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Pavic K, Vergilino-Perez D, Gricourt T, Chaby L. Age-related differences in subjective and physiological emotion evoked by immersion in natural and social virtual environments. Sci Rep 2024; 14:15320. [PMID: 38961132 PMCID: PMC11222553 DOI: 10.1038/s41598-024-66119-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/21/2023] [Accepted: 06/27/2024] [Indexed: 07/05/2024] Open
Abstract
Age-related changes in emotional processing are complex, with a bias toward positive information. However, the impact of aging on emotional responses in positive everyday situations remains unclear. Virtual Reality (VR) has emerged as a promising tool for investigating emotional processing, offering a unique balance between ecological validity and experimental control. Yet, limited evidence exists regarding its efficacy to elicit positive emotions in older adults. Our study aimed to explore age-related differences in positive emotional responses to immersion in both social and nonsocial virtual emotional environments. We exposed 34 younger adults and 24 older adults to natural and social 360-degree video content through a low immersive computer screen and a highly immersive Head-Mounted Display, while recording participants' physiological reactions. Participants also provided self-report of their emotions and sense of presence. The findings support VR's efficacy in eliciting positive emotions in both younger and older adults, with age-related differences in emotional responses influenced by the specific video content rather than immersion level. These findings underscore the potential of VR as a valuable tool for examining age-related differences in emotional responses and developing VR applications to enhance emotional wellbeing across diverse user populations.
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Affiliation(s)
- Katarina Pavic
- Université Paris Cité, Vision Action Cognition, F-92100, Boulogne-Billancourt, France
- SocialDream, Research and Development Department, Bourg-de-Péage, France
| | | | - Thierry Gricourt
- SocialDream, Research and Development Department, Bourg-de-Péage, France
| | - Laurence Chaby
- Université Paris Cité, Vision Action Cognition, F-92100, Boulogne-Billancourt, France.
- Sorbonne Université, Institut des systemes intelligents et de robotique (ISIR), CNRS, F-75005, Paris, France.
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2
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Koivisto M, Koskinen J, Jokiaho S, Vahanne T, Pohjola M, Kontio E. A short simulated nature experience as an effective way to promote restoration from work-related stress. Scand J Psychol 2024. [PMID: 38872446 DOI: 10.1111/sjop.13044] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/01/2023] [Revised: 03/13/2024] [Accepted: 05/21/2024] [Indexed: 06/15/2024]
Abstract
Spending time in nature, and even watching images or videos of nature, has positive effects on one's mental state. However, cognitively stressful work is often performed indoors, in offices that lack easy access to nature during breaks. In this study, we investigated whether watching a 5-min audiovisual video that describes a first-person perspective walk on a forest path could help to restore one's mental state after cognitive stress. Participants were asked to perform cognitive stressor tasks, after which they were shown either a nature walk video or a control video. Subjective restoration was measured using self-reports before and after the videos, while electrodermal activity (EDA) and electroencephalography (EEG) were measured during the video-watching session. The results showed that experiencing the nature walk video enhanced subjective restoration more than watching the control video. Arousal of the autonomic nervous system, measured using EDA, decreased more during the nature walk video than during the control video. Additionally, activity in the EEG's upper theta band (6-8 Hz) and lower alpha band (8-10 Hz) increased during the nature walk video, suggesting that it induced a relaxed state of mind. Interestingly, the participants' connection with nature moderated the effects of the nature video. The subjective and physiological measures both suggest that watching a short, simulated nature walk may be beneficial in relaxing the mind and restoring one's mental state after cognitive stress.
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Affiliation(s)
- Mika Koivisto
- Department of Psychology, University of Turku, Turku, Finland
| | - Juho Koskinen
- School of ICT, Turku University of Applied Sciences, Turku, Finland
| | - Samu Jokiaho
- Department of Psychology, University of Turku, Turku, Finland
| | - Tero Vahanne
- School of ICT, Turku University of Applied Sciences, Turku, Finland
| | | | - Elina Kontio
- School of ICT, Turku University of Applied Sciences, Turku, Finland
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3
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Georgiou F, Kawai C, Schäffer B, Pieren R. Replicating outdoor environments using VR and ambisonics: a methodology for accurate audio-visual recording, processing and reproduction. VIRTUAL REALITY 2024; 28:111. [PMID: 38765056 PMCID: PMC11098739 DOI: 10.1007/s10055-024-01003-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/24/2023] [Accepted: 04/18/2024] [Indexed: 05/21/2024]
Abstract
This paper introduces a methodology tailored to capture, post-process, and replicate audio-visual data of outdoor environments (urban or natural) for VR experiments carried out within a controlled laboratory environment. The methodology consists of 360∘ video and higher order ambisonic (HOA) field recordings and subsequent calibrated spatial sound reproduction with a spherical loudspeaker array and video played back via a head-mounted display using a game engine and a graphical user interface for a perceptual experimental questionnaire. Attention was given to the equalisation and calibration of the ambisonic microphone and to the design of different ambisonic decoders. A listening experiment was conducted to evaluate four different decoders (one 2D first-order ambisonic decoder and three 3D third-order decoders) by asking participants to rate the relative (perceived) realism of recorded outdoor soundscapes reproduced with these decoders. The results showed that the third-order decoders were ranked as more realistic.
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Affiliation(s)
- Fotis Georgiou
- Empa, Swiss Federal Laboratories for Materials Science and Technology, Laboratory for Acoustics/Noise Control, Überlandstrasse 129, Dübendorf, 8600 Switzerland
| | - Claudia Kawai
- Empa, Swiss Federal Laboratories for Materials Science and Technology, Laboratory for Acoustics/Noise Control, Überlandstrasse 129, Dübendorf, 8600 Switzerland
| | - Beat Schäffer
- Empa, Swiss Federal Laboratories for Materials Science and Technology, Laboratory for Acoustics/Noise Control, Überlandstrasse 129, Dübendorf, 8600 Switzerland
| | - Reto Pieren
- Empa, Swiss Federal Laboratories for Materials Science and Technology, Laboratory for Acoustics/Noise Control, Überlandstrasse 129, Dübendorf, 8600 Switzerland
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4
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Wen Y, Shen X, Shen Y. Improving immersive experiences in virtual natural setting for public health and environmental design: A systematic review and meta-analysis of randomized controlled trials. PLoS One 2024; 19:e0297986. [PMID: 38630668 PMCID: PMC11023440 DOI: 10.1371/journal.pone.0297986] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/23/2023] [Accepted: 01/15/2024] [Indexed: 04/19/2024] Open
Abstract
In recent years, virtual reality (VR) technology has emerged as a powerful tool in the field of therapeutic landscapes. For hospitalized patients or individuals with limited mobility, VR provides highly personalized therapy by simulating authentic natural environments within a safe, convenient, and engaging setting. This study investigated the effectiveness of immersing patients in virtual natural environments for health recovery and compared the varying impacts of different types of landscapes on patients' recovery levels. The aim was to complement traditional medical approaches and enhance environmental design in the field of public health. Researchers systematically reviewed databases (January 2018 to August 2, 2023) to identify randomized controlled trials comparing the efficacy of virtual nature immersion with other treatments. The inclusion/exclusion criteria were established based on the population, intervention, comparison, outcomes, study design, and other aspects (expanded PICO) framework. The Cochrane tool was employed to assess the risk of bias. Meta-analysis was conducted by pooling the mean differences with a 95% confidence interval. Among 30 trials, a total of 2123 patients met the inclusion criteria, with 15 studies included in the meta-analysis. 30 trials met the criteria. Results show significant improvements in pain, anxiety, fear, and some physiological indicators with virtual nature-based treatments. On the other hand, natural scenes incorporating blue and green elements have been applied more extensively and have shown more significant effects. In comparison to conventional methods, this study strongly advocates that virtual reality environments are a crucial tool in bridging the gap between patients and nature, demonstrating their potential to reshape medical interventions and improve environmental design in the field of public health.
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Affiliation(s)
- Yuhan Wen
- Yueyang Hospital of Integrated Chinese and Western Medicine, Shanghai University of Traditional Chinese Medicine, Hongkon District, Shanghai, China
- School of Architecture, Tianjin University, Nankai District, Tianjin, China
| | - Xiwei Shen
- School of Architecture, University of Nevada, Las Vegas, Nevada, United States of America
| | - Yan Shen
- Yueyang Hospital of Integrated Chinese and Western Medicine, Shanghai University of Traditional Chinese Medicine, Hongkon District, Shanghai, China
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Zulkarnain AHB, Cao X, Kókai Z, Gere A. Self-Assessed Experience of Emotional Involvement in Sensory Analysis Performed in Virtual Reality. Foods 2024; 13:375. [PMID: 38338511 PMCID: PMC10855596 DOI: 10.3390/foods13030375] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/20/2023] [Revised: 01/17/2024] [Accepted: 01/20/2024] [Indexed: 02/12/2024] Open
Abstract
Virtual reality (VR) technology has gained significant attention in various fields, including education for health professionals, sensory science, psychology, and consumer research. The first aim of the paper is to explore the self-assessed experience of emotional involvement in sensory analysis performed in VR. The Positive and Negative Affect Schedule (PANAS) is a widely used self-report measure that assesses positive and negative affective states. VR sensory analysis involves the use of immersive, interactive, and multi-sensory environments to evaluate sensory perception and emotional responses. By synthesizing relevant literature, this paper provides insights into the impact of VR on affective states, the effectiveness of VR in eliciting emotions, and the potential applications of the PANAS in VR sensory analysis. Furthermore, the second aim of the paper is to uncover the effect of VR sensory evaluation on the participant's emotional states, as it has a significant effect on their evaluations. The results suggest an increase in the sum of positive effects and a decrease in the negative ones. Although these results are promising, the relationship between the PANAS and VR sensory analysis is still underexplored, with limited research investigating the specific effects of VR on affective states measured using the PANAS. Further research is needed to better understand the potential of the PANAS in assessing emotional responses in VR environments and its implications for sensory analysis.
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Affiliation(s)
| | | | | | - Attila Gere
- Institute of Food Science and Technology, Hungarian University of Agriculture and Life Sciences, Villányi út. 29-31, H-1118 Budapest, Hungary; (A.H.B.Z.); (X.C.); (Z.K.)
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6
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Bolouki A. The impact of virtual reality natural and built environments on affective responses: a systematic review and meta-analysis. INTERNATIONAL JOURNAL OF ENVIRONMENTAL HEALTH RESEARCH 2024; 34:73-89. [PMID: 36201684 DOI: 10.1080/09603123.2022.2130881] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/14/2022] [Accepted: 09/22/2022] [Indexed: 06/16/2023]
Abstract
This study aims to evaluate the extent to which virtual reality (VR) natural and built settings affect emotional states. Web of Science, SCOPUS, and PubMed were searched for relevant articles prior to February 2022. Of 15 articles identified for systematic review, 6 met the inclusion criteria for meta-analysis (studies with only pre- and post-condition measures of the Positive and Negative Affect Schedule (PANAS) were included). Both positive affect (g = 0.20, p = 0.001) and negative affect (g = - 0.30, p = 0.001) change scores for the VR natural environment were statistically significant. On the other hand, change scores for VR built environment were not significant in both positive affect (g = - 0.08, p = 0.355) and negative affect (g = - 0.08, p = 0.058). The findings revealed that, in addition to a VR natural environment, a VR built environment is capable of providing restorative experiences against negative mood in some circumstances.
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Affiliation(s)
- Ahmad Bolouki
- Master of urban design, Tehran University of Art, Tehran, Iran
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7
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Brambilla E, Petersen E, Stendal K, Sundling V, MacIntyre TE, Calogiuri G. Effects of immersive virtual nature on nature connectedness: A systematic review and meta-analysis. Digit Health 2024; 10:20552076241234639. [PMID: 38533309 PMCID: PMC10964443 DOI: 10.1177/20552076241234639] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2023] [Accepted: 01/26/2024] [Indexed: 03/28/2024] Open
Abstract
Objective This study systematically summarizes the extant literature on the impacts of immersive virtual nature (IVN) on nature connectedness in the general population. Methods Papers were considered eligible if peer-reviewed, in English language, comprising experimental or quasi-experimental trials, including at least one outcome relative to nature connectedness in the general population. Database search was conducted on Scopus, Web of Science, Google Scholar, Medline, and GreenFILE (22-28 November 2021). Risk of bias was established by the Cochrane RoB 2 tool. Data synthesis was conducted through meta-analysis according with the Cochrane Consumers and Communication Group guidelines. Results Six eligible papers (9 studies; n = 730) were selected, in which IVN was compared to (i) non-immersive virtual nature, (ii) immersive virtual built environments, (iii) non-immersive virtual built environments, and (iv) actual nature. The risk of bias was predominantly "low" or of "some concerns." Meta-analyses showed a statistically significant overall effect for the first (g = 0.26; 95% CI = 0.06-0.45; I2 = 35%) and fourth group (g = -1.98; 95% CI = -3.21 to -0.75; I2 = 96%), the former in favor of IVN and the latter in favor of actual nature. Subgroup analyses were conducted for the first and second groups of studies to explore possible sources of heterogeneity. The small number of studies available limits the validity of the outcomes of the meta-analyses. Conclusion The findings indicate that IVN may be an effective tool for the promotion of nature connectedness, although the evidence in this field is still limited and largely mixed. Recommendations for future research are discussed.
