scholarly journals Beyond Feeling Sick: The Visual and Cognitive Aftereffects of Virtual Reality

Author(s):  
Ancret Szpak ◽  
Stefan Carlo Michalski ◽  
Dimitrios Saredakis ◽  
Celia Chen ◽  
Tobias Loetscher

Developing an understanding of how virtual reality (VR) aftereffects may influence later activities could help to minimise the risk of using head-mounted displays (HMDs) for various applications. This study investigated the visual and cognitive aftereffects of using HMDs and their relationship to the reporting of VR sickness symptoms. Visual (accommodation and vergence) and cognitive (reaction time and rapid visual processing) assessments were employed before and after participants engage in a 30-minute VR table tennis game (VR group, n = 27) or went about their daily activities (control group, n = 28). VR sickness symptoms were captured using the Simulator Sickness Questionnaire (SSQ). The data showed changes in accommodation but no concurrent changes in vergence, which likely stems from decoupling accommodation and vergence in VR. Furthermore, larger changes in accommodation were linked to a greater reporting of sickness symptoms suggesting that decoupling accommodation and vergence could be more adverse than previously thought. Participants in the VR group also showed slower decision (cognitive) times, but VR did not seem to affect their movement times in a five-choice reaction time task. The novel visual and cognitive findings from this study may be valuable to obtain a better understanding of the user issues and safety around VR usage.

2021 ◽  
Vol 43 (2) ◽  
pp. 155-170
Author(s):  
Mark A. Thompson ◽  
Adam R. Nicholls ◽  
John Toner ◽  
John L. Perry ◽  
Rachel Burke

The authors investigated relationships between emotions, coping, and resilience across two studies. In Study 1a, 319 athletes completed dispositional questionnaires relating to the aforementioned constructs. In Study 1b, 126 athletes from Study 1a repeated the same questionnaires 6 months later. In Study 2, 21 athletes were randomly allocated to an emotional (e.g., pleasant or unpleasant emotions) or control group and undertook a laboratory-based reaction-time task across three time points. Questionnaires and salivary cortisol samples were collected before and after each performance with imagery-based emotional manipulations engendered during the second testing session. Partial longitudinal evidence of the broaden-and-build effects of pleasant emotions was found. Pleasant emotions may undo lingering cognitive resource losses incurred from previous unpleasant emotional experiences. In Study 2, pleasant and unpleasant emotions had an immediate and sustained psychophysiological and performance impact. Taken together, this research supports the application of broaden-and-build theory in framing emotional interventions for athletes.


1997 ◽  
Vol 25 (4) ◽  
pp. 345-352 ◽  
Author(s):  
Jeffrey Goldstein ◽  
Lara Cajko ◽  
Mark Oosterbroek ◽  
Moniek Michielsen ◽  
Oscar Van Houten ◽  
...  

This study examined the effects of playing video games (Super Tetris) on the reaction time, cognitive/perceptual adaptability, and emotional well-being of 22 noninstitutionalized elderly people aged 69 to 90. Volunteers in an elderly community in the Netherlands were randomly assigned to a videogameplaying experimental group or a nonplaying control group. The televisions of the 10 videogame players were provided with Nintendo SuperNes systems. Participants played Super Tetris 5 hours a week for 5 weeks, and maintained a log of their play. Before and after this play period, measures of reaction time (Sternberg Test; Steinberg, 1969), cognitive/perceptual adaptability (Stroop Color Word Test; Stroop, 1935), and emotional well-being (self-report questionnaire) were administered. Playing video games was related to a significant improvement in the Sternberg reaction time task, and to a relative increase in selfreported well-being. On the Stroop Color Word Test, both the experimental and control groups improved significantly, but the difference between groups was not statistically significant. The videogame-playing group had faster reaction times and felt a more positive sense of well-being compared to their nonplaying counterparts. Consistent with previous research on video games and the elderly, the present study finds the strongest effects on measures of reaction time, and the weakest effects on cognitive performance measures. Explanations and alternative interpretations of these findings are discussed.


