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Na H, Dong SY. Mixed-reality-based human-animal interaction can relieve mental stress. Front Vet Sci 2023; 10:1102937. [PMID: 37008360 PMCID: PMC10060814 DOI: 10.3389/fvets.2023.1102937] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/19/2022] [Accepted: 02/24/2023] [Indexed: 03/18/2023] Open
Abstract
IntroductionInteracting with animals has been demonstrated to possess the healing benefits to humans. However, there are limitations in physical interaction due to COVID-19 and safety issues. Therefore, as an alternative, we created mixed-reality (MR)-based human-animal interaction (HAI) content and experimentally verified its effect on mental stress reduction.MethodsWe created three types of interactive content: observing the movement of a non-reactive virtual cat, interacting with a virtual cat whose responses can be seen, and interacting with a virtual cat whose responses can be both seen and heard. The experiment was performed by 30 healthy young women, and a mental arithmetic task was used to induce mild mental stress before experiencing each content. During the experiment, the subject's electrocardiogram was continuously recorded, and the psychological state was evaluated through a questionnaire.ResultsThe results showed that MR-based virtual cat content significantly reduces mental stress and induces positive emotions after stressful situations. In particular, when the virtual cat provided audiovisual feedback, the activation amount of the parasympathetic nervous system and the increase of positive emotions were the greatest.DiscussionBased on this encouraging research result, this method should be further investigated to see if it can replace real HAI for human mental health management.
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Mixed Reality-Based Interaction between Human and Virtual Cat for Mental Stress Management. SENSORS 2022; 22:s22031159. [PMID: 35161904 PMCID: PMC8840213 DOI: 10.3390/s22031159] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 12/09/2021] [Revised: 01/07/2022] [Accepted: 01/28/2022] [Indexed: 12/10/2022]
Abstract
Human–animal interaction (HAI) has been observed to effectively reduce stress and induce positive emotions owing to the process of directly petting and interacting with animals. Interaction with virtual animals has recently emerged as an alternative due to the limitations in general physical interactions, both due to the COVID-19 pandemic and, more generally, due to the difficulties involved in providing adequate care for animals. This study proposes mixed reality (MR)-based human–animal interaction content along with presenting the experimental verification of its effect on the reduction of mental stress. A mental arithmetic task was employed to induce acute mental stress, which was followed by either MR content, in which a participant interacted with virtual animals via gestures and voice commands, or a slide show of animal images. During the experiment, an electrocardiogram (ECG) was continuously recorded with a patch-type, wireless ECG sensor on the chest of the subject, and their psychological state was evaluated with the help of questionnaires after each task. The findings of the study demonstrate that the MR-based interaction with virtual animals significantly reduces mental stress and induces positive emotions. We expect that this study could provide a basis for the widespread use of MR-based content in the field of mental health.
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Ball C, Novotny E, Ahn SJ, Hahn L, Schmidt MD, L Rathbun S, Johnsen K, Potel M. Scaling the Virtual Fitness Buddy Ecosystem as a School-Based Physical Activity Intervention for Children. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2022; 42:105-115. [PMID: 34898431 PMCID: PMC9016571 DOI: 10.1109/mcg.2021.3130555] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
Childhood obesity is a growing concern as it can lead to lifelong health problems that carry over into adulthood. A substantial contributing factor to obesity is the physical activity (PA) habits that are formed in early childhood, as these habits tend to sustain throughout adulthood. To aid children in forming healthy PA habits, we designed a mixed reality system called the Virtual Fitness Buddy ecosystem, in which children can interact with a virtual pet agent. As a child exercises, their pet becomes slimmer, faster, and able to play more games with them. Our initial deployment of this project showed promise but was only designed for a short-term intervention lasting three days. More recently, we have scaled it from a pilot grade study to a 9-month intervention comprised of 422 children. Ultimately, our goal is to scale this project to be a nationwide primary prevention program to encourage moderate to vigorous PA in children. This article explores the challenges and lessons learned during the design and deployment of this system at scale in the field.