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Affiliation(s)
- Elena Brambilla
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
| | - Evi Petersen
- Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, Bø, Norway
- Department of Early Childhood Education, Oslo Metropolitan University, Oslo, Norway
| | - Karen Stendal
- Department of Business, Marketing and Law, University of South-Eastern Norway, Ringerike, Norway
| | - Vibeke Sundling
- Department of Optometry, Radiography and Lighting Design, University of South-Eastern Norway, Kongsberg, Norway
| | - Tadhg E MacIntyre
- All Institute, Department of Psychology, Maynooth University, Maynooth, Irlanda
| | - Giovanna Calogiuri
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
- Section for Public Health, Department of Public Health and Sport Sciences, Inland Norway University of Applied Science, Elverum, Norway
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8
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Hösl B, Niedermeier M, Kopp M. Examining acute environmental effects on affective state, expectancy, and intention in sport climbing. Front Psychol 2023; 14:1258121. [PMID: 38155691 PMCID: PMC10752944 DOI: 10.3389/fpsyg.2023.1258121] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/13/2023] [Accepted: 11/29/2023] [Indexed: 12/30/2023] Open
Abstract
Introduction Psychological research has shown that, among other variables, affective state, expectancy, and behavioral intention influence whether or not a (physically active) behavior is performed. Environmental effects during physical activity on affective state have been well studied; however, research regarding environmental effects on expectancy or intention is limited. Sport climbing is a form of physical activity that is performed both indoors and outdoors and is therefore considered as suitable to study environmental effects. Therefore, the aim of the present study was to investigate environmental effects during sport climbing on affective state, expectancy, and intention. The nature of the relationship between some of these parameters should also be explored. Methods Using a within-subjects design, 48 participants were to climb both once indoors in a climbing gym and once outdoors at a crag. The design included questionnaire-based surveys at multiple time points. Affective state, expectancy, and behavioral intention were measured at different test time points. Results Two-factor repeated-measures ANOVAs revealed significant main effects of the factors environment (indoor - outdoor) and time (T1 - T2 - T3) for affective state, indicating more positive affective state during outdoor climbing. No environment*time interactions were found. Furthermore, significantly higher intention (d = 0.32; p = 0.032) was measured after the outdoor condition (M = 32.5, SD = 4.1) compared to the indoor condition (M = 31.2, SD = 4.7). Multiple linear regressions revealed that expectancies (measured before and after the session) significantly predicted post-climbing intention only indoors. Conclusion The results at least partly suggest environmental effects on behaviorally relevant variables during climbing. Outdoor climbing might provide more favorable characteristics for physically active behavior compared to indoor climbing. Health psychologists or public health professionals who focus on increasing physical activity for their clients could recommend outdoor climbing over indoor climbing.
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Affiliation(s)
- Benedikt Hösl
- Department of Sport Science, University of Innsbruck, Innsbruck, Austria
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9
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Yang X, Zhong S, Yang S, He M, Xu X, He S, Fan G, Liu L. Global Scientific Trends in Virtual Reality for Pain Treatment From 2000 to 2022: Bibliometric Analysis. JMIR Serious Games 2023; 11:e48354. [PMID: 37991981 PMCID: PMC10686536 DOI: 10.2196/48354] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Revised: 09/04/2023] [Accepted: 09/20/2023] [Indexed: 11/24/2023] Open
Abstract
Background Virtual reality (VR) is a computer simulation technique that has been increasingly applied in pain management over the past 2 decades. Objective In this study, we used bibliometrics to explore the literature on VR and pain control, with the aim of identifying research progress and predicting future research hot spots. Methods We extracted literature on VR and pain control published between 2000 and 2022 from the Web of Science Core Collections and conducted bibliometric analyses. We analyzed the publication and citation trends in the past 2 decades, as well as publication and citation analyses of different countries, institutions, journals, and authors. For references, we conducted cocitation and burst analyses. For keywords, we conducted co-occurrence, clustering, timeline view, and citation burst analyses. Results Based on 1176 publications, we found that there was a continuous increase in publication and citation volumes, especially in the last 5 years. The United States was the most representative country, and the University of Washington was the most representative institution, with both having the most publications and citations. The most popular journal in this field was Burns, and Hoffman HG was the most productive author, leading many studies on patients with burn pain. The reference with the most citation burst was a study on the verification of new hardware in pain control. The keywords with the highest citation bursts related to various situations of pain such as "burn pain," "wound care," "low back pain," and "phantom limb." Conclusions VR has been applied in various clinical situations for pain management, among which burns and pediatric surgery have achieved satisfactory results. We infer that VR will be extended to more clinical pain situations in the future, such as pain control in wound care, low back pain, and phantom limb pain. New research hot spots will include the development of software and hardware to improve the immersive experience of VR for pain control. However, our work was based solely on English literature from the Web of Science database. For future studies, we recommend that researchers explore literature from multiple databases to enhance the scope of their research.
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Affiliation(s)
- Xun Yang
- Department of Traumatic Orthopedics, Shenzhen Second People’s Hospital (The First Affiliated Hospital, Shenzhen University; Shenzhen Translational Medicine Institute), Shenzhen, China
| | - Sen Zhong
- Department of Orthopedic, School of Medicine, Spinal Pain Research Institute, Shanghai Tenth People’s Hospital, Tongji University, Shanghai, China
| | - Sheng Yang
- Department of Orthopedic, School of Medicine, Spinal Pain Research Institute, Shanghai Tenth People’s Hospital, Tongji University, Shanghai, China
| | - Meng He
- Department of Traumatic Orthopedics, Shenzhen Second People’s Hospital (The First Affiliated Hospital, Shenzhen University; Shenzhen Translational Medicine Institute), Shenzhen, China
| | - Xu Xu
- Department of Traumatic Orthopedics, Shenzhen Second People’s Hospital (The First Affiliated Hospital, Shenzhen University; Shenzhen Translational Medicine Institute), Shenzhen, China
| | - Shisheng He
- Department of Orthopedic, School of Medicine, Spinal Pain Research Institute, Shanghai Tenth People’s Hospital, Tongji University, Shanghai, China
| | - Guoxin Fan
- Department of Pain Medicine, National Key Clinical Pain Medicine of China, Huazhong University of Science and Technology Union Shenzhen Hospital, Shenzhen, China
| | - Lijun Liu
- Department of Traumatic Orthopedics, Shenzhen Second People’s Hospital (The First Affiliated Hospital, Shenzhen University; Shenzhen Translational Medicine Institute), Shenzhen, China
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10
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White MP, Hartig T, Martin L, Pahl S, van den Berg AE, Wells NM, Costongs C, Dzhambov AM, Elliott LR, Godfrey A, Hartl A, Konijnendijk C, Litt JS, Lovell R, Lymeus F, O'Driscoll C, Pichler C, Pouso S, Razani N, Secco L, Steininger MO, Stigsdotter UK, Uyarra M, van den Bosch M. Nature-based biopsychosocial resilience: An integrative theoretical framework for research on nature and health. ENVIRONMENT INTERNATIONAL 2023; 181:108234. [PMID: 37832260 DOI: 10.1016/j.envint.2023.108234] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/26/2023] [Revised: 09/09/2023] [Accepted: 09/25/2023] [Indexed: 10/15/2023]
Abstract
Nature-based solutions including urban forests and wetlands can help communities cope better with climate change and other environmental stressors by enhancing social-ecological resilience. Natural ecosystems, settings, elements and affordances can also help individuals become more personally resilient to a variety of stressors, although the mechanisms underpinning individual-level nature-based resilience, and their relations to social-ecological resilience, are not well articulated. We propose 'nature-based biopsychosocial resilience theory' (NBRT) to address these gaps. Our framework begins by suggesting that individual-level resilience can refer to both: a) a person's set of adaptive resources; and b) the processes by which these resources are deployed. Drawing on existing nature-health perspectives, we argue that nature contact can support individuals build and maintain biological, psychological, and social (i.e. biopsychosocial) resilience-related resources. Together with nature-based social-ecological resilience, these biopsychosocial resilience resources can: i) reduce the risk of various stressors (preventive resilience); ii) enhance adaptive reactions to stressful circumstances (response resilience), and/or iii) facilitate more rapid and/or complete recovery from stress (recovery resilience). Reference to these three resilience processes supports integration across more familiar pathways involving harm reduction, capacity building, and restoration. Evidence in support of the theory, potential interventions to promote nature-based biopsychosocial resilience, and issues that require further consideration are discussed.
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Affiliation(s)
- Mathew P White
- Cognitive Science HUB, University of Vienna, Austria; European Centre for Environment & Human Health, University of Exeter, UK.
| | - Terry Hartig
- Institute for Housing and Urban Research, Uppsala University, Sweden; Department of Psychology, Uppsala University, Sweden
| | - Leanne Martin
- European Centre for Environment & Human Health, University of Exeter, UK
| | - Sabine Pahl
- Urban and Environmental Psychology Group, University of Vienna, Austria
| | | | - Nancy M Wells
- Department of Human Centered Design, College of Human Ecology, Cornell University, Ithaca, NY, United States
| | | | - Angel M Dzhambov
- Department of Hygiene, Faculty of Public Health, Medical University of Plovdiv, Plovdiv, Bulgaria; Environmental Health Division, Research Institute at Medical University of Plovdiv, Medical University of Plovdiv, Plovdiv, Bulgaria
| | - Lewis R Elliott
- European Centre for Environment & Human Health, University of Exeter, UK
| | | | - Arnulf Hartl
- Institute of Ecomedicine, Paracelsus Medical University, Salzburg, Austria
| | | | - Jill S Litt
- ISGlobal, Barcelona, Spain; Universitat Pompeu Fabra, Barcelona, Spain; Ciber on Epidemiology and Public Health (CIBERESP), Madrid, Spain
| | - Rebecca Lovell
- European Centre for Environment & Human Health, University of Exeter, UK
| | - Freddie Lymeus
- Institute for Housing and Urban Research, Uppsala University, Sweden; Department of Psychology, Uppsala University, Sweden
| | | | - Christina Pichler
- Institute of Ecomedicine, Paracelsus Medical University, Salzburg, Austria
| | - Sarai Pouso
- AZTI, Marine Research, Basque Research and Technology Alliance (BRTA), Herrera Kaia, Portualdea z/g, 20110 Pasaia, Gipuzkoa, Spain
| | - Nooshin Razani
- University of California San Francisco, San Francisco, CA, United States
| | - Laura Secco
- Department of Territorio e Sistemi Agro-Forestali (TESAF), University of Padua, Padua, Italy
| | | | - Ulrika K Stigsdotter
- Department of Geosciences and Natural Resource Management, University of Copenhagen, Denmark
| | - Maria Uyarra
- AZTI, Marine Research, Basque Research and Technology Alliance (BRTA), Herrera Kaia, Portualdea z/g, 20110 Pasaia, Gipuzkoa, Spain
| | - Matilda van den Bosch
- ISGlobal, Barcelona, Spain; Universitat Pompeu Fabra, Barcelona, Spain; Ciber on Epidemiology and Public Health (CIBERESP), Madrid, Spain
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11
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Bhavadharini B, Monica V, Anbarasan R, Mahendran R. Virtual, augmented, and mixed reality as a versatile tool in food consumer behavior evaluation: Recent advances in aroma, taste, and texture incorporation. Compr Rev Food Sci Food Saf 2023; 22:4925-4956. [PMID: 37830874 DOI: 10.1111/1541-4337.13248] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/02/2023] [Revised: 09/07/2023] [Accepted: 09/12/2023] [Indexed: 10/14/2023]
Abstract
The perceptual behavior of consumers on a product displayed in the market has a vital role in analyzing the importance given to that product. Therefore, various strategies have been developed to understand this consumer behavior in the selection of products. Immersive technologies like virtual, augmented, and mixed reality are among them. With the foremost feature of immersion in the virtual world and interaction of users with virtual objects, virtual reality, and augmented reality have unlocked their potential in research and a user-friendly tool for analyzing consumer behavior. In addition to these technologies, mixed reality also has a significant role in investigating consumer behavior. Studies on immersive technologies in food applications are vast, hence this review focuses on the applications of virtual, augmented, and mixed reality in the food selection behavior of consumers. The behavioral studies are elicited to develop new products based on consumer needs, to understand the shopping behavior in supermarkets for real-time usage, and to know the influence of emotions in a selection of products. The findings suggest that virtual, augmented, and mixed reality induce immersion of the users in food selection behavioral studies. Information on the technological advancements in the tools used for bringing immersion and interaction are discussed for its futuristic applications in food. Though immersive technology gives users a realistic virtual environment experience, its application in food systems is in the budding stage. More research on human response studies would contribute to its innovative and inevitable application in the future.
