. Forty-six smokers were exposed to seven complex virtual environments that reproduce typical situations in which people smoke. Self-reported craving was selected as the criterion variable and three types of variables were selected as the predictor variables: related to nicotine dependence, related to anxiety and impulsivity, and related to the sense of presence in the virtual environments. Sense of presence was the only predictor of self-reported craving in all the experimental virtual environments. Nicotine dependence variables added predictive power to the model only in the virtual breakfast at home. No relation was found between anxiety or impulsivity and self-reported craving. Virtual reality technology can be very helpful for improving CET for substance use disorders. However, the use of virtual environments would make sense only insofar as the sense of presence was high. Otherwise, the effectiveness of exposure might be affected.


2017 ◽  
Vol 81 (10) ◽  
pp. S271 ◽  
Author(s):  
Samuel Ridout ◽  
Christopher Spofford ◽  
Mascha van ׳t Wout ◽  
William Unger ◽  
Noah Philip ◽  
...  

Proceedings ◽  
2019 ◽  
Vol 21 (1) ◽  
pp. 7 ◽  
Author(s):  
Donga ◽  
Marques ◽  
Pereira ◽  
Gomes

This work focus on the study of solutions that using video 360 and virtual reality that allow children’s and older people that are away of their family environments for various reasons to be able to feel they are participating at family or school events. The solutions proposed should deliver a strong sense of presence to the users and the interface must be friendly. The validation will be made by user observation and inquiries.


2017 ◽  
Vol 4 (3) ◽  
pp. 271-280 ◽  
Author(s):  
Samuel J. Ridout ◽  
Christopher M. Spofford ◽  
Mascha van’t Wout-Frank ◽  
Noah S. Philip ◽  
William S. Unger ◽  
...  

2019 ◽  
Vol 21 (1) ◽  
pp. 62-75
Author(s):  
Marcela Roberta Jacyntho Zacarin ◽  
Elizeu Borloti ◽  
Verônica Bender Haydu

Behavioral therapy combined with a virtual reality exposure (VRE) component can be useful for the treatment of fears and phobias. This study aimed to: (a) describe and evaluate a behavioral therapy procedure amplified by VRE for the treatment of fear of height and (b) record sense of presence and cybersickness during exposure to assess the Virtua Therapy simulator. The procedure consisted of: an initial session; six therapy sessions, which included graduate exposure, prevention of escape-avoidance responses, and functional analyses of behaviors; two follow-up sessions. Sense of presence and cybersickness were recorded. The intervention decreased the participants’ levels of anxiety and the frequency of avoidance of situations involving heights in the virtual environment, and they reported decreases in day-to-day avoidance responses, demonstrating therapeutic effects. The simulator produced sense of presence. Cybersickness occurred primarily during the first session, indicating habituation effect. It was concluded that the Virtua Therapy simulator is an appropriate device for behavioral therapy.


2020 ◽  
Author(s):  
Zoilo Emilio Garcia-Batista Sr ◽  
Kiero Guerra-Peña Sr ◽  
Ivan Alsina-Jurnet ◽  
Antonio Cano-Vindel ◽  
Adriana M. Álvarez-Hernández ◽  
...  

UNSTRUCTURED “Exposure therapy is highly effective to treat cleaning obsessive-compulsive disorder (OCD). However, traditional techniques, such as in vivo or imaginal exposure, show important limits that make the adherence to the treatment and/or the correct emotional activation difficult. Virtual Reality (VR) is a potential alternative to overcome such inconveniences. Therefore, the aim of this study was to develop virtual environments clinically relevant for patients with cleaning OCD and assess their efficiency to obtain emotionally significant responses. Based on this, two scenarios were developed, with progressive levels of dirtiness: a public restroom and a kitchen. Both were applied to a clinical group (18 patients with cleaning OCD) and to a control one (22 without OCD). Both scenarios produced anxiety levels significantly higher in the clinical group. This result is a valuable support for the clinical use of these environments”.


Author(s):  
João Martinho Moura ◽  
Né Barros ◽  
Paulo Ferreira-Lopes

Virtual reality (VR) has been a prominent idea for exploring new worlds beyond the physical, and in recent decades, it has evolved in many aspects. The notion of immersion and the sense of presence in VR gained new definitions as technological advances took place. However, even today, we can question whether the degrees of immersion achieved through this technology are profound and felt. A fundamental aspect is the sense of embodiment in the virtual space. To what extent do we feel embodied in virtual environments? In this publication, the authors present works that challenge and question the embodiment sensation in VR, specifically in the artistic aspect. They present initial reflections about embodiment in virtuality and analyze the technologies adopted in creating interactive artworks prepared for galleries and theater stage, questioning the sensations caused by the visual embodiment in virtual reality under the perspective of both the audience and the performer.


2021 ◽  
Author(s):  
Jeroen S. Lemmens ◽  
Monika Simon ◽  
Sindy R. Sumter

AbstractCompared to traditional screen-based media, virtual reality (VR) generally leads to stronger feelings of presence. The current study aimed to investigate whether playing games in VR resulted in a stronger sense of presence than playing on a TV, and whether these feelings of presence affected players’ emotional and physiological responses to the games. Two experiments were conducted among 128 students, comparing the effects of playing either a survival horror game (N = 59) or a first-person shooter (N = 69) on a TV or in VR on physiological and subjective fear, hostility and enjoyment. Results showed that playing games in VR resulted in a stronger sense of presence, lower heart rate variability and a stronger subjective sense of fear. The feeling of presence thereby mediated the effects of VR on fear. The effects of playing a first-person shooter in VR on hostility were mixed, and gaming in VR was not more enjoyable than on TV. Regardless of the type of game or display medium, hostility increased significantly post-play. This study provides evidence that commercial VR games can affect feelings of presence and the physiological and emotional state of players.


Author(s):  
Marina Carulli ◽  
Monica Bordegoni ◽  
Umberto Cugini

The sense of smell has a great importance in our daily life. In recent years, smells have been used for marketing purposes with the aim of improving the person’s mood and of communicating information about products as household cleaners and food. However, the scent design discipline can be also applied to any kind of products to communicate their features to customers. In the area of Virtual Reality several researches have focused on integrating smells in virtual environments. The research questions addressed in this work concern whether Virtual Prototypes, including the sense of smell, can be used for evaluating products as effectively as studies performed in real environments, and also whether smells can contribute to increase the users’ sense of presence in the virtual environment. For this purpose, a Virtual Reality experimental framework including a prototype of a wearable olfactory display has been set up, and experimental tests have been performed.


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