scholarly journals Virtual reality reduces COVID-19 vaccine hesitancy in the wild

2021 ◽  
Author(s):  
Clara Vandeweerdt ◽  
Tiffany Luong ◽  
Michael Atchapero ◽  
Aske Mottelson ◽  
Christian Holz ◽  
...  

Background. Vaccine hesitancy poses one of the biggest threats to global health. Informing people about the collective benefit of vaccination due to community immunity has great potential in increasing vaccination intentions. Novel communication formats are needed to increase people’s interest in and engagement with such information, boosting the intervention’s effectiveness. This research investigates the potential for virtual reality (VR) to strengthen participants’ understanding of community immunity, and therefore, their intention to get vaccinated.Methods and Findings. In this pre-registered lab-in-the-field intervention study, participants (n= 222) were recruited in a public park. They either experienced the collective benefit of community immunity in a gamified immersive virtual reality environment (2/3 of sample), or received the same information via text and images (1/3 of sample). Before and after the intervention, participants indicated their intention to take up a hypothetical vaccine for a new COVID-19 strain (0–100 scale) and belief in vaccination as a collective responsibility (1–7 scale). After the VR treatment, for participants with imperfect vaccination intention, intention increases by 9.3 points (95% CI:7.0 to 11.5, p <0.001). The text-and-image treatment increases vaccination intention by 3.3 points (difference in effects: 5.8, 95% CI: 2.0 to 9.5, p= 0.003). The VR treatment also increases collective responsibility by 0.82 points (95% CI: 0.37 to 1.27, p <0.001). A key limitation of the study is that it measures vaccination attitudes, but not behavior.Conclusions. VR is an effective tool for increasing vaccination intention, more so than text and images, by eliciting collective responsibility. The results suggest that VR interventions can be applied “in the wild” and may thus provide a complementary method for vaccine advocacy

Author(s):  
V.G. Anikina ◽  
P.A. Pobokin ◽  
J.Y. Ivchenkova

Modern research in the field of virtualistics concerns the problem of studying the impact of virtual reality on the state of a person’s personality. This perspective of research concerns the issue of corrective and therapeutic use of the potential of virtual reality in solving problems of practical psychology. The experimental study presented in the work is devoted to the study of the influence of virtual reality on the state of anxiety in senior schoolchildren (senior adolescence and early adolescence). In the framework of the diagnostic stage (before and after the experimental exposure), the following were used: Phillips’ School Anxiety Test and Color Sociometry. At the experimental — formative stage — schoolchildren who were diagnosed with high (17.5%) and increased levels of anxiety (30.1%) were included in a virtual reality program to overcome nytophobia. The results of the study confirmed the hypothesis of a decrease in the indicators of the state of anxiety in the study participants; the changes on the scale “General anxiety” of changes in the high level of anxiety φ* = 3.3 (p≤ 0.001) were significant. Micro-changes in color attribution values occurred for all color groups, but significant changes in preferences for self-attribution of crimson color φ* = 2.84 (p ≤ 0.05), and brown color also gave significant results φ* = 3.6 ** (p ≤ 0.001), which may indirectly confirm changes in the state of anxiety in older students


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


1997 ◽  
Vol 19 (3) ◽  
pp. 291-301 ◽  
Author(s):  
Karla A. Kubitz ◽  
Konstantinos Pothakos

In the present study, participants were randomly assigned to an exercise or a nonexercise group to measure brain activation (spontaneous EEG activity), affect, and cognitive functioning before and after a 15-min treatment period. Exercisers (a) sat quietly for 5 min, (b) exercised for 15 min, (c) recovered for 5 min, and (d) completed a 15-min vigilance task. Nonexercisers did not exercise. There was a significant (a) Condition × Band × Time interaction for EEG activity, (b) Condition × Time interaction for Activation-Deactivation Adjective Checklist (AD ACL) scores, and (c) Condition × Time interaction for reaction times (RTs). Post hoc tests showed (a) no significant group effects at the baseline and 15-min vigilance periods, and (b) significant group effects at the postexercise and 5-min vigilance periods. Exercisers had lower levels of brain activation (i.e., more theta and alpha activity and less beta activity), higher AD ACL scores, and slower RTs than nonexercisers during these periods.