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Affiliation(s)
- B Bhavadharini
- Centre of Excellence in Nonthermal Processing, National Institute of Food Technology, Entrepreneurship and Management -Thanjavur (NIFTEM-T), Thanjavur, India
| | - V Monica
- Centre of Excellence in Nonthermal Processing, National Institute of Food Technology, Entrepreneurship and Management -Thanjavur (NIFTEM-T), Thanjavur, India
| | - R Anbarasan
- Centre of Excellence in Nonthermal Processing, National Institute of Food Technology, Entrepreneurship and Management -Thanjavur (NIFTEM-T), Thanjavur, India
| | - R Mahendran
- Centre of Excellence in Nonthermal Processing, National Institute of Food Technology, Entrepreneurship and Management -Thanjavur (NIFTEM-T), Thanjavur, India
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12
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Navarrete-Hernandez P, Laffan K. The impact of small-scale green infrastructure on the affective wellbeing associated with urban sites. Sci Rep 2023; 13:9687. [PMID: 37322222 PMCID: PMC10272133 DOI: 10.1038/s41598-023-35804-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/12/2022] [Accepted: 05/24/2023] [Indexed: 06/17/2023] Open
Abstract
The largest public space in any city is its streets. Investments which incorporate small-scale green infrastructure into streetscapes can bring more nature into the lives of urban residents worldwide, including those living in even the most economically and spatially constraint places. However, little is known about the impact of such small-scale investments on urban residents' affective perceptions of their local environments and how to design these investments to maximise their positive impacts. In the current study, we use photo simulation techniques and an adapted form of the Positive and Negative Affective Schedule to examine the impact of small-scale green infrastructure interventions on the affective perceptions of low, middle and high-income sites in Santiago Chile. Our results, based on 62,478 reports of affective perceptions from 3,472 people, indicate that green infrastructure investments can both promote positive affect and, to a lesser, but still substantial extent reduce negative affect. The magnitudes of these relationships vary across discrete affective measures and for many of these measures, both positive and negative, a minimum of 16% increase in green coverage is required to see an impact. Finally, we find people associated lower affect with low, compared to middle and high, income sites but that these affective inequalities can be addressed, at least in part, through green infrastructure interventions.
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Affiliation(s)
- Pablo Navarrete-Hernandez
- Department of Landscape Architecture, University of Sheffield, Western Bank, Sheffield, S10 2TN, UK.
| | - Kate Laffan
- Department of Psychological and Behavioural Science, The London School of Economics, Houghton Street, London, WC2A 2AE, UK
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13
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Suseno B, Hastjarjo TD. The effect of simulated natural environments in virtual reality and 2D video to reduce stress. Front Psychol 2023; 14:1016652. [PMID: 37251017 PMCID: PMC10214952 DOI: 10.3389/fpsyg.2023.1016652] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2022] [Accepted: 03/30/2023] [Indexed: 05/31/2023] Open
Abstract
Stress is a common problem associated with poor physical and psychological health. Exposure to the natural environment is one method for reducing stress. The real and simulated natural environments have a restorative effect on stress reduction. In contrast to the real environment, simulated natural environments, such as virtual reality and 2D video, provide safer and more controllable exposure. Several studies on the restorative effects of the natural environment in virtual reality and 2D video have been conducted. However, the difference between the two in reducing stress must be clarified. This study was conducted to determine the effect of the simulated natural environments in virtual reality and 2D video and their differences in reducing stress. This study hypothesizes that both simulated natural environments in virtual reality and 2D video can reduce stress, but there is a difference between them in reducing stress. Fifty-three subjects were divided into two experimental groups: 2D video (n = 28) and virtual reality (n = 25). The results indicated that simulated natural environments in virtual reality and 2D video reduced stress. However, there was no difference between the two groups regarding stress reduction.
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14
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Johnson EA, Survase S, Gray PB. Examining the Impact of Virtual Animal Stimuli on College Students' Affect and Perception of their Academic Advising Experience. Animals (Basel) 2023; 13:ani13091522. [PMID: 37174559 PMCID: PMC10177355 DOI: 10.3390/ani13091522] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/13/2023] [Revised: 04/20/2023] [Accepted: 04/28/2023] [Indexed: 05/15/2023] Open
Abstract
The benefits of animal-assisted interventions (AAI) involving animals in therapy are widely accepted. The presence of animals in therapy can decrease a patient's reservation about therapy and promote a sense of comfort and rapport during the therapy process. Using survey data from college students (n = 152) attending a large public four-year institution, this study is the first to investigate the benefits of virtual animal stimuli during academic advising appointments. It posits that exposure to virtual animal stimuli can influence positive mental health and well-being in academic advising settings. Specifically, the research questions explored how different types of video content influence students' affect and how virtual animal stimuli impact students' perception of their advisor and university. College students were randomly assigned to watch one of four types of virtual stimuli (wild animals, companion animals, nature, and a control) prior to their advising session. Subjective measures were collected at baseline and after the advising session. Results indicated animal stimuli increase positive affect, and companion animal stimuli influence the student's perception of the advisor. This study supports the notion that companion animal videos positively impact students' well-being and interactions with their advisors and may have broader implications beyond the academic setting.
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Affiliation(s)
| | - Sheetal Survase
- School of Public Policy and Leadership, University of Nevada, Las Vegas, NV 89154, USA
| | - Peter B Gray
- Department of Anthropology, University of Nevada, Las Vegas, NV 89154, USA
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15
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Davidov A, Razumnikova O, Bakaev M. Nature in the Heart and Mind of the Beholder: Psycho-Emotional and EEG Differences in Perception of Virtual Nature Due to Gender. Vision (Basel) 2023; 7:vision7020030. [PMID: 37092463 PMCID: PMC10123600 DOI: 10.3390/vision7020030] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/31/2022] [Revised: 03/21/2023] [Accepted: 03/25/2023] [Indexed: 04/05/2023] Open
Abstract
Natural environment experiences in virtual reality (VR) can be a feasible option for people unable to connect with real nature. Existing research mostly focuses on health and emotional advantages of the “virtual nature” therapy, but studies of its neuropsychological effects related to visual perception are rare. In our experiment, 20 subjects watched nature-related video content in VR headsets (3D condition) and on a computer screen (2D condition). In addition to the gender factor, we considered the individual Environmental Identity Index (EID) and collected the self-assessment of the emotional state per the components of Valence, Arousal, and Dominance in each experimental condition. Besides the psychometric data, we also registered brainwave activity (EEG) and analyzed it with the 7 frequency bands. For EID, which was considerably higher in women, we found significant positive correlation with Valence (i.e., beneficial effect of the natural stimuli on the psycho-emotional status). At the same time, the analysis of the EEG data suggests a considerable impact of the VR immersion itself, with higher relaxation alpha effect in 3D vs. 2D condition in men. The novel and most pronounced effect of the gender factor was found in the relation between the EID and the EEG powers in the high-frequency bands—that is, positive correlation of these variables in women (0.64 < Rs < 0.74) but negative correlation in men (−0.66 < Rs < −0.72). Our results imply individually different and gender-dependent effects of the natural stimulus in VR. Correspondingly, the video and VR content development should consider this and aim to provide a user characteristics-tailored experience.
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Affiliation(s)
- Artem Davidov
- Department of Data Collection and Processing Systems, Novosibirsk State Technical University, 630073 Novosibirsk, Russia
| | - Olga Razumnikova
- Department of Data Collection and Processing Systems, Novosibirsk State Technical University, 630073 Novosibirsk, Russia
| | - Maxim Bakaev
- Department of Data Collection and Processing Systems, Novosibirsk State Technical University, 630073 Novosibirsk, Russia
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16
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Pavic K, Chaby L, Gricourt T, Vergilino-Perez D. Feeling Virtually Present Makes Me Happier: The Influence of Immersion, Sense of Presence, and Video Contents on Positive Emotion Induction. CYBERPSYCHOLOGY, BEHAVIOR, AND SOCIAL NETWORKING 2023; 26:238-245. [PMID: 37001171 PMCID: PMC10125398 DOI: 10.1089/cyber.2022.0245] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 04/03/2023]
Abstract
Immersive technologies, such as Virtual Reality (VR), have great potential for enhancing users' emotions and wellbeing. However, how immersion, Virtual Environment contents, and sense of presence (SoP) influence emotional responses remains to be clarified to efficiently foster positive emotions. Consequently, a total of 26 participants (16 women, 10 men, 22.73 ± 2.69 years old) were exposed to 360-degree videos of natural and social contents on both a highly immersive Head-Mounted Display and a low immersive computer screen. Subjective emotional responses and SoP were assessed after each video using self-reports, while a wearable wristband collected continuously electrodermal activity and heart rate to record physiological emotional responses. Findings supported the added value of immersion, as more positive emotions and greater subjective arousal were reported after viewing the videos in the highly immersive setting, regardless of the video contents. In addition to usually employed natural contents, the findings also provide initial evidence for the effectiveness of social contents in eliciting positive emotions. Finally, structural equation models shed light on the indirect effect of immersion, through spatial and spatial SoP on subjective arousal. Overall, these are encouraging results about the effectiveness of VR for fostering positive emotions. Future studies should further investigate the influence of user characteristics on VR experiences to foster efficiently positive emotions among a broad range of potential users.
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Affiliation(s)
- Katarina Pavic
- Université Paris Cité, Vision Action Cognition (VAC), Boulogne-Billancourt, France
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Research and Development Department, SocialDream, Bourg-de-Péage, France
- Address correspondence to: Dr. Katarina Pavic, Université Paris Cité, Vision Action Cognition (VAC), 71 Avenue Edouard Vaillant, Boulogne-Billancourt Cedex 92774, France
| | - Laurence Chaby
- Sorbonne Université, CNRS, Institut des Systèmes Intelligents et de Robotique (ISIR), Paris, France
- Université Paris Cité, UFR de Psychologie, Boulogne-Billancourt, France
| | - Thierry Gricourt
- Research and Development Department, SocialDream, Bourg-de-Péage, France
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17
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Della Libera C, Simon J, Larøi F, Quertemont E, Wagener A. Using 360-degree immersive videos to assess multiple transdiagnostic symptoms: A study focusing on fear of negative evaluation, paranoid thoughts, negative automatic thoughts, and craving. VIRTUAL REALITY 2023:1-16. [PMID: 37360803 PMCID: PMC9996573 DOI: 10.1007/s10055-023-00779-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 06/03/2022] [Accepted: 02/20/2023] [Indexed: 06/28/2023]
Abstract
Over the last 20 years, virtual reality (VR) has gained a great interest for both assessment and treatment of various psychopathologies. However, due to high costs and material specificity, VR remains disadvantageous for clinicians. Adopting a multiple transdiagnostic approach, this study aims at testing the validity of a 360-degree immersive video (360IV) for the assessment of five common psychological symptoms (fear of negative evaluation, paranoid thoughts, negative automatic thoughts, craving for alcohol and for nicotine). A 360IV was constructed in the Darius Café and included actors behaving naturally. One hundred and fifty-eight adults from the general population were assessed in terms of their proneness towards the five symptoms, were then exposed to the 360IV and completed measures for the five state symptoms, four dimensions of presence (place, plausibility, copresence and social presence illusions) and cybersickness. Results revealed that the five symptoms occurred during the immersion and were predicted by the participants' proneness towards these symptoms. The 360IV was also able to elicit various levels of the four dimensions of presence while producing few cybersickness. The present study provides evidence supporting the use of the 360IV as a new accessible, ecological, and standardized tool to assess multiple transdiagnostic symptoms. Supplementary Information The online version contains supplementary material available at 10.1007/s10055-023-00779-y.
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Affiliation(s)
- Clara Della Libera
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Jessica Simon
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Frank Larøi
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
- Department of Biological and Medical Psychology, University of Bergen, Bergen, Norway
- Norwegian Center for Mental Disorders Research, University of Oslo, Oslo, Norway
| | - Etienne Quertemont
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
| | - Aurélie Wagener
- Psychology and Neuroscience of Cognition Research Unit (PsyNCog), University of Liège, Liège, Belgium
- Research Unit for a life-Course Perspective on Health and Education (RUCHE), Health Psychology, Department of Psychology, University of Liège, Liège, Belgium
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18
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Exploring associations of older adults with virtual nature: a randomised factorial online survey. AGEING & SOCIETY 2023. [DOI: 10.1017/s0144686x23000090] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/03/2023]
Abstract
Abstract
Loneliness and social isolation are important social determinants of wellbeing of older adults. Conversational exchanges can promote connectedness between older adults, however, conversations may not always come easy. Research shows that exposure to nature-based stimuli such as pictures and videos can stimulate social aspirations and trigger associations that could facilitate conversations, in particular when nature scenery is perceived as fascinating, mysterious, spacious and suited for social interaction. Therefore, this study investigated whether exposure to these nature characteristics (high versus low) lead to associations that could act as conversational material. A randomised factorial design, using a virtual reality-based approach for experimental control, led to 17 different virtual representations of nature (VN). In total, 150 participants (60 years and older) were recruited for an online survey. Spontaneous associations were coded on personal engagement and valence. The number of associations was measured with one multiple-choice question. VN exposure successfully triggered personally engaging and positively valenced associations and were related to multiple associations, in particular when the VN were high on mystery. Furthermore, positive effects of VN exposure was more pronounced for participants with high (rather than low) levels of nature relatedness and many (rather than few) available nature opportunities. These findings indicate that VN exposure provides fertile ground for conversations as a means to promote connectedness and social wellbeing of older adults.