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Norouzi N, Bruder G, Erickson A, Kim K, Bailenson J, Wisniewski P, Hughes C, Welch G. Virtual Animals as Diegetic Attention Guidance Mechanisms in 360-Degree Experiences. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2021; 27:4321-4331. [PMID: 34449376 DOI: 10.1109/tvcg.2021.3106490] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/13/2023]
Abstract
360-degree experiences such as cinematic virtual reality and 360-degree videos are becoming increasingly popular. In most examples, viewers can freely explore the content by changing their orientation. However, in some cases, this increased freedom may lead to viewers missing important events within such experiences. Thus, a recent research thrust has focused on studying mechanisms for guiding viewers' attention while maintaining their sense of presence and fostering a positive user experience. One approach is the utilization of diegetic mechanisms, characterized by an internal consistency with respect to the narrative and the environment, for attention guidance. While such mechanisms are highly attractive, their uses and potential implementations are still not well understood. Additionally, acknowledging the user in 360-degree experiences has been linked to a higher sense of presence and connection. However, less is known when acknowledging behaviors are carried out by attention guiding mechanisms. To close these gaps, we conducted a within-subjects user study with five conditions of no guide and virtual arrows, birds, dogs, and dogs that acknowledge the user and the environment. Through our mixed-methods analysis, we found that the diegetic virtual animals resulted in a more positive user experience, all of which were at least as effective as the non-diegetic arrow in guiding users towards target events. The acknowledging dog received the most positive responses from our participants in terms of preference and user experience and significantly improved their sense of presence compared to the non-diegetic arrow. Lastly, three themes emerged from a qualitative analysis of our participants' feedback, indicating the importance of the guide's blending in, its acknowledging behavior, and participants' positive associations as the main factors for our participants' preferences.
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Sagayam KM, D S, Dang H, Wahab MHA, Ambar R. IoT Based Virtual Reality Game for Physio-therapeutic Patients. ANNALS OF EMERGING TECHNOLOGIES IN COMPUTING 2020; 4:39-51. [DOI: 10.33166/aetic.2020.04.005] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/02/2023]
Abstract
Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game.
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Hahn L, Rathbun SL, Schmidt MD, Johnsen K, Annesi JJ, Ahn SJG. Using Virtual Agents and Activity Monitors to Autonomously Track and Assess Self-Determined Physical Activity Among Young Children: A 6-Week Feasibility Field Study. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 23:471-478. [PMID: 32379498 DOI: 10.1089/cyber.2019.0491] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
The majority of youth fail to get the recommended amount of physical activity (PA), and there is a precipitous decline in PA among children as they get older. Guided by self-determination theory and social cognitive theory, we designed an interactive, mixed reality PA intervention for 6-10-year-old children. Capitalizing on the features of consumer-grade interactive communication technologies, the intervention features a kiosk-based system that houses a virtual agent programmed to encourage children to set self-determined PA goals. This intervention aims to resolve many practical challenges in designing and administering a personalized, intrinsically motivated PA intervention for this age group. We pilot tested the feasibility of this kiosk across 6 weeks with n = 42 child/parent dyads. The kiosk tracked and logged children's daily PA and engagement with the intervention without having to rely on human reporting, provided tailored evaluation and feedback whenever children requested it, informed parents about their child's PA progress, and employed a virtual agent (a dog) to offer social support to children. The virtual agent prompted users to set PA goals, and as children met these goals over time, their personalized dog became happier, more fit, and better at tricks. Each time a child engaged with the kiosk the system automatically sent a text message to his/her parent with details about the child's PA progress. The current study demonstrated the kiosk's feasibility in the field over 6 weeks, illustrating the potential of using interactive technologies as tools for disseminating self-sufficient, and truly self-determined health interventions for children at scale.