2009 ◽  
Vol 14 (4) ◽  
pp. 283-286 ◽  
Author(s):  
Vera Leibovici ◽  
Florella Magora ◽  
Sarale Cohen ◽  
Arieh Ingber

BACKGROUND: Virtual reality immersion (VRI), an advanced computer-generated technique, decreased subjective reports of pain in experimental and procedural medical therapies. Furthermore, VRI significantly reduced pain-related brain activity as measured by functional magnetic resonance imaging. Resemblance between anatomical and neuroendocrine pathways of pain and pruritus may prove VRI to be a suitable adjunct for basic and clinical studies of the complex aspects of pruritus.OBJECTIVES: To compare effects of VRI with audiovisual distraction (AVD) techniques for attenuation of pruritus in patients with atopic dermatitis and psoriasis vulgaris.METHODS: Twenty-four patients suffering from chronic pruritus – 16 due to atopic dermatitis and eight due to psoriasis vulgaris – were randomly assigned to play an interactive computer game using a special visor or a computer screen. Pruritus intensity was self-rated before, during and 10 min after exposure using a visual analogue scale ranging from 0 to 10. The interviewer rated observed scratching on a three-point scale during each distraction program.RESULTS: Student’sttests were significant for reduction of pruritus intensity before and during VRI and AVD (P=0.0002 and P=0.01, respectively) and were significant only between ratings before and after VRI (P=0.017). Scratching was mostly absent or mild during both programs.CONCLUSIONS: VRI and AVD techniques demonstrated the ability to diminish itching sensations temporarily. Further studies on the immediate and late effects of interactive computer distraction techniques to interrupt itching episodes will open potential paths for future pruritus research.


2018 ◽  
Vol 6 ◽  
pp. 205031211879960 ◽  
Author(s):  
Marie Ann Mae En Wong ◽  
Shien Chue ◽  
Michelle Jong ◽  
Ho Wye Kei Benny ◽  
Nabil Zary

Objectives: Cardiopulmonary resuscitation (CPR) is lifesaving. Yet, cardiac arrest survival remains low despite CPR intervention. Education has been highlighted as a strategy to overcome this issue. Virtual Reality technology has been gaining momentum in the field of clinical education. Published studies report benefits of virtual reality for CPR education; yet, perceptions of CPR instructors towards virtual reality remain unexplored. CPR instructors are key stakeholders in CPR education and their perceptions are valuable for the design and adoption of virtual reality-enhanced learning. The purpose of this study is therefore to understand the perceptions of CPR instructors towards using virtual reality for health professionals’ CPR education. The aim was addressed via three research questions: (1) What are the perceptions of CPR instructors towards current health professionals’ CPR education? (2) What are the perceptions of CPR instructors towards features of virtual reality ideal for health professionals’ CPR education? (3) What are the perceptions of CPR instructors towards the potential role of virtual reality in health professionals’ CPR education? Methods: A total of 30 CPR instructors were surveyed on their views towards current health professionals’ CPR education and the use of virtual reality for health professionals’ CPR education, before and after interacting with a CPR virtual reality simulation. Responses were analysed using interpretative thematic analysis. Results: CPR instructors perceived current health professionals’ CPR education as limited due to unideal test preparation (resources, practice, motivation, and frame of mind) and performance. They perceived fidelity, engagement, resource conservation, and memory enhancement as features of virtual reality ideal for health professionals’ CPR education. Virtual reality was viewed by CPR instructors as having potential as a blended learning tool, targeting both ‘novice’ and ‘experienced’ health professionals. Conclusion: The study highlighted the gaps in current health professionals’ CPR education that can be addressed using virtual-reality-enabled learning. Future research could investigate virtual reality simulations with features desirable for CPR education of target populations.


2019 ◽  
Vol 69 (1) ◽  
pp. 149-157 ◽  
Author(s):  
Sebastian Rutkowski ◽  
Anna Rutkowska ◽  
Dariusz Jastrzębski ◽  
Henryk Racheniuk ◽  
Witold Pawełczyk ◽  
...  