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19
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Matsangidou M, Solomou T, Frangoudes F, Ioannou K, Theofanous P, Papayianni E, Pattichis CS. Affective Out-World Experience via Virtual Reality for Older Adults Living with Mild Cognitive Impairments or Mild Dementia. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2023; 20:2919. [PMID: 36833616 PMCID: PMC9957279 DOI: 10.3390/ijerph20042919] [Citation(s) in RCA: 4] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 11/30/2022] [Revised: 02/01/2023] [Accepted: 02/02/2023] [Indexed: 06/18/2023]
Abstract
Older adults with cognitive impairments may face barriers to accessing experiences beyond their physical premises. Previous research has suggested that missing out on emotional experiences may affect mental health and impact cognitive abilities. In recent years, there has been growing research interest in designing non-pharmacological interventions to improve the health-related quality of life of older adults. With virtual reality offering endless opportunities for health support, we must consider how virtual reality can be sensitively designed to provide comfortable, enriching out-world experiences to older adults to enhance their emotional regulation. Thirty older adults living with mild cognitive impairment or mild dementia participated in the study. Affect and emotional behavior were measured. The usability and the sense of presence were also assessed. Finally, we assessed the virtual reality experiences based on physiological responses and eye-tracking data. The results indicated that virtual reality can positively enhance the mental health of this population by eliciting a positive affective state and enhancing their emotional regulation. Overall, this paper raises awareness of the role of virtual reality in emotion elicitation, regulation, and expression and enhances our understanding of the use of virtual reality by older adults living with mild cognitive impairments or mild dementia.
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Affiliation(s)
| | - Theodoros Solomou
- Department of Computer Science, School of Natural & Applied Sciences, University of Cyprus, Nicosia 1678, Cyprus
| | | | - Konstantinos Ioannou
- Department of Computer Science, School of Natural & Applied Sciences, University of Cyprus, Nicosia 1678, Cyprus
| | - Panagiotis Theofanous
- Department of Computer Science, School of Natural & Applied Sciences, University of Cyprus, Nicosia 1678, Cyprus
| | - Ersi Papayianni
- Archangelos Michael Elderly People Nursing Home/Rehabilitation Centre for Patients with Alzheimer (AMEN), Nicosia 1022, Cyprus
| | - Constantinos S. Pattichis
- CYENS Center of Excellence, Nicosia 1016, Cyprus
- Department of Computer Science, School of Natural & Applied Sciences, University of Cyprus, Nicosia 1678, Cyprus
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20
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Zary N, Tan Z, Liu T, Chan SN, Sheng J, Wong TH, Huang J, Zhang CJP, Ming WK. Preference of Virtual Reality Games in Psychological Pressure and Depression Treatment: Discrete Choice Experiment. JMIR Serious Games 2023; 11:e34586. [PMID: 36645698 PMCID: PMC9947866 DOI: 10.2196/34586] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/21/2021] [Revised: 05/11/2022] [Accepted: 06/12/2022] [Indexed: 01/18/2023] Open
Abstract
BACKGROUND Virtual reality (VR) can be used to build many different scenes aimed at reducing study-related stress. However, only few academic experiments on university students for preference testing have been performed. OBJECTIVE This study aims to assess the preference of VR games for stress and depression treatment using a discrete choice experiment (DCE). METHODS A total of 5 different attributes were selected based on the depression therapy parameters and attributes related to VR: (1) treatment modality; (2) therapy duration; (3) perceived remission rate; (4) probability of adverse events; and the (5) monthly cost of adding treatment to a discrete choice experiment. By comparing different attributes and levels, we could draw some conclusions about the depression therapy testing preference for university students; 1 university student was responsible for VR scene development and 1 for participant recruitment. RESULTS The utility value of different attributes for "0% Probability of adverse events" was higher than others (99.22), and the utility value of VR treatment as the most popular treatment method compared with counseling and medicine treatment was 80.95. Three parameter aspects (different treatments for depression) were statistically significant (P<.001), including "0%" and "50%" of "Probability of adverse events" and "¥500" (a currency exchange rate of ¥1 [Chinese yuan]=US $0.15 is applicable) of "The monthly cost of treatment." Most individuals preferred 12 months as the therapy duration, and the odds ratio of "12 months" was 1.095 (95% CI 0.945-1.270) when compared with the reference level (6 months). Meanwhile, the cheapest price (¥500) of depression therapy was the optimum choice for most students. CONCLUSIONS People placed great preference on VR technology psychological intervention methods, which indicates that VR may have a potential market in the treatment of psychological problems. However, adverse events and treatment costs need to be considered. This study can be used to guide policies that are relevant to the development of the application of VR technology in the field of psychological pressure and depression treatment.
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Affiliation(s)
| | - Zijian Tan
- Department of Public Health and Preventive Medicine, School of Medicine, Jinan University, Guangzhou, China
| | - Taoran Liu
- Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Sze Ngai Chan
- Department of Obstetrics and Gynaecology, First Affiliated Hospital of Jinan University, Guangzhou, China
| | - Jie Sheng
- Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Tak-Hap Wong
- Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Jian Huang
- Department of Epidemiology and Biostatistics, School of Public Health, Imperial College London, London, United Kingdom
| | - Casper J P Zhang
- School of Public Health, The University of Hong Kong, Hong Kong, China (Hong Kong)
| | - Wai-Kit Ming
- Department of Infectious Diseases and Public Health, Jockey Club College of Veterinary Medicine and Life Sciences, City University of Hong Kong, Hong Kong, China (Hong Kong)
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21
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Lau SSS, Leung SSK, Wong JWC, Lee TCP, Cartwright SR, Wong JTC, Man J, Cheung E, Choi RPW. Brief repeated virtual nature contact for three weeks boosts university students' nature connectedness and psychological and physiological health during the COVID-19 pandemic: A pilot study. Front Public Health 2023; 10:1057020. [PMID: 36711407 PMCID: PMC9878182 DOI: 10.3389/fpubh.2022.1057020] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/29/2022] [Accepted: 12/19/2022] [Indexed: 01/15/2023] Open
Abstract
The COVID-19 pandemic and its associated uncertainties and restrictions have adverse impacts on university students' mental wellbeing. Evidence shows that virtual nature contact has mental health benefits. However, little is known about the potential beneficial health impacts of virtual nature contact during times of social distancing, when access to the natural environment is restricted. This pilot study aimed to examine the effectiveness of a 3-week virtual nature contact in improving nature connectedness and reducing psychophysiological stress. A sample of 56 university students in Hong Kong was randomly assigned to control and nature interventions using 2-D video played for 15 min three times a week for 3 weeks. Nature connectedness, perceived restorativeness and psycho-physiological wellbeing were measured. Our findings show significant changes in psychological stress levels after nature interventions compared with the baseline, including increased happiness and stronger emotions of comfort and relaxation. When compared with the control group, the results show the nature intervention group has significantly higher levels of nature connectedness, happiness, and positive affect, but no significant effects on other psychological and physiological variables (e.g., cardiovascular responses). Our preliminary findings highlight the potential use of virtual nature contacts in bolstering university students' wellbeing at times of pandemic or when in-person visit to the natural environment is not feasible.
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Affiliation(s)
- Sam S. S. Lau
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,College of International Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Multidisciplinary Research Centre, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Institute of Bioresources and Agriculture, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,*Correspondence: Sam S. S. Lau ✉
| | - Sharron S. K. Leung
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Division of Nursing Education, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Jonathan W. C. Wong
- Institute of Bioresources and Agriculture, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Department of Biology, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Terence C. P. Lee
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,College of International Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Stephen R. Cartwright
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,College of International Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Janet T. C. Wong
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Jackie Man
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Multidisciplinary Research Centre, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Ethan Cheung
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China,Multidisciplinary Research Centre, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
| | - Regene P. W. Choi
- Research Centre for Environment and Human Health, School of Continuing Education, Hong Kong Baptist University, Kowloon, Hong Kong SAR, China
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22
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Li H, Ding Y, Zhao B, Xu Y, Wei W. Effects of immersion in a simulated natural environment on stress reduction and emotional arousal: A systematic review and meta-analysis. Front Psychol 2023; 13:1058177. [PMID: 36698558 PMCID: PMC9869155 DOI: 10.3389/fpsyg.2022.1058177] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/30/2022] [Accepted: 12/16/2022] [Indexed: 01/11/2023] Open
Abstract
Background Although the mental health benefits of exposure to simulated natural environments are well established by researchers from environmental psychology, landscape architecture, and public health, it is unclear whether and to what extent technological immersion affects these benefits. Methods Systematical literature searches were conducted in May 2022 from six databases. The risk of bias was evaluated using the Cochrane's Risk of Bias tool 2.0 and the Risk of Bias in Non-randomized Studies of Interventions tool. We performed a random-effects meta-regression to investigate the heterogeneity. The immersion levels of included studies were classified by projection devices and motion capture, and then subgroup analysis was conducted. Results Twenty-six publications were included. Exposure to simulated nature was confirmed to be associated with increased positive affect 0.40 [95% confidence interval (CI): 0.22, 0.58], vigor 0.58 (95% CI: 0.30, 0.86), calmness 0.54 (95% CI: 0.17, 0.92) and decreased perceived stress -0.38 (95% CI: -0.71, -0.06), total mood disturbance -0.87 (95% CI: -1.17, -0.57), tension -0.70 (95% CI: -0.99, -0.41), fatigue -0.60 (95% CI: -0.91, -0.28), anxiety -0.72 (95% CI: -1.43, -0.02), depression -0.33 (95% CI: -0.52, -0.14), confusion -0.79 (95% CI: -1.19, -0.40), and anger -0.54 (95% CI: -0.76, -0.31). Gender, health status, study design, mean age, and single exposure duration were not significant when entered in a meta-regression. For positive affect, medium immersion was observed to produce a larger effect than low and high immersion. All included studies had a moderate to high risk of bias. Conclusion Audio-visual exposure to simulated nature contributes to stress relief and emotional arousal. The immersion level explains the heterogeneity of positive affect triggered by simulated nature. Focusing on the technical features will open up new possibilities for combining actual and simulated nature's mental health benefits.
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Affiliation(s)
- Hongyi Li
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Yujun Ding
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Bing Zhao
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Yuhang Xu
- The College of Landscape Architecture, Nanjing Forestry University, Nanjing, China
| | - Wei Wei
- The College of Environmental Science, Nanjing Xiaozhuang University, Nanjing, China,*Correspondence: Wei Wei, ✉
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23
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Effects of exposure to immersive computer-generated virtual nature and control environments on affect and cognition. Sci Rep 2023; 13:220. [PMID: 36604527 PMCID: PMC9815073 DOI: 10.1038/s41598-022-26750-6] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2022] [Accepted: 12/20/2022] [Indexed: 01/06/2023] Open
Abstract
Previous research has shown that exposure to immersive virtual nature environments is able to induce positive affective and physiological effects. However, research on the effects on cognitive performance is scarce. Additionally, the effects of virtual nature exposure compared to a virtual control environment with a comparable amount of virtual objects have not been examined so far. Therefore, we conducted an experiment with 27 participants to study the psychological effects of such exposure. The virtual nature consisted of a 3D model of a typical forest environment, whereas the control environment was an abstract replication of the virtual forest environment. In both environments, a virtual wooden cart was used to transport the users from the start to the end of the virtual road. The typical background noise of moving such a cart was integrated into both environments as well. In addition, the virtual nature environment included typical forest sounds in the background, whereas the control condition did not have such background sounds. Both environments were compared with regard to their effects on cognitive performance (using trail making tests (TMTA, TMTB, and TMTB-A) as well as digit span forward and digit span backward tests), perceived restorativeness, mood, stress, sense of presence, and simulator sickness. The results showed that in comparison to the control environment, exposure to the virtual nature resulted in significantly higher cognitive performance, higher perceived restorativeness, higher positive affect, higher sense of presence, lower perceived stress, and lower simulator sickness.