Author(s):  
Dulce Romero-Ayuso ◽  
Pablo Alcántara-Vázquez ◽  
Ana Almenara-García ◽  
Irene Nuñez-Camarero ◽  
José Matías Triviño-Juárez ◽  
...  

Self-regulation refers to the ability to control and modulate behavior, and it can include both emotional and cognitive modulation. Children with neurodevelopmental disorders may show difficulties in self-regulation. The main objective of this study is to improve self-regulation skills in children between 6 and 11 years of age with neurodevelopmental disorders. Methodology: A randomized controlled trial will be conducted with the use of “SR-MRehab: Un colegio emocionante”, based on a non-immersive virtual reality system where virtual objects can be managed by children in a natural way using their hands. Children will be recruited from several schools of Granada (Spain) and they will be randomly allocated to two groups. An assessment will be conducted before and after the intervention and 24 weeks after the end of the intervention process. The experimental group will receive the intervention using virtual reality. The control group will receive a standard self-regulation program. Both interventions will be performed once a week for a total of 10 sessions. Changes in self-regulation, as well as the acceptability of technology with the use of SR-MRehab, will be evaluated. The results will be published and will provide evidence regarding the use of this type of intervention in children with neurodevelopmental disorders. Trial registration: Registered with code NCT04418921.


Author(s):  
Maheshkumar Kuppusamy ◽  
Dilara Kamaldeen ◽  
Ravishankar Pitani ◽  
Julius Amaldas ◽  
Padmavathi Ramasamy ◽  
...  

AbstractObjectivesThe improvement in the/reaction time is important, as it is an indicator of cognitive function. Therefore, there is a need, especially for adolescents in the form of techniques or courses that can improve the reaction time. Yoga was found to cause a better improvement in the health of the individuals. The present study intended to show the effects of Bhramari pranayama (Bhr.P) on reaction time in the healthy adolescents.MethodsOf the 730 potential subjects screened, 520 apparently healthy adolescents randomly assigned to either the Bhr.P group (n-260) or control group (n-260). Bhr.P group practiced the bhramari pranayama for 3 days in a week for 6 months. The Auditory Reaction Time (ART) and the Visual Reaction Time (VRT) were assessed before and after Bhr.P pranayama practice.ResultsBhr.P group shows significant shortening of response time in both VRT (from 267.13 ± 52.65 to 249.87 ± 39.41 ms) and ART (from 237.42 ± 48.12 to 227.91 ± 34.60 ms) after 6 months of Bhr.P practice. In control group subjects, no such significant changes were found (p > 0.05).ConclusionsShortening of RT implies an improvement in the information processing and reflexes. This beneficial effect of Bhr.P on reaction time can be used for improving cognitive function in the adolescents for their academic performances.


2018 ◽  
Vol 6 (11a) ◽  
pp. 121 ◽  
Author(s):  
Mehmet Onur Vurmaz ◽  
Bergun Meric Bingul

The aim of this study is to investigate the effect of light reaction exercises on agility-quickness and reaction time of the U-20 Eootball Players. 20 male football players from the YeniMalatyaspor participated in this study voluntarily. T-test for agility-quickness, foot reaction test with Light-Trainer device for foot reaction speed were done before and after trainings. While the control group continued with the standard training, the exercise group performed the standard training exercises with Light-Trainer device for eight weeks. According to the results, the exercise group improved statistically (p<0.05). İt was observed that the exercises performed with Light-Trainer device had positive effects on agility-quickness and reaction speed over U-20 football players and  improved their features. İt was thought that such education would be very useful in the cognitive training of young athletes.