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Affiliation(s)
- Lindsay Hahn
- Department of Communication, University at Buffalo, State University of New York, Buffalo, New York, USA
| | - Stephen L Rathbun
- Department of Kinesiology, College of Public Health, University of Georgia, Athens, Georgia, USA
| | | | - Kyle Johnsen
- College of Engineering, University of Georgia, Athens, Georgia, USA
| | | | - Sun Joo Grace Ahn
- Grady College of Journalism and Mass Communication, University of Georgia, Athens, Georgia, USA
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Brandão IDA, Whitaker MCO, Oliveira MMC, Lessa ABSL, Lopes TFS, Camargo CLD, Silva JCD, Moraes JASD. Jogos eletrônicos na atenção à saúde de crianças e adolescentes: revisão integrativa. ACTA PAUL ENFERM 2019. [DOI: 10.1590/1982-0194201900063] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
Abstract
Resumo No contexto atual encontramos brincadeiras que envolvem tecnologias avançadas, como o uso de notebooks, smartphones e videogames, sejam no cenário hospitalar, ambulatorial, em clínicas ou em casa, esses dispositivos inovadores estão inseridos na promoção, prevenção, tratamento e recuperação da saúde. Diante do exposto, este estudo tem como objetivo descrever através de revisão integrativa a utilização de jogos eletrônicos na atenção à saúde da criança e adolescentes. Trata-se de uma revisão da literatura nacional e internacional, dos artigos publicados entre os anos de 2007 a 2017, que abordam as implicações do uso de jogos eletrônicos. A coleta de dados foi realizada no período entre janeiro e abril de 2018, por meio de consulta na Biblioteca Virtual em Saúde (BVS), selecionando-se as bases de dados (MEDLINE, LILACS e BDENF) utilizando os Descritores em Ciências da Saúde (DeCS), pela Biblioteca Virtual em Saúde (BVS). Foram utilizados os seguintes descritores: “Criança hospitalizada/ Child Hospitalized”; “Jogos de vídeo/Video Games”; “Promoção da saúde/Health Promotion”. A análise foi realizada a partir da amostra final com 11 artigos. Diante dos achados, foi possível identificar que a literatura aborda questões relacionadas na utilização de jogos eletrônicos. Temáticas relacionadas com promoção, prevenção, tratamento e recuperação da saúde em situações de doenças crônicas e o estímulo de atividades físicas, foram evidenciados no estudo. Com isso, percebe-se a relevância que os profissionais de saúde, em especial os de enfermagem, têm em saber que os jogos eletrônicos podem auxiliar no cuidado de crianças com doenças agudas ou crônicas, que estejam ou não hospitalizadas.
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Effects of a Gamified Educational Program in the Nutrition of Children with Obesity. J Med Syst 2019; 43:198. [PMID: 31119385 DOI: 10.1007/s10916-019-1293-6] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/09/2019] [Accepted: 04/15/2019] [Indexed: 02/06/2023]
Abstract
Obesity is considered a global epidemic of the twenty-first century by the World Health Organization (WHO). Specifically, the Canary Islands has the highest level of this disease in Europe and 40% of children in Spain are overweight or obese. This increase is a direct result of changes in the lifestyles of the population and its nutrition. Because of this, we have designed an educational program based on motor games, active videogames and virtual learning environments to improve the long-term health of children. This article presents and analyzes the results of a study on the nutritional knowledge and adherence to the Mediterranean diet of 46 obese children aged 6 to 12 years in the Canary Islands who participated in an educational program. The study design was quasi-experimental, with two groups (experimental and control). A long-term longitudinal study (3 years) was carried out. A set of evaluation instruments was used for the different phases. The results show significant improvements between the experimental and control groups in terms of their knowledge of healthy nutrition and their adherence to the Mediterranean diet. As a main conclusion, we emphasize that a gamified educational intervention program supported by ICT helps to motivate and promote improvements in the nutrition of children.
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Riley WT, Oh A, Aklin WM, Sherrill JT, Wolff-Hughes DL, Diana A, Griffin JA, Campo RA. Commentary: Pediatric Digital Health Supported by the National Institutes of Health. J Pediatr Psychol 2019; 44:263-268. [PMID: 30597095 PMCID: PMC6657444 DOI: 10.1093/jpepsy/jsy108] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/13/2018] [Revised: 11/20/2018] [Accepted: 12/03/2018] [Indexed: 12/18/2022] Open
Affiliation(s)
- William T Riley
- Office of Behavioral and Social Sciences Research, National Institutes of Health
| | | | | | | | - Dana L Wolff-Hughes
- Office of Behavioral and Social Sciences Research, National Institutes of Health
| | | | - James A Griffin
- Eunice Kennedy Shriver National Institute of Child Health and Human Development
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Menin A, Torchelsen R, Nedel L. An Analysis of VR Technology Used in Immersive Simulations with a Serious Game Perspective. IEEE COMPUTER GRAPHICS AND APPLICATIONS 2018; 38:57-73. [PMID: 29672