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Sun Y, Li F, He T, Meng Y, Yin J, Yim IS, Xu L, Wu J. Physiological and affective responses to green space virtual reality among pregnant women. ENVIRONMENTAL RESEARCH 2023; 216:114499. [PMID: 36208780 DOI: 10.1016/j.envres.2022.114499] [Citation(s) in RCA: 7] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 02/04/2022] [Revised: 09/16/2022] [Accepted: 10/02/2022] [Indexed: 06/16/2023]
Abstract
BACKGROUND Benefits of green spaces on stress reduction have been shown in previous studies. Most existing studies to date have focused on the general population. However, there is a lack of understanding of physiological mechanisms underlying the beneficial effects of green space among special populations, such as pregnant women. OBJECTIVES To examine physiological and affective responses to green space on stress recovery among pregnant women, using simulated green space exposure through virtual reality (VR). METHODS We recruited 63 pregnant women between 8 and 14 weeks' gestational age for a laboratory experiment. Participants were randomly assigned to view one of three, 5-min, VR videos of an urban scene with different green space levels (i.e., non-green, moderate, and high) after a laboratory stressor, the Trier Social Stress Test. Physiological stress responses were measured via changes in blood pressure, heart rate, skin conductance level, salivary alpha-amylase, and salivary cortisol. Affective response was measured using the Positive and Negative Affect Scale. RESULTS We found that visual exposure to a green space environment in VR was associated with both physiological and affective stress reduction among pregnant women, including lower systolic blood pressure [-4.6 mmHg, 95% confidence interval (CI): -8.8, -0.4], reduced salivary alpha-amylase concentration (-1.2 ng/ml, 95% CI: -2.2, -0.2), improved overall positive affect (score: 6.6, 95% CI: 0.3, 13.0) and decreased negative affect of anxiety (score: -2.6, 95% CI: -5.19, -0.04) compared to non-green space environment. Exposure to high green space environment in park-like setting had the strongest impacts on stress recovery. CONCLUSION This study demonstrated that virtual green space exposure could effectively ease stress and improve mental health and well-being during pregnancy. Even a short immersion in VR-based green space environment may bring health benefits, which has significant implications for pregnant women when access to an actual nature may not be possible.
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Affiliation(s)
- Yi Sun
- Department of Environmental and Occupational Health, Program in Public Health, University of California, Irvine, CA, USA; Institute of Medical Information, Chinese Academy of Medical Sciences and Peking Union Medical College, Beijing, China.
| | - Fu Li
- College of Architecture and Landscape Architecture, Peking University, Beijing, China
| | - Tao He
- Program in Public Health Policy, University of California, Irvine, CA, USA
| | - Yaohan Meng
- School of Population Medicine and Public Health, Chinese Academy of Medical Sciences and Peking Union Medical College, Beijing, China
| | - Jie Yin
- College of Architecture and Urban Planning, Tongji University, Shanghai, China
| | - Ilona S Yim
- Department of Psychological Science, University of California, Irvine, CA, USA
| | - Liyan Xu
- College of Architecture and Landscape Architecture, Peking University, Beijing, China.
| | - Jun Wu
- Department of Environmental and Occupational Health, Program in Public Health, University of California, Irvine, CA, USA.
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Litleskare S, Calogiuri G. Seasonal Variations in the Effectiveness of Immersive Virtual Nature. HERD-HEALTH ENVIRONMENTS RESEARCH & DESIGN JOURNAL 2023; 16:219-232. [PMID: 36154715 PMCID: PMC9755693 DOI: 10.1177/19375867221127420] [Citation(s) in RCA: 1] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/27/2023]
Abstract
AIM The aim of this study was to assess whether the outcomes of immersive virtual nature (IVN) varies between seasons. BACKGROUND IVN has received increased interest in recent years due to its potential applications within health and design. However, factors influencing people's responses to IVN are largely unknown. Seasons affect a variety of human processes and behaviors including levels of affect and blood pressure, also in the context of human-nature interactions. These seasonal variations might influence how people interact and respond to IVN, especially since IVN allow for representations of nature that are not representative of the current real-life season. METHODS A secondary analysis of data retrieved from two previous studies, which included three IVN conditions, was conducted. All IVNs represented late spring conditions. Measures included perceived environmental restorativeness, affect, enjoyment, heart rate, and blood pressure. A meta-analytic approach was used to assess whether there were consistent differences between participants who were exposed to the IVN in spring/summer (early June to mid-September) and autumn/winter (mid-September to December) across the three different conditions. RESULTS There was a consistent effect of season only for one component of affect (fatigue), with larger reductions in fatigue when exposed to IVN during autumn/winter compared to spring/summer. No other significant effects of season were observed. CONCLUSION IVNs are feasible to use across all seasons but might be more effective in reducing the feeling of fatigue during autumn and winter compared to other seasons.
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Affiliation(s)
- Sigbjørn Litleskare
- Department of Public Health and Sport Sciences, Inland Norway University of Applied Sciences, Elverum, Norway,Sigbjørn Litleskare, MSc, Høgskolen i Innlandet, Postboks 400, 2418 Elverum, Norway.
| | - Giovanna Calogiuri
- Department of Public Health and Sport Sciences, Inland Norway University of Applied Sciences, Elverum, Norway,Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
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Huang X, Huss J, North L, Williams K, Boyd-Devine A. Cognitive and motivational benefits of a theory-based immersive virtual reality design in science learning. COMPUTERS AND EDUCATION OPEN 2023. [DOI: 10.1016/j.caeo.2023.100124] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/22/2023] Open
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Khan S, Naeem MK, Tania MH, Refat N, Rahman MA, Patwary M. A modified mental state assessment tool for impact analysis of virtual reality-based therapeutic interventions in patients with cognitive impairment. Digit Health 2023; 9:20552076231203800. [PMID: 38025104 PMCID: PMC10647984 DOI: 10.1177/20552076231203800] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/12/2023] [Accepted: 09/08/2023] [Indexed: 12/01/2023] Open
Abstract
Objectives This work has developed a modified mental state assessment tool for impact analysis of therapeutic interventions for patients with cognitive impairment. This work includes a pilot study to validate the proposed tool and assess the impact of virtual reality-based interventions on patient well-being, which includes assessment of cognitive ability and mood. Methods The suggested tool's robustness and reliability are assessed in care home facilities with elderly residents over the age of 55. Because of the repetitive nature of the pilot study, test-retest strategy for Cronbach's alpha coefficient is employed to validate the internal consistency of the proposed tool over time. Qualitative and quantitative analyses are performed on the collected data to draw inferences on the impact of virtual reality-based interventions on patients with cognitive impairments. Results The Cronbach's alpha coefficient value shows that the proposed tool's resilience is comparable to that of its pre-intervention counterparts. The Cronbach's alpha coefficient values are determined for Pre-virtual reality and Post-virtual reality interventions, which include 116 virtual reality sessions for 52-participant, and three cohorts of virtual reality sessions for 21 participants. These values for a majority of the interventions remained within the acceptable range of 0.6-0.8. Conclusions The proposed modified mental state assessment tool is observed to be a reliable tool for investigating the impact of virtual reality-based interventions on patients with cognitive impairments. One of the notable significance of the proposed tool is that this allows for resource allocation for such interventions to be tailored to the needs of the patient, leading to greater therapeutic efficacy and resource efficiency.
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Affiliation(s)
- Samiya Khan
- School of Engineering, Computing and Mathematical Sciences, University of Wolverhampton, Wolverhampton, UK
| | - Muhammad Kamran Naeem
- School of Engineering, Computing and Mathematical Sciences, University of Wolverhampton, Wolverhampton, UK
| | - Marzia Hoque Tania
- Institute of Biomedical Engineering, Department of Engineering Science, University of Oxford, Oxford, UK
| | - Nadia Refat
- School of Engineering, Computing and Mathematical Sciences, University of Wolverhampton, Wolverhampton, UK
| | - Md Arafatur Rahman
- School of Engineering, Computing and Mathematical Sciences, University of Wolverhampton, Wolverhampton, UK
| | - Mohammad Patwary
- School of Engineering, Computing and Mathematical Sciences, University of Wolverhampton, Wolverhampton, UK
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van Houwelingen-Snippe J, Ben Allouch S, van Rompay TJL. Designing digital nature for older adults: A mixed method approach. Digit Health 2023; 9:20552076231218504. [PMID: 38053734 PMCID: PMC10695079 DOI: 10.1177/20552076231218504] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/30/2023] [Accepted: 11/16/2023] [Indexed: 12/07/2023] Open
Abstract
Objective Loneliness and social isolation are pressing issues that can seriously impact the mental health and well-being of older adults. Interacting with nature can stimulate a feeling of connectedness. However, for older adults, access to nature is often troublesome because of physical limitations and mobility restrictions. Methods In the present mixed-method study, 37 older adults (62-99 years old) with varying care needs and mobility restrictions watched a video presenting a walkthrough of a simulated digital nature landscape. Results Quantitative results show a significant increase in social connectedness scores and enhanced peacefulness after experiencing a digital nature. Qualitative results stress the importance of variations in nature scenery and highlight the influence of contextual and person-related factors including nature experiences throughout the life span and mobility constraints that older adults may face. Conclusion These findings testify to the potential of using digital nature as a complementary strategy when interactions with outdoor nature become increasingly difficult due to old age.
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Affiliation(s)
- Josca van Houwelingen-Snippe
- Department of Communication Science, Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, The Netherlands
| | - Somaya Ben Allouch
- Digital Life, Amsterdam University of Applied Sciences, Amsterdam, The Netherlands
- Digital Interactions, Informatics Institute, University of Amsterdam, Amsterdam, The Netherlands
| | - Thomas J. L. van Rompay
- Department of Communication Science, Faculty of Behavioural, Management and Social Sciences, University of Twente, Enschede, The Netherlands
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Zary N, Healy D, Barry M, Brennan A, Redfern S, Houghton C, Casey D. Key Stakeholders' Experiences and Perceptions of Virtual Reality for Older Adults Living With Dementia: Systematic Review and Thematic Synthesis. JMIR Serious Games 2022; 10:e37228. [PMID: 36563042 PMCID: PMC9823606 DOI: 10.2196/37228] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2022] [Revised: 06/01/2022] [Accepted: 07/21/2022] [Indexed: 01/11/2023] Open
Abstract
BACKGROUND Technology is increasingly being used and evolving in the dementia care landscape. One such technology that has gained traction over the last decade is virtual reality (VR). VR is being applied in many areas of dementia care, including cognitive assessment and training, reminiscence therapy, music therapy, and other recreational VR applications. Despite the plethora of applications, they are often not shaped by the experiences and perceptions of older adults living with dementia. Currently, there is no qualitative evidence synthesis (QES) to explore this area. This review aimed to provide qualitative evidence supporting existing systematic reviews in this area. OBJECTIVE The aim of this QES was to explore key stakeholders' experiences and perceptions of VR for older adults living with dementia. It aimed to explore the barriers and facilitators to VR use and provide recommendations for future design and implementation. METHODS QES was used, which involved a systematic search of 6 databases to identify studies that qualitatively explored key stakeholders' experiences and perceptions of VR for older adults living with dementia. Thematic synthesis was used to integrate the findings of 14 studies (from 15 reports). The Critical Appraisal Skills Programme tool was used to assess the methodological quality of the included studies. The confidence placed in the review findings was assessed using the GRADE-CERQUAL (Confidence in the Evidence from Reviews of Qualitative research). RESULTS A total of 15 reports from 14 studies were included in the review, consisting of a range of levels of VR immersion, stages of dementia, and care contexts. Three analytical themes were generated: stepping into virtuality, a virtual world, and returning to reality. The results indicate the importance of sensitively designing and introducing VR to this population, as older adults living with dementia often have no prior experience of using this technology. VR can be a positive experience for older adults living with dementia and can provide meaningful interactions, positive expressions, and long-term impacts on everyday functioning. However, it should be acknowledged that some negative associations must be accounted for before, during, and after use. CONCLUSIONS This review highlights the positive implications as well as negative associations of VR use. It emphasizes the need for VR design and implementation driven by the needs and views of older adults living with dementia as well as with other key stakeholders. Future research needs to explore the vital role that older adults living with dementia can play in the design process and how they can be empowered to meaningfully design and use this technology.