2020 ◽  
Author(s):  
Ling Chen ◽  
Yi Chen ◽  
Wai Leung Ambrose Lo

Abstract Background: Impaired cognitive ability to anticipate the required control may affect functional recovery. The cortical excitability of task related motor anticipation for upper limb movement induced by virtual reality (VR) training is unknown. Aims: To investigate the changes of motor anticipation, cortical excitability and upper limb function induced by VR training in subacute stroke survivors. Methods: Upper limb hemiparesis resulting from the first occurrence of stroke within 1 to 6 months were recruited. Participants were randomly allocated to conventional therapy or VR intervention. Electroencephalogram (EEG) and electromyography (EMG) were simultaneously recorded during palmar grasp motion. Outcome measures of contingent negative variation (CNV) latency, mean peak amplitude, electromyography (EMG) reaction time, Upper Limb Fugl-Meyer Assessment (UL-FMA) and the Action Research Arm Test (ARAT) were recorded pre and post intervention. The EEG and EMG differences between the two groups were assessed by mixed model ANOVA (p=0.05). The differences in UL-FMA and ARAT were assessed Wilcoxon signed-rank test (p=0.05). Results: The reduction in EMG reaction time difference, CNV latency and mean peak amplitude were significantly lower in the VR group than the control group when executing movement with the paretic hand. ARAT and UL-FMA scores were significantly higher in the VR group than the control group post intervention. Conclusions: The findings indicated a reduction in brain computational demand during palmar grasp task. Improvements in clinical function in the VR group suggested that VR intervention may be more beneficial in improving upper limb function patients with subacute stroke. Improvement in upper limb function may be related to improvement of the neural anticipatory process. Trial registration: Chinese Clinical Trial Registry (Registration No.: ChiCTR-IOC-15006064). Registered on 11 May 2015. Retrospectively registered. http://www.chictr.org.cn/searchprojen.aspx


2018 ◽  
Vol 71 (7-8) ◽  
pp. 222-226
Author(s):  
Aleksandra Jakovljevic ◽  
Vojkan Nestorovic ◽  
Mirjana Dejanovic ◽  
Zoran Bukumiric ◽  
Aleksandar Jakovljevic ◽  
...  

Introduction. Hemodialysis patients with chronic renal failure, suffer from affective dysfunction to a variable extent. The aim of our study was to evaluate the cognitive and affective status in patients before and after hemodialysis. Apart from this, the goal of the study was to examine and compare the cognitive status of patients on dialysis in relation to the control group, but also in relation to laboratory parameters. Material and Methods. This research was a prospective study including 30 hemodialysis patients with chronic renal failure treated at the Department of Nephrology of the Health Center in Kosovska Mitrovica. The cognitive status of the subjects was evalueted by determining the simple reaction time to auditory and visual stimuli before and after hemodialysis sessions and using the Mini Mental Status Examination, while the affective status was evalueted by using the Beck Depression Inventory. Results. The analysis of the obtained results showed a statistically significantly lower auditory and visual simple reaction times (p = 0.014) after dialysis (p = 0.023). The results have confirmed a statistically significantly decreased simple reaction time to visual stimuli (p = 0.001), while a statistical significance (p = 0.137) was not obtained for the auditory stimuli when compared to the control group. The Mini Mental Status Examination and the Beck Depression Inventory did not indicate a significant cognitive status damage or presence of depression. Conclusion. The importance of hemodialysis in the improvement of cognitive function is clearly evident, even though the general state of cognitive status in patients on hemodialysis is lower compared to the healthy population. Evaluation of the cognitive and affective status using simple reaction time, Folstein?s Mini Mental State Examination and the Beck Depression Inventory, should be used on daily basis in hemodialysis patients.


2019 ◽  
Author(s):  
Stefan Carlo Michalski ◽  
Ancret Szpak ◽  
Dimitrios Saredakis ◽  
Tyler Ross ◽  
Mark Billinghurst ◽  
...  

Objective: The present study investigates skill transfer from Virtual Reality (VR) sports training to the real world, using the fast-paced sport of table tennis.Background: A key assumption of VR training is that the learned skills and experiences transfer to the real world. Yet, in certain application areas, such as VR sports training, the research testing this assumption is sparse.Design: Real-world table tennis performance was assessed using a mixed-model analysis of variance. The analysis comprised a between-subjects (VR training group vs control group) and a within-subjects (pre- and post-training) factor. Method: Fifty-seven participants (23 females) were either assigned to a VR training group (n = 29) or no-training control group (n = 28). During VR training, participants were immersed in competitive table tennis matches against an artificial intelligence opponent. An expert table tennis coach evaluated participants on real-world table tennis playing before and after the training phase. Blinded regarding participant's group assignment, the expert assessed participants’ backhand, forehand and serving on quantitative aspects (e.g. count of rallies without errors) and quality of skill aspects (e.g. technique and consistency).Results: VR training significantly improved participants’ real-world table tennis performance compared to a no-training control group in both quantitative (p&lt;.001, partial eta2 = .301) and quality of skill assessments (p&lt;.001, Cohen’s d = 1.10).Conclusions: This study adds to a sparse yet expanding literature, demonstrating real-world skill transfer from Virtual Reality in an athletic task.


