scholarly journals Face masks reduce interpersonal distance in virtual reality

2021 ◽  
Author(s):  
Leon O. H. Kroczek ◽  
Stephanie Boehme ◽  
Andreas Mühlberger

During the Covid-19 pandemic several behavioral measures have been implemented to reduce viral transmission. While these measures reduce the risk of infections, they may also increase risk behavior. Here, we experimentally investigate the influence of face masks on physical distancing. Eighty-four participants with or without face masks passed virtual agents in a supermarket environment to reach a target while interpersonal distance was recorded. Agents differed in wearing face masks and age (young, elderly). In addition, situational constraints varied in whether keeping a distance of 1.5 m required an effortful detour or not. Wearing face masks (both self and other) reduced physical distancing. This reduction was most prominent when keeping the recommended distance was effortful, suggesting an influence of situational constraints. Similarly, increased distances to elderly were only observed when keeping a recommended distance was effortless. These findings highlight contextual constraints in compensation behavior and have important implications for safety policies.

2014 ◽  
Vol 46 (5) ◽  
pp. 666 ◽  
Author(s):  
Shuai YANG ◽  
Xiting HUANG ◽  
Youguo CHEN ◽  
Yuling FU ◽  
Mengchao LIU

Author(s):  
Graciela Lara López

Currently, virtual reality (VR) is a computer technology that is growing in terms of developments and discoveries. Virtual reality has been introduced in different areas due to the growing interest it has caused in people. The development of applications with virtual reality is increasingly varied, covering activities, tasks, or processes of everyday life in the fields of industry, education, medicine, tourism, art, entertainment, design, and modeling of objects, among others. This chapter will focus on describing the latest advances and developments in virtual reality within the scope of representing reality in the process of locating objects. With the support of virtual environments and intelligent virtual agents, the author has managed to develop a computational model that generates indications in natural language, for the location of objects considering spatial and cognitive aspects of the users.


2020 ◽  
Vol 11 ◽  
Author(s):  
Paweł M. Strojny ◽  
Natalia Dużmańska-Misiarczyk ◽  
Natalia Lipp ◽  
Agnieszka Strojny

1995 ◽  
Vol 85 (9) ◽  
pp. 1297-1298 ◽  
Author(s):  
E Chamot ◽  
D J Laborde ◽  
J C Rice

2019 ◽  
Vol 108 ◽  
pp. 102-109 ◽  
Author(s):  
Madelon M.E. Riem ◽  
Laura E. Kunst ◽  
Francisco D.F. Steenbakkers ◽  
Melissa Kir ◽  
Anton Sluijtman ◽  
...  

2020 ◽  
Vol 37 (4) ◽  
pp. 182-192
Author(s):  
Javad Hatami ◽  
MohammadHasan Sharifian ◽  
Zahra Noorollahi ◽  
Abolfazl Fathipour

2005 ◽  
Author(s):  
Sung Hyouk Park ◽  
So Young Kim ◽  
Jeonghun Ku ◽  
Hee Jeong Jang ◽  
Won Yong Hahn ◽  
...  

2021 ◽  
Author(s):  
Federica Pallavicini ◽  
Alessandro Pepe ◽  
Massimo Clerici ◽  
Fabrizia Mantovani

BACKGROUND Since the COVID-19 outbreak, the adoption rate of virtual reality in medicine has seen a massive rise. Many hospitals and medical universities rushed to implement virtual reality to remotely provide medical treatment or medical education and training. OBJECTIVE This systematic review aimed to describe the literature on virtual reality applications during the COVID-19 crisis to treat mental and physical health conditions and for medical education and training. METHODS A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was pre-registered in the International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY)— INPLASY202190108. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [(“virtual reality”)] AND [(“COVID-19”)]. RESULTS N=44 studies met inclusion criteria during the period 2020 – 2021. CONCLUSIONS Findings show the benefit of virtual reality for treating several mental health conditions during the COVID-19 pandemic, including stress, anxiety, and depression, and for cognitive rehabilitation. Besides, VR was useful to promote physical exercise and for the management of chronic pain. As regards education and training, virtual reality resulted an effective learning tool during the COVID-19 pandemic in many medical areas such as nursing, pediatry,cardiology, and urology. The majority of the retrieved studies recruited young adults. Studies showed the usefulness of VR for the treatment of health problems and for medical education and training both in the format with high immersion (i.e., immersive VR) and in that with a low level of immersion (i.e., desktop VR). Various VR systems (i.e., PC-based, mobile, standalone) and contents (i.e., 360° videos and photos, virtual environments, VR games, embodied virtual agents) showed positive results. Finally, VR has been used successfully in both face-to-face and remote trials.


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