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Affiliation(s)
| | - David Healy
- School of Psychology, University of Galway, Galway, Ireland
| | - Marguerite Barry
- School of Information and Communication Studies, ADAPT Centre, University College Dublin, Dublin, Ireland
| | - Attracta Brennan
- Engineering and Informatics, University of Galway, Galway, Ireland
| | - Sam Redfern
- Engineering and Informatics, University of Galway, Galway, Ireland
| | | | - Dympna Casey
- School of Nursing and Midwifery, Aras Moyola, Galway, Ireland
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Ho MT, Nguyen THT, Nguyen MH, La VP, Vuong QH. Good ethics cannot stop me from exploiting: The good and bad of anthropocentric attitudes in a game environment. AMBIO 2022; 51:2294-2307. [PMID: 35595943 PMCID: PMC9122736 DOI: 10.1007/s13280-022-01742-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 11/29/2021] [Accepted: 04/20/2022] [Indexed: 05/13/2023]
Abstract
Video games have the potential to be a tool for communicating pro-environmental values. The present study examines the correlation between players' environmental attitudes and their interaction with virtual natural resources. This study constructs Bayesian ordinal logistic models to analyze survey data of 640 Animal Crossing: New Horizon (ACNH) players from 29 countries. Results show that the frequency of catching in-game animals (fish and insects) is positively correlated with the level of human centeredness in environmental attitudes. In addition, less anthropocentric players tend to use more sustainable methods to collect woods in ACNH. Such a particular way of interacting with in-game animals and trees based on their species may be attributable to players' environmental attitudes and game designs. This paper discusses how game design can play a role in promoting pro-environmental behaviors and highlights the moral implications of interactions with non-human beings.
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Affiliation(s)
- Manh-Toan Ho
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Thanh-Huyen T Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam.
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam.
| | - Minh-Hoang Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Viet-Phuong La
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Quan-Hoang Vuong
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
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Li H, Du X, Ma H, Wang Z, Li Y, Wu J. The Effect of Virtual-Reality-Based Restorative Environments on Creativity. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:12083. [PMID: 36231385 PMCID: PMC9565044 DOI: 10.3390/ijerph191912083] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 07/13/2022] [Revised: 09/14/2022] [Accepted: 09/20/2022] [Indexed: 06/16/2023]
Abstract
This study, based on the theory of restorative environmental, uses virtual reality (VR) technology to construct interactive restorative environments and discusses the influence of the experience of virtual restorative environment on individual creativity. A total of 72 college students were selected as participants in the study. Through psychological scales, three creativity tests, and EEG feedback data, the following conclusions were drawn: (1) The VR restorative environment experience improves individual creativity, especially the creative quality of cohesion; (2) the experience of the VR restorative environment enables participants to experience a desirable sense of presence. Compared with the restorative scene experience without interactive activities, the addition of interactive activities improves the individual sensory fidelity to a greater extent. (3) We cannot simply assume that the experience of the VR restorative environment with interactive activities will make individual creative performance better than non-interactive experience. Interaction with certain difficulty will increase cognitive load, thus disrupting individual creative performance. Garden scenes that can be explored freely and have no interaction can better promote individual creativity. (4) In the environmental experience, participants paid greater attention to natural elements, and the restorative environment they described was very similar to the environment they believed could foster creativity. This study's results provide evidence for the positive effects of the VR restorative environment experience on individuals and contributes to the cognitive exploration of the interaction between restorative environments and individuals in the future.
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Affiliation(s)
- Hongqidi Li
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
| | - Xueyan Du
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
| | - Huirui Ma
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
| | - Zhimeng Wang
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
- Faculty of Psychology, Beijing Normal University, Beijing 100875, China
| | - Yue Li
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
- Department of Psychology, Lund University, 221 00 Lund, Sweden
| | - Jianping Wu
- Department of Psychology, School of Humanities and Social Sciences, Beijing Forestry University, Beijing 100083, China
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Connecting to Nature through 360° Videos during COVID-19 Confinement: A Pilot Study of a Brief Psychological Intervention. JOURNAL OF HEALTHCARE ENGINEERING 2022; 2022:4242888. [PMID: 36157309 PMCID: PMC9492359 DOI: 10.1155/2022/4242888] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/23/2021] [Revised: 08/07/2022] [Accepted: 08/17/2022] [Indexed: 11/18/2022]
Abstract
Psychological interventions have been shown to be beneficial in mitigating stress related to COVID-19 confinement. According to theories of restorative environments, exposure to natural surroundings has positive effects on well-being and stress through its restorative qualities. With 360° video-based Virtual Reality (VR), people can be exposed to nature and so better manage the consequences associated with mobility restrictions during confinement. The main aim of this pilot study was to examine whether a 360° video-based VR intervention composed of five 13-minute sessions (once a day) has positive effects on affect, well-being, and stress. The sample was made up of 10 participants (4 men and 6 women; age : M = 46.5, SD = 11.7) who were confined at home (voluntarily or not) during the COVID-19 pandemic. Participants were instructed to watch a 360° video each day (of a “beach” or “lake” environment) using their smartphone and VR glasses sent to them by mail. Participants responded with several self-reports before and/or after each session (emotions and sense of presence) and before and/or after the intervention (affect, well-being, perceived stress, perceived restorativeness of nature, and the usefulness and acceptability of the intervention). Results showed a tendency to improve positive (e.g., happiness) and negative (e.g., anxiousness) emotions and experience a high sense of presence after each session. Moreover, perceived restorative qualities of the environment and their cognitive and behavioral effects were high. A significant decrease in negative affect was found after the intervention. Usefulness and acceptability were also high. This is the first study to show that an affordable and accessible technology can be used to overcome the negative consequences of confinement and counteract its harmful psychological effects.
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Gladwin TE, Markwell N, Panno A. Do Semantic Vectors Contain Traces of Biophilic Connections Between Nature and Mental Health? ECOPSYCHOLOGY 2022. [DOI: 10.1089/eco.2022.0036] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
| | | | - Angelo Panno
- Department of Human Science, The European University of Rome, Rome, Italy
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Boffi M, Pola LG, Fermani E, Senes G, Inghilleri P, Piga BEA, Stancato G, Fumagalli N. Visual post-occupancy evaluation of a restorative garden using virtual reality photography: Restoration, emotions, and behavior in older and younger people. Front Psychol 2022; 13:927688. [PMID: 36110274 PMCID: PMC9468747 DOI: 10.3389/fpsyg.2022.927688] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/24/2022] [Accepted: 08/09/2022] [Indexed: 11/13/2022] Open
Abstract
Natural environments have a restorative effect from mental/attentional fatigue, prevent stress, and help to revitalize psychological and physical resources. These benefits are crucial for promoting active aging, which is particularly relevant given the phenomenon of population aging in recent decades. To be considered restorative, green spaces have to meet specific requirements in ecological and psychological terms that can be assessed through Post-Occupancy Evaluation (POE), a multimethod approach commonly used by environmental psychologists and landscape architects after construction to evaluate the design outcomes from the users’ perspective. Generally, POEs consist of surveys and/or interviews accompanied by more or less structured observations of onsite users’ behavior. Despite this, various practical constraints can prevent physical access to the renovated area (e.g., weather conditions, time/resources limits, health issues, bureaucratic constraints). Exploiting digital tools for such an assessment can be a crucial support in such circumstances. The current study presents the visual POE of a restorative garden for older adults in Milan, Italy. We developed a web application, that includes the exp-EIA© patented method, which allows participants to virtually explore a visual simulation of the environment and provide their feedback. We identified 3 representative viewpoints in the redeveloped garden differing from each other for the functions and the design principles that inspired the transformation. For each point of view, we created 360° Virtual Reality photographs, that can be navigated by looking around, i.e., panning, from the standing point of each view. In connection to each virtual scene, a survey was conducted (N = 321). The focus was the psychological experience related to each viewpoint, assessed with two psychometric scales investigating the constructs of emotions (pleasure and arousal) and restoration (fascination, being away, coherence, scope, and environmental preference); such information is integrated with behavioral aspects, including the main activities prefigured by participants and their visual exploration of the VR photography. The results of the virtual exploration show that the garden is perceived as restorative, with a more intense effect in a spot purposely designed. The emotions experienced in the garden are positive and a mild level of arousal is observed. The behavioral dimension is characterized by predominantly contemplative activities and contact with nature. A cartographic representation of the psychological and behavioral data is developed, to support the maintenance of the garden.
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Labib SM, Browning MHEM, Rigolon A, Helbich M, James P. Nature's contributions in coping with a pandemic in the 21st century: A narrative review of evidence during COVID-19. THE SCIENCE OF THE TOTAL ENVIRONMENT 2022; 833:155095. [PMID: 35395304 DOI: 10.32942/osf.io/j2pa8] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/18/2022] [Revised: 03/29/2022] [Accepted: 04/03/2022] [Indexed: 05/23/2023]
Abstract
While COVID-19 lockdowns have slowed coronavirus transmission, such structural measures also have unintended consequences on mental and physical health. Growing evidence shows that exposure to the natural environment (e.g., blue-green spaces) can improve human health and wellbeing. In this narrative review, we synthesized the evidence about nature's contributions to health and wellbeing during the first two years of the COVID-19 pandemic. We found that during the pandemic, people experienced multiple types of nature, including both outdoors and indoors. Frequency of visits to outdoor natural areas (i.e., public parks) depended on lockdown severity and socio-cultural contexts. Other forms of nature exposure, such as spending time in private gardens and viewing outdoor greenery from windows, may have increased. The majority of the evidence suggests nature exposure during COVID-19 pandemic was associated with less depression, anxiety, stress, and more happiness and life satisfaction. Additionally, nature exposure was correlated with less physical inactivity and fewer sleep disturbances. Evidence was mixed regarding associations between nature exposure and COVID-related health outcomes, while nature visits might be associated with greater rates of COVID-19 transmission and mortality when proper social distancing measures were not maintained. Findings on whether nature exposure during lockdowns helped ameliorate health inequities by impacting the health of lower-socioeconomic populations more than their higher-socioeconomic counterparts for example were mixed. Based on these findings, we argue that nature exposure may have buffered the negative mental and behavioral impacts of lockdowns during the COVID-19 pandemic. Recovery and resilience during the current crises and future public health crises might be improved with nature-based infrastructure, interventions, designs, and governance.
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Affiliation(s)
- S M Labib
- Department of Human Geography and Spatial Planning, Faculty of Geosciences, Utrecht University, 3584 CB Utrecht, The Netherlands.
| | - Matthew H E M Browning
- Department of Parks, Recreation, and Tourism Management, Clemson University, Clemson, SC, 29631, USA
| | - Alessandro Rigolon
- Department of City and Metropolitan Planning, The University of Utah, Salt Lake City, UT 84112, USA
| | - Marco Helbich
- Department of Human Geography and Spatial Planning, Faculty of Geosciences, Utrecht University, 3584 CB Utrecht, The Netherlands
| | - Peter James
- Department of Population Medicine, Harvard Medical School and Harvard Pilgrim Health Care Institute, 401 Park Drive, Boston, MA 02215, USA; Department of Environmental Health, Harvard T. H. Chan School of Public Health, 655 Huntington Avenue, Boston, MA 02115, USA
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36
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Labib SM, Browning MHEM, Rigolon A, Helbich M, James P. Nature's contributions in coping with a pandemic in the 21st century: A narrative review of evidence during COVID-19. THE SCIENCE OF THE TOTAL ENVIRONMENT 2022; 833:155095. [PMID: 35395304 PMCID: PMC8983608 DOI: 10.1016/j.scitotenv.2022.155095] [Citation(s) in RCA: 38] [Impact Index Per Article: 19.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 01/18/2022] [Revised: 03/29/2022] [Accepted: 04/03/2022] [Indexed: 04/14/2023]
Abstract
While COVID-19 lockdowns have slowed coronavirus transmission, such structural measures also have unintended consequences on mental and physical health. Growing evidence shows that exposure to the natural environment (e.g., blue-green spaces) can improve human health and wellbeing. In this narrative review, we synthesized the evidence about nature's contributions to health and wellbeing during the first two years of the COVID-19 pandemic. We found that during the pandemic, people experienced multiple types of nature, including both outdoors and indoors. Frequency of visits to outdoor natural areas (i.e., public parks) depended on lockdown severity and socio-cultural contexts. Other forms of nature exposure, such as spending time in private gardens and viewing outdoor greenery from windows, may have increased. The majority of the evidence suggests nature exposure during COVID-19 pandemic was associated with less depression, anxiety, stress, and more happiness and life satisfaction. Additionally, nature exposure was correlated with less physical inactivity and fewer sleep disturbances. Evidence was mixed regarding associations between nature exposure and COVID-related health outcomes, while nature visits might be associated with greater rates of COVID-19 transmission and mortality when proper social distancing measures were not maintained. Findings on whether nature exposure during lockdowns helped ameliorate health inequities by impacting the health of lower-socioeconomic populations more than their higher-socioeconomic counterparts for example were mixed. Based on these findings, we argue that nature exposure may have buffered the negative mental and behavioral impacts of lockdowns during the COVID-19 pandemic. Recovery and resilience during the current crises and future public health crises might be improved with nature-based infrastructure, interventions, designs, and governance.
