scholarly journals Effect of a Virtual Reality-Based Restorative Environment on the Emotional and Cognitive Recovery of Individuals with Mild-to-Moderate Anxiety and Depression

Author(s):  
Hongqidi Li ◽  
Wenyi Dong ◽  
Zhimeng Wang ◽  
Nuo Chen ◽  
Jianping Wu ◽  
...  

In this study, restorative environment theory and virtual reality (VR) technology were combined to build different 3D dynamic VR interactive scenes. We discuss the effects of a VR restorative environment on the emotional and cognitive recovery of individuals with mild-to-moderate anxiety and depression. First, we built a VR restorative garden scene, divided into four areas: forest, lawn, horticultural planting, and water features. The scene was verified to have a good recovery effect in 26 participants. Then, 195 participants with mild-to-moderate anxiety and depression were selected as experimental subjects. Through psychological testing and EMG (Electromyography) and EEG (Electroencephalography) data feedback, we further explored the differences in the sense of presence in VR restorative scenes and their effect on individual emotional and cognitive recovery. The results showed that (1) both the restorative environment images and the VR scenes had a healing effect (the reduction in negative emotions and the recovery of positive emotions and cognition), with no difference in the subjective feeling of recovery among the different scenes, but the recovery score of the VR urban environment was higher than that of the natural environment (differing from the results in real environments); (2) a high sense of presence can be experienced in different VR scenes, and interactive activities in VR scenes can provide a great presence experience; (3) the recovery effects of VR restorative environment on emotion and self-efficacy are realized through the presence of VR scenes; (4) a VR restorative environment is helpful for the emotional improvement and cognitive recovery of individuals with mild-to-moderate anxiety and depression. VR urban scenes also have good recovery effects. In terms of cognitive recovery, self-efficacy improved significantly. In addition, from the perspective of EEG indicators, the VR restorative scene experience activated the prefrontal lobe, which is conducive to cognitive recovery in individuals with mild-to-moderate anxiety and depression. In terms of emotional improvement, negative emotions were significantly reduced in the different VR scene groups. In conclusion, we further explored ways to help individuals with mild-to-moderate anxiety and depression, in order to promote the development and application of mental health.

2020 ◽  
Vol 3 (2) ◽  
pp. 20502-1-20502-10 ◽  
Author(s):  
Siavash Eftekharifar ◽  
Anne Thaler ◽  
Nikolaus F. Troje

Abstract The sense of presence is defined as a subjective feeling of being situated in an environment and occupying a location therein. The sense of presence is a defining feature of virtual environments. In two experiments, we aimed at investigating the relative contribution of motion parallax and stereopsis to the sense of presence, using two versions of the classic pit room paradigm in virtual reality. In Experiment 1, participants were asked to cross a deep abyss between two platforms on a narrow plank. Participants completed the task under three experimental conditions: (1) when the lateral component of motion parallax was disabled, (2) when stereopsis was disabled, and (3) when both stereopsis and motion parallax were available. As a subjective measure of presence, participants completed a presence questionnaire after each condition. Additionally, electrodermal activity (EDA) was recorded as a measure of anxiety. In Experiment 1, EDA responses were significantly higher with restricted motion parallax as compared to the other two conditions. However, no difference was observed in terms of the subjective presence scores across the three conditions. To test whether these results were due to the nature of the environment, participants in Experiment 2 experienced a slightly less stressful environment, where they were asked to stand on a ledge and drop virtual balls to specified targets into the abyss. The same experimental manipulations were used as in Experiment 1. Again, the EDA responses were significantly higher when motion parallax was impaired as compared to when stereopsis was disabled. The results of the presence questionnaire revealed a reduced sense of presence with impaired motion parallax compared to the normal viewing condition. Across the two experiments, our results unexpectedly demonstrate that presence in the virtual environments is not necessarily linked to EDA responses elicited by affective situations as has been implied by earlier studies.


2016 ◽  
Vol 44 (7) ◽  
pp. 1173-1190 ◽  
Author(s):  
Hyung Jin Choi ◽  
Sangmin Lee ◽  
Se-Ri No ◽  
Eung Il Kim

We examined how compassion can alleviate employees' negative emotions, behaviors, and thoughts. On the basis of self-regulatory resources theory, we hypothesized that there would be relationships between the 2 mediating variables of self-esteem and self-efficacy, and the dependent variables of anxiety, burnout, workplace deviance, and intention to quit. We collected data on these variables from 284 nurses, who work in a stressful job that necessitates compassion from colleagues, to test our theoretical model. The results revealed that compassion alleviated negative emotions (anxiety and burnout), behavior (workplace deviance), and thoughts (intention to quit), with both self-esteem and self-efficacy having mediating effects. Thus, we demonstrated the specific path through which compassion can have positive effects on an organization's employees. We discuss the observed relationship between compassion and self-regulation, and theoretical contributions regarding differences between self-esteem and self-efficacy, as well as between anxiety and burnout.


Author(s):  
Haitao Liu ◽  
Kai Dou ◽  
Chengfu Yu ◽  
Yangang Nie ◽  
Xue Zheng

This study aimed to test the association between peer attachment and aggressive behavior, as well as the mediating effect of regulatory emotional self-efficacy on this relationship. A total of 1171 (582 male, 589 female) Chinese adolescents completed self-reported questionnaires that assessed peer attachment, regulatory emotional self-efficacy, and aggressive behavior. Path analysis showed that the negative association between peer attachment and adolescent aggressive behavior was mediated by self-efficacy in managing negative emotions. However, the mediating effect of self-efficacy in expressing positive emotions was nonsignificant. Moreover, there was no significant difference in the indirect paths mentioned above between male and female respondents. These findings highlight self-efficacy in managing negative emotions as a potential mechanism linking peer attachment to adolescent aggressive behavior.


2021 ◽  
Author(s):  
Lisa Cerda ◽  
Aurélie Fauvarque ◽  
Pierluigi Graziani ◽  
Jonathan Del-Monte

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.


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