Abstract The aim of the study was to evaluate the effects of rehabilitation in patients with chronic obstructive pulmonary disease (COPD) using the Kinect system during stationary rehabilitation. The study included 68 patients with COPD (35 men, 33 women, mean age 61.3 ± 3.7). The subjects were randomly assigned to one of the two experimental groups described below. Group I included 34 patients – non‐participants in Kinect training. Group II included 34 patients – participants in Kinect training. In all patients before and after rehabilitation physical fitness was assessed using the Senior Fitness Test (SFT). The Xbox 360 and Kinect motion sensor were used to carry out virtual reality training. In group I, statistically significant improvements in SFT performance were observed. Patients in group II also showed statistically significant improvement in physical fitness in all attempts of the SFT. Virtual rehabilitation training in patients with COPD seems to be a practical and beneficial intervention capable of enhancing mobility and physical fitness.


2019 ◽  
Vol 6 (3) ◽  
pp. 69
Author(s):  
Jenny J. Ly ◽  
Rinah T. Yamamoto ◽  
Susan M. Dallabrida

<p class="abstract"><strong>Background:</strong> In migraine clinical trials, patients’ understanding of the terminology used in patient-reported outcome (PRO) measures is important as variability in completing PRO measures can reduce the power to detect treatment efficacy. This study examines patients’ understanding of how to complete PRO measures in the absence of training, if minimal training can improve the accuracy of answering PRO items, and patients’ opinion on the necessity of training and their preference for the method of training.</p><p class="abstract"><strong>Methods:</strong> Participants reporting a diagnosis of migraine completed online surveys. Participants were given scenarios of how to report headache days and pain severity. Respondents were asked about their opinions on the necessity of training, and their preference for the method of training. In a second study, participants were given a hypothetical scenario on how to report pain severity before and after a short training.</p><p class="abstract"><strong>Results:</strong> The majority of participants had different criteria to interpret PRO questions and provided incorrect answers to our scenarios. In the second study, with minimal training, errors were reduced by 7.5%. Over 90% of participants viewed educational materials and training as necessary and preferred electronic modes of training with the ability to review training materials as needed for the duration of the trial.</p><p class="abstract"><strong>Conclusions: </strong>Patient training may improve data quality and inter-rater reliability in clinical trials. Electronic interactive training could be used as an approach to reduce inconsistencies in PRO measures and improve data quality.</p>


2021 ◽  
Author(s):  
C Longchamps ◽  
S Ducarroz ◽  
L Crouzet ◽  
N. Vignier ◽  
L. Pourtau ◽  
...  

AbstractCOVID-19 vaccine hesitancy is frequent and can constitute a barrier to the dissemination of vaccines once they are available. Unequal access to vaccines may also contribute to socioeconomic inequalities with regard to COVID-19. We studied vaccine hesitancy among persons living in homeless shelters in France between May and June 2020 (n=235). Overall, 40.9% of study participants reported vaccine hesitancy, which is comparable to general population trends in France. In multivariate regression models, factors associated with vaccine hesitancy are: being a woman (OR=2.55; 95% CI 1.40-4.74), living with a partner (OR=2.48, 95% CI 1.17-5.41), no legal residence in France (OR=0.51, 95% CI 0.27-0.92), and health literacy (OR=0.38, 95% CI 0.21, 0.68). Our results suggest that trends in vaccine hesitancy and associated factors are similar among homeless persons as in the general population. Dissemination of information on vaccine risks and benefits needs to be adapted to persons who experience severe disadvantage.


2019 ◽  
Author(s):  
Hyeon Jeong Yoon ◽  
Jonghwa Kim ◽  
Sang Woo Park ◽  
Hwan Heo

Abstract Background To investigate differences in refraction, accommodative factors, ocular parameters, and subjective symptoms after using two types of virtual reality (VR) content with different perception depths. Methods Twenty-three volunteers, who played VR games in two modes (immersive and non-immersive) for 30 min, were enrolled. Ocular parameters were examined before and after using VR. Accommodative factors were measured using static and dynamic methods, and subjective symptoms were assessed using a questionnaire. Differences according to VR content and correlations between each ocular parameter were analyzed. Results There were no changes in refraction and accommodative factors after use of the VR. However, there was a significant increase in near point accommodation (NPA), near point convergence (NPC), and subjective symptom scores after using the immersive mode. Correlation analysis revealed that NPA and accommodative lag were increased in subjects with exophoria, and that subjects with high NPA or NPC were more likely to exhibit an increase in mean accommodative lag. Conclusions The use of VR for 30 min reduced NPA and NPC especially after the immersive mode was used. In addition, using VR could further increase accommodation lag and reduce the amplitude of accommodation and convergence in subjects with exophoria.


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