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Affiliation(s)
- S M Labib
- Department of Human Geography and Spatial Planning, Faculty of Geosciences, Utrecht University, 3584 CB Utrecht, The Netherlands.
| | - Matthew H E M Browning
- Department of Parks, Recreation, and Tourism Management, Clemson University, Clemson, SC, 29631, USA
| | - Alessandro Rigolon
- Department of City and Metropolitan Planning, The University of Utah, Salt Lake City, UT 84112, USA
| | - Marco Helbich
- Department of Human Geography and Spatial Planning, Faculty of Geosciences, Utrecht University, 3584 CB Utrecht, The Netherlands
| | - Peter James
- Department of Population Medicine, Harvard Medical School and Harvard Pilgrim Health Care Institute, 401 Park Drive, Boston, MA 02215, USA; Department of Environmental Health, Harvard T. H. Chan School of Public Health, 655 Huntington Avenue, Boston, MA 02115, USA
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Bibri SE, Allam Z. The Metaverse as a virtual form of data-driven smart cities: the ethics of the hyper-connectivity, datafication, algorithmization, and platformization of urban society. COMPUTATIONAL URBAN SCIENCE 2022; 2:22. [PMID: 35915731 PMCID: PMC9330959 DOI: 10.1007/s43762-022-00050-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 03/31/2022] [Accepted: 06/23/2022] [Indexed: 12/13/2022]
Abstract
Recent advances in computing and immersive technologies have provided Meta (formerly Facebook) with the opportunity to leapfrog or expedite its way of thinking and devising a global computing platform called the “Metaverse”. This hypothetical 3D network of virtual spaces is increasingly shaping alternatives to the imaginaries of data-driven smart cities, as it represents ways of living in virtually inhabitable cities. At the heart of the Metaverse is a computational understanding of human users’ cognition, emotion, motivation, and behavior that reduces the experience of everyday life to logic and calculative rules and procedures. This implies that human users become more knowable and manageable and their behavior more predictable and controllable, thereby serving as passive data points feeding the AI and analytics system that they have no interchange with or influence on. This paper examines the forms, practices, and ethics of the Metaverse as a virtual form of data-driven smart cities, paying particular attention to: privacy, surveillance capitalism, dataveillance, geosurveillance, human health and wellness, and collective and cognitive echo-chambers. Achieving this aim will provide the answer to the main research question driving this study: What ethical implications will the Metaverse have on the experience of everyday life in post-pandemic urban society? In terms of methodology, this paper deploys a thorough review of the current status of the Metaverse, urban informatics, urban science, and data-driven smart cities literature, as well as trends, research, and developments. We argue that the Metaverse will do more harm than good to human users due to the massive misuse of the hyper-connectivity, datafication, algorithmization, and platformization underlying the associated global architecture of computer mediation. It follows that the Metaverse needs to be re-cast in ways that re-orientate in how users are conceived; recognize their human characteristics; and take into account the moral values and principles designed to realize the benefits of socially disruptive technologies while mitigating their pernicious effects. This paper contributes to the academic debates in the emerging field of data-driven smart urbanism by highlighting the ethical implications posed by the Metaverse as speculative fiction that illustrates the concerns raised by the pervasive and massive use of advanced technologies in data-driven smart cities. In doing so, it seeks to aid policy-makers in better understanding the pitfalls of the Metaverse and their repercussions upon the wellbeing of human users and the core values of urban society. It also stimulates prospective research and further critical perspectives on this timely topic.
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Affiliation(s)
- Simon Elias Bibri
- Department of Computer Science, Norwegian University of Science and Technology, Sem Saelands veie 9, NO-7491, Trondheim, Norway.,Department of Architecture and Planning, Norwegian University of Science and Technology, Alfred Getz vei 3, Sentralbygg 1, 5th floor, NO-7491, Trondheim, Norway
| | - Zaheer Allam
- Chaire Entrepreneuriat Territoire Innovation (ETI), IAE Paris-Sorbonne Business School, Université Paris Panthéon-Sorbonne, 75013 Paris, France.,Live+Smart Research Lab, School of Architecture and Built Environment, Deakin University, Geelong, VIC, 3220 Australia
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Reece R, Bornioli A, Bray I, Newbutt N, Satenstein D, Alford C. Exposure to Green, Blue and Historic Environments and Mental Well-Being: A Comparison between Virtual Reality Head-Mounted Display and Flat Screen Exposure. INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH 2022; 19:ijerph19159457. [PMID: 35954820 PMCID: PMC9368727 DOI: 10.3390/ijerph19159457] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 07/06/2022] [Revised: 07/28/2022] [Accepted: 07/29/2022] [Indexed: 02/04/2023]
Abstract
Improving the mental health of urban residents is a global public health priority. This study builds on existing work that demonstrates the ability of virtual exposure to restorative environments to improve population mental health. It compares the restorative effects of green, blue and historic environments delivered by both flat screen and immersive virtual reality technology, and triangulates data from psychological, physiological and qualitative sources. Results from the subjective measure analyses showed that exposures to all the experimental videos were associated with self-reported reduced anxiety and improved mood, although the historic environment was associated with a smaller reduction of anxiety (p < 0.01). These results were supported by the qualitative accounts. For two of the electroencephalography (EEG) frequency bands, higher levels of activity were observed for historic environments. In relation to the mode of delivery, the subjective measures did not suggest any effect, while for the EEG analyses there was evidence of a significant effect of technology across three out of four frequency bands. In conclusion, this study adds to the evidence that the benefits of restorative environments can be delivered through virtual exposure and suggests that virtual reality may provide greater levels of immersion than flat screen viewing.
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Affiliation(s)
- Rebecca Reece
- Centre for Public Health and Wellbeing, University of the West of England, Bristol BS16 1QY, UK;
- Correspondence:
| | - Anna Bornioli
- Erasmus Centre for Urban, Port and Transport Economics, Erasmus University Rotterdam, Burgemeester Oudlaan 50, 3062 PA Rotterdam, The Netherlands;
| | - Isabelle Bray
- Centre for Public Health and Wellbeing, University of the West of England, Bristol BS16 1QY, UK;
| | - Nigel Newbutt
- College of Education, School of Teaching and Learning, Institute of Advanced Learning Technologies, University of Florida, Gainesville, FL 32611, USA;
| | - David Satenstein
- Department of Education and Childhood, Faculty of Arts, Creative Industries and Education, University of the West of England, Bristol BS16 1QY, UK;
| | - Chris Alford
- Psychological Sciences Research Group, University of the West of England, Bristol BS16 1QY, UK;
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Huang LC, Yang YH. The Long-term Effects of Immersive Virtual Reality Reminiscence in People With Dementia: Longitudinal Observational Study. JMIR Serious Games 2022; 10:e36720. [PMID: 35877169 PMCID: PMC9361147 DOI: 10.2196/36720] [Citation(s) in RCA: 11] [Impact Index Per Article: 5.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2022] [Revised: 06/14/2022] [Accepted: 07/09/2022] [Indexed: 12/03/2022] Open
Abstract
Background Novel nonpharmacological therapies are being developed to prevent cognitive decline and reduce behavioral and psychological symptoms in patients with dementia. Virtual reality (VR) reminiscence was reported to improve anxiety, apathy, and cognitive function immediately after intervention in individuals at residential aged care facilities. However, its effect on elderly patients with dementia and how long this effect could last remain unknown. Objective The aim of this paper is to investigate the effect of immersive VR reminiscence in people with dementia both immediately after and 3-6 months after intervention. Methods A pilot study was conducted in 2 dementia care units. VR reminiscence therapy sessions were conducted twice per week for a 3-month period. Cognitive function, global status, depressive symptoms, and caregiver burden were assessed before and immediately after VR intervention in 20 participants. Subsequently, 7 participants were reassessed 3-6 months after the VR intervention. Wilcoxon sign-rank test was used for statistical comparisons of the changes. Results There were no significant changes in cognitive function, global status, and caregiver burden immediately after the VR intervention, but there was a significant reduction in depressive symptoms (P=.008). Moreover, compared with the cognitive function immediately after VR, it kept declining 3-6 months after. Conclusions Immersive VR reminiscence can improve mood and preserve cognitive function in elderly patients with dementia during the period of the intervention. Studies using a control group and comparing the use of VR with traditional forms of reminiscence should be conducted in the future to confirm and expand on these findings.
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Affiliation(s)
- Ling-Chun Huang
- Department of Neurology, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung, Taiwan.,Department of Neurology, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan
| | - Yuan-Han Yang
- Department of Neurology, Kaohsiung Municipal Ta-Tung Hospital, Kaohsiung Medical University, Kaohsiung, Taiwan.,Department of Neurology, Kaohsiung Medical University Hospital, Kaohsiung, Taiwan.,School of Post-Baccalaureate Medicine, Kaohsiung Medical University, Kaohsiung, Taiwan.,Neuroscience Research Center, Kaohsiung Medical University, Kaohsiung, Taiwan
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40
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Litleskare S, Fröhlich F, Flaten OE, Haile A, Kjøs Johnsen SÅ, Calogiuri G. Taking real steps in virtual nature: a randomized blinded trial. VIRTUAL REALITY 2022; 26:1777-1793. [PMID: 35818369 PMCID: PMC9261150 DOI: 10.1007/s10055-022-00670-2] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 12/22/2021] [Accepted: 06/08/2022] [Indexed: 06/15/2023]
Abstract
Studies show that green exercise (i.e., physical activity in the presence of nature) can provide the synergistic psychophysiological benefits of both physical exercise and nature exposure. The present study aimed to investigate the extent to which virtual green exercise may extend these benefits to people that are unable to engage in active visits to natural environments, as well as to promote enhanced exercise behavior. After watching a video validated to elicit sadness, participants either performed a treadmill walk while exposed to one of two virtual conditions, which were created using different techniques (360° video or 3D model), or walked on a treadmill while facing a blank wall (control). Quantitative and qualitative data were collected in relation to three overarching themes: "Experience," "Physical engagement" and "Psychophysiological recovery." Compared to control, greater enjoyment was found in the 3D model, while lower walking speed was found in the 360° video. No significant differences among conditions were found with respect to heart rate, perceived exertion, or changes in blood pressure and affect. The analysis of qualitative data provided further understanding on the participants' perceptions and experiences. These findings indicate that 3D model-based virtual green exercise can provide some additional benefits compared to indoor exercise, while 360° video-based virtual green exercise may result in lower physical engagement.
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Affiliation(s)
- Sigbjørn Litleskare
- Department of Public Health and Sport Sciences, Inland Norway University of Applied Sciences, Elverum, Norway
| | - Fred Fröhlich
- Game School–Department of Game Development, Inland Norway University of Applied Sciences, Hamar, Norway
| | - Ole Einar Flaten
- Game School–Department of Game Development, Inland Norway University of Applied Sciences, Hamar, Norway
| | - Amelia Haile
- Department of Public Health and Sport Sciences, Inland Norway University of Applied Sciences, Elverum, Norway
| | - Svein Åge Kjøs Johnsen
- Department of Psychology, Inland Norway University of Applied Sciences, Lillehammer, Norway
| | - Giovanna Calogiuri
- Department of Public Health and Sport Sciences, Inland Norway University of Applied Sciences, Elverum, Norway
- Department of Nursing and Health Sciences, Centre for Health and Technology, University of South-Eastern Norway, Drammen, Norway
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41
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Ho MT, Nguyen THT, Nguyen MH, La VP, Vuong QH. Virtual tree, real impact: how simulated worlds associate with the perception of limited resources. HUMANITIES & SOCIAL SCIENCES COMMUNICATIONS 2022; 9:213. [PMID: 35789927 PMCID: PMC9244435 DOI: 10.1057/s41599-022-01225-1] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/05/2021] [Accepted: 06/08/2022] [Indexed: 06/15/2023]
Abstract
Video games have long been considered an effective educational tool. Environmental education studies have found that games positively affect the feeling of nature connectedness, producing pro-environmental attitudes and behaviors. With growing urbanization, video games also provide chances to interact with nature. During the COVID-19 lockdown, Nintendo's Animal Crossing: New Horizon (ACNH) became a household name, with millions of copies sold worldwide. The article used the Bayesian multilevel model to analyze 640 survey responses of ACNH game players from various online communities. The correlations between the perception of limited resources and virtual planting and exploiting behaviors with the varying effect among ethnicities were explored. The findings suggested positive correlations between the perception and in-game actions among all ethnicities, regardless of whether the actions are planting or exploiting. While further evidence is needed, the findings suggest the restraints of game mechanics. To foster a pro-environmental culture, stakeholders can consider video games a novel technological aid to environmental education.
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Affiliation(s)
- Manh-Toan Ho
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
- National Economics University, Hanoi, 100000 Vietnam
| | - Thanh-Huyen T. Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Minh-Hoang Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Viet-Phuong La
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
| | - Quan-Hoang Vuong
- Centre for Interdisciplinary Social Research, Phenikaa University, Hanoi, 100803 Vietnam
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Shin S, Browning MH, Dzhambov AM. Window Access to Nature Restores: A Virtual Reality Experiment with Greenspace Views, Sounds, and Smells. ECOPSYCHOLOGY 2022. [DOI: 10.1089/eco.2021.0032] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Affiliation(s)
- Seunguk Shin
- Virtual Reality and Nature Lab, Department of Recreation, Sport and Tourism, University of Illinois at Urbana-Champaign, Champaign, Illinois, USA
| | - Matthew H.E.M. Browning
- Virtual Reality and Nature Lab, Department of Recreation, Sport and Tourism, University of Illinois at Urbana-Champaign, Champaign, Illinois, USA
| | - Angel M. Dzhambov
- Department of Hygiene, Faculty of Public Health, Medical University of Plovdiv, Plovdiv, Bulgaria
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43
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Grassini S, Segurini GV, Koivisto M. Watching Nature Videos Promotes Physiological Restoration: Evidence From the Modulation of Alpha Waves in Electroencephalography. Front Psychol 2022; 13:871143. [PMID: 35747675 PMCID: PMC9210930 DOI: 10.3389/fpsyg.2022.871143] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/07/2022] [Accepted: 05/06/2022] [Indexed: 12/02/2022] Open
Abstract
Various lines of evidence have shown that nature exposure is beneficial for humans. Despite several empirical findings pointing out to cognitive and emotional positive effects, most of the evidence of these effects are correlational, and it has been challenging to identify a cause-effect relationship between nature exposure and cognitive and emotional benefits. Only few of the published studies use psychophysiological methods to assess the biological correlates of these positive effects. Establishing a connection between human physiology and contact with natural settings is important for identifying cause-effect relationships between exposure to natural environments and the positive effects commonly reported in connection to nature exposure. In the present study, we recorded physiological indexes of brain activity (electroencephalography) and sympathetic nervous system (electrodermal activity), while the participants were presented with a series of videos displaying natural, urban, or neutral (non-environmental, computerized) scenes. Participants rated the scenes for their perceived relaxing value, and after each experimental condition, they performed a cognitive task (digit span backward). Participants rated natural videos as the most relaxing. Spectral analyses of EEG showed that natural scenes promoted alpha waves, especially over the central brain. The results suggest that experiencing natural environments virtually produces measurable and reliable brain activity markers which are known to be related to restorative processes.
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Affiliation(s)
- Simone Grassini
- Department of Social Studies, University of Stavanger, Stavanger, Norway
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
| | | | - Mika Koivisto
- Department of Psychology, University of Turku, Turku, Finland
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44
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VR in Nursing Facilities - A randomized controlled multicenter pilot study analyzing the changes in the state of mind of seniors in nursing facilities through the viewing of 360° videos. J Public Health (Oxf) 2022. [DOI: 10.1007/s10389-022-01721-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022] Open
Abstract
Abstract
Context
VR as an application to enhance well-being is sparsely researched in the elderly population. The aim of the pilot study was to analyze the effect of 360° videos of different categories on the state of mind of seniors in nursing facilities. Furthermore, for the implementation in everyday life, the usability of the system and the experience for seniors should be evaluated.
Methods
The VR experience was used as a supplement to existing care services in three facilities on eight subjects. Mood state was assessed using the Questionnaire for the Assessment of Happiness before and after the intervention. Demographic data and technology acceptance were collected beforehand. After the intervention, subjects were interviewed about confounding factors and side effects, and nursing home staff were interviewed about the usability of the system and the organizational concept of implementation.
Results
There was a positive effect on state of mind. Gender and spatial mobility turned out to be influencing factors. Categories containing people, animals and action achieved the highest increases in the state of mind. Interest in using technical devices correlated negatively with the change in mood state. None of the subjects found the VR goggles distracting or reported motion sickness. Very good usability was indicated by the employees.
Conclusion
A very high willingness to use this technology was found among nursing staff and residents. The tendencies of the positive effect of 360° videos on the state of mind, as well as differentiation based on the mentioned characteristics gender and spatial mobility, should be verified by a larger sample to empirically validate the use of this technology to increase the quality of life.
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45
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Kalantari S, Xu TB, Mostafavi A, Lee A, Barankevich R, Boot WR, Czaja SJ. Using a Nature-based Virtual Reality Environment for Improving Mood States and Cognitive Engagement in Older Adults: A Mixed-method Feasibility Study. Innov Aging 2022; 6:igac015. [PMID: 35592668 PMCID: PMC9113189 DOI: 10.1093/geroni/igac015] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/29/2021] [Indexed: 11/29/2022] Open
Abstract
Background and Objectives Exposure to nature and nature-based imagery has been shown to improve mood states and stave off cognitive decline in older adults. Even “micro-doses” of natural scenery can provide beneficial effects in situations where more extensive interactions with nature are not feasible. In the current study, we evaluated the use of virtual reality (VR) for delivering interactive nature-based content with the goal of prompting active engagement and improving mood states in older adults. Research Design and Methods The researchers developed a novel VR environment that combined 360-degree videos of natural areas and botanical gardens with interactive digital features that allowed users to engage with aspects of the environment. We recruited 50 older adults to try out this VR environment and measured changes in mood states and attitudes toward VR from before versus after the sessions. We controlled for variables such as age, education level, and exposure to nature in everyday life, and we looked for differences in responses to the VR among participants with cognitive impairments (CIs) versus without, and participants with physical disabilities versus without. Results The findings indicated significant improvements in “good” mood and “calm” mood dimensions after exposure to the VR, as well as improvements in attitudes toward the technology. These positive outcomes were significantly greater for participants with physical disabilities compared to those without disabilities. No differences were found in the responses of participants with CIs versus those without. Exit interviews provided a variety of helpful suggestions about ways to improve the VR equipment design and content to meet the needs of an older adult population. Discussion and Implications The study demonstrates that VR can provide a cost-effective, noninvasive, and nonpharmaceutical approach for improving the lives of older adults in both clinical and recreational settings, particularly when real-world access to nature is limited.
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Affiliation(s)
- Saleh Kalantari
- Department of Human Centered Design, Cornell University, Ithaca, NY, USA
| | - Tong Bill Xu
- Department of Human Centered Design, Cornell University, Ithaca, NY, USA
| | - Armin Mostafavi
- Department of Human Centered Design, Cornell University, Ithaca, NY, USA
| | - Angella Lee
- Department of Human Centered Design, Cornell University, Ithaca, NY, USA
| | - Ruth Barankevich
- Department of Human Centered Design, Cornell University, Ithaca, NY, USA
| | - Walter R Boot
- Department of Psychology, Florida State University, Tallahassee, FL, USA
| | - Sara J Czaja
- Division of Geriatrics and Palliative Medicine, Center on Aging and Behavioral Research, Weill Cornell Medicine, New York, NY, USA
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Becoming nature: effects of embodying a tree in immersive virtual reality on nature relatedness. Sci Rep 2022; 12:1311. [PMID: 35079051 PMCID: PMC8789841 DOI: 10.1038/s41598-022-05184-0] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/02/2021] [Accepted: 01/07/2022] [Indexed: 11/08/2022] Open
Abstract
The potential of using immersive virtual reality (iVR) technologies to enhance nature relatedness by embodying non-human beings, such as plants or animals, is only sparsely researched. To contribute to this emerging research field we conducted an experimental study (N = 28) that compared the effects of the viewing condition (iVR or desktop) while embodying a tree on nature relatedness, perspective-taking and, as a control, on perceived immersion. A mixed-method approach employing quantitative and qualitative questions was used. Our results showed that irrespective of condition allocation, the more immersed participants felt in their experience, the greater they reported increased levels of nature relatedness (r = 0.42, p < .05). While our quantitative data did yield a difference in immersion levels between the viewing condition (iVR vs. video, t(26) = 2.05, p = .05, d = .50) that did not translate into a stronger experimental effect of the iVR condition on nature relatedness (FInteraction(1,26) < 1). Regarding perspective taking, no significant differences between both groups emerged in the number of users who self-reported having fully taken on the perspective of the tree, (χ2(1) = 2.33, p = .127). However, only participants from the iVR group described their experience from a first-person perspective, suggesting a higher level of identification with the tree. This matches the observation that only those participants also reported self-reflective processes of their own role as a human being towards nature. Our results support previous research suggesting that experiencing nature via immersive VR in itself does not seem to suffice for creating an effect on nature relatedness. However, we observed that a higher perceived level of immersion for participants experiencing the embodiment of a tree in the iVR condition provoked reflective processes on one's own role towards nature more strongly. We discuss the role of immersion and further factors to explain these differences and suggest steps for future research settings to help understand the beneficial potential of using immersive VR for nature relatedness.
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Yeung YY, Yu CP. Motivating young adults to connect with nature for stress relief: A study in Taiwan during the COVID-19 pandemic. Front Psychiatry 2022; 13:922107. [PMID: 36147970 PMCID: PMC9486065 DOI: 10.3389/fpsyt.2022.922107] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 04/17/2022] [Accepted: 08/16/2022] [Indexed: 11/13/2022] Open
Abstract
It is known exposure to and connectedness with nature is beneficial for psychological wellbeing and stress relief. However, many factors hinder people, including young adults, from utilizing natural resources for healing. The present study indicates using a motivational enhancement approach and additional motivational elements in public messaging to address ambivalence toward nature exposure successfully results in favorable impacts on belief, intention, recall of positive nature elements, and perceived stress. Because this study coincided with the development of the COVID-19 pandemic in Taiwan, it offers a valuable opportunity for exploring how effective the motivational indicators were at different stages of the pandemic, as well as how connectedness to nature can explain perceived stress. In measuring motivation, we captured the essential elements of mobilizing young adults to connect with nature while also exploring potential expansion of behavioral indicators. We discuss how to foster inspiration during a pandemic to enhance connectedness to nature.
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Affiliation(s)
- Yin-Yan Yeung
- School of Forestry and Resource Conservation, National Taiwan University, Taipei, Taiwan
| | - Chia-Pin Yu
- School of Forestry and Resource Conservation, National Taiwan University, Taipei, Taiwan.,The Experimental Forest, National Taiwan University, Nantou, Taiwan
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Croghan IT, Hurt RT, Aakre CA, Fokken SC, Fischer KM, Lindeen SA, Schroeder DR, Ganesh R, Ghosh K, Bauer BA. Virtual Reality for Health Care Professionals During a Pandemic: A Pilot Program. J Prim Care Community Health 2022; 13:21501319221086716. [PMID: 35352605 PMCID: PMC8972930 DOI: 10.1177/21501319221086716] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/04/2022] Open
Abstract
Objective: The purpose of this pilot study was to evaluate the safety and use of a nature-based virtual reality (VR) experience among health care providers (HCP) during a pandemic. Methods: Twenty-four frontline HCP participated in this crossover pilot where the viewing order of the experiences were randomized. All participants attended in-person consent, baseline, and end-of-study visits. The intervention consisted of viewing 2 nature-based scenes (“walk in the woods” and “forest of focus”) through 3-D VR and with computer 4K graphic imagery. Randomization took place with regards to the viewing order (VR vs 4K computer video, scene 1 and 2). Outcomes measured were safety, acceptability and changes in intensity of anxiety feelings, resilience, emotional distress, cognitive function, and self-efficacy. Results: Among the 26 HCP expressing interest in the study, 24 enrolled in this study. The majority were male (58.3%), white (66.7%) and of an average age of 46.3 ± 10.5 years (standard deviation (SD)). End of the study survey showed that almost all participants (96%) would participate in the study again and recommend it to others. Twenty-three of the 24 participants also felt relaxed after seeing the imagery. With respect to anxiety (as measured by the STAI Y1), the VR “walk in the woods” had the greatest reduction from pre to post (6.4 points, SD = 5.98) followed by VR “forest of focus” (5.8 points, SD = 9.29), computer screen “forest of focus” (5.0 points, SD = 8.89), and computer screen “walk in the woods” (4.1 points, SD = 6.22). All 4 sessions had a significant decrease in score from pre to post (P-values ≤.005), but there was no significant difference in the change from pre- to post-session between the 4 groups (P-value = .5835). Conclusion: The use of the VR among HCP has promise for reducing stress among health care providers during a high stress period, such as a pandemic but much larger studies are needed.
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49
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Nukarinen T, Rantala J, Korpela K, Browning MH, Istance HO, Surakka V, Raisamo R. Measures and modalities in restorative virtual natural environments: An integrative narrative review. COMPUTERS IN HUMAN BEHAVIOR 2022. [DOI: 10.1016/j.chb.2021.107008] [Citation(s) in RCA: 7] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/26/2022]
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50
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Park SM, Choi SY, Kim JH. Effect of Virtual Reality Program for Alleviating Behavioral and Psychological Symptoms of Dementia Patients. J Korean Acad Nurs 2022; 52:121-133. [DOI: 10.4040/jkan.22008] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/19/2022] [Revised: 03/15/2022] [Accepted: 04/03/2022] [Indexed: 11/09/2022]
Affiliation(s)
- Seon-Min Park
- College of Nursing, The Catholic University of Korea, Seoul, Korea
| | - Seung-Yi Choi
- College of Nursing, The Catholic University of Korea, Seoul, Korea
| | - Jung-Hee Kim
- College of Nursing, The Catholic University of Korea, Seoul, Korea
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