2020 ◽  
Vol 25 (Supplement_2) ◽  
pp. e3-e3
Author(s):  
Michael Chang ◽  
Alicia Fernandes ◽  
Alexandra Frankel

Abstract Background Patients undergoing procedures at hospitals may experience anxiety and such anxiety can be heightened in pediatric populations. Anxiety can invoke a physical and mental stress response leading to poorer health outcomes and in children these outcomes include: resistance to treatment, nightmares, longer recovery periods, lowered pain thresholds and separation anxiety (Biddis, 2014; Manyande 2015; Aydın 2017). Objectives This study aimed to test whether a virtual reality intervention is feasible, beneficial and effective in reducing anxiety prior to surgery in the pediatric population of Scarborough Health Network. Design/Methods Virtual Reality (VR) is a computer technology that simulates a user’s physical presence in a virtual or imaginary environment. ‘Bubble Bloom’, an underwater fishing game where participants launch bubbles to catch colourful fish, is the VR game that the children are administered in a two phased research design to explore whether the VR intervention was a beneficial tool in reducing anxiety in our pediatric population. Phase 1 was a trial phase in which participants (n=20) were administered the condensed version of the State Trait Anxiety Scale before and after the intervention to determine if anxiety levels had been reduced. Participants were also administered an experience survey to explore patient satisfaction, headset comfort, and virtual reality satisfaction. Phase 2, randomized control trial, is currently ongoing with the same measures and VR intervention being administered. In Phase 2, participants are randomized to the control group (regular play activities) or intervention (virtual reality game). Results In Phase 1, all participants indicated they enjoyed the experience of the virtual reality intervention. Sixteen of the 20 participants had pre scores that were in the mild to moderate anxiety range (80%). Of these 16 participants, 10 participants’ post scores decreased to the normal or no anxiety range (63%). Additionally, 80% of participants demonstrated a reduction in anxiety post-virtual reality intervention. Conclusion Phase 1 results were encouraging with 80% of participants experiencing a reduction in anxiety and all participants enjoying the virtual reality experience.


2021 ◽  
Author(s):  
Sergo Martirosov ◽  
Marek Bureš ◽  
Tomáš Zítka

AbstractIt is known that virtual reality (VR) experience may cause cyber sickness. One aspect of VR is an immersion or otherwise sense of presence, the sense of feeling oneself in a virtual world. In this paper an experiment which was conducted in order to find the link between level of immersion and cyber sickness felt by participants is presented. Eighty-nine participants aged between 19 and 36 years have been equally divided into four groups with different level of VR immersion. The low-immersive group was represented by PC with monoscopic screen, the semi-immersive group was represented by CAVE with stereoscopic projector, the fully immersive group was represented by VR head-mounted display, and the last group was the control group without any kind of immersion. The task for the participants was to navigate through the maze for a specified amount of time (10 min). The Simulator Sickness Questionnaire was used as a subjective measure tool for cyber sickness level and Grooved Pegboard Test for assessing the fine dexterity, both before and after the experiment. Regarding the time spend in VR the fully immersive environment had the biggest problems as more than half of the participants had to stop before 10 min (p < 0.001). Concerning the cyber sickness, the significant increase in nausea score between pre-test and post-test scores has been observed in semi-immersive group (p = 0.0018) and fully immersive group (p < 0.0001). The increase in oculomotor score was smaller. The significant difference was noted only in fully immersive group (p = 0.0449). In spite of great nausea factor after the VR immersion the participants did not show a decrease of fine dexterity in any group (p < 0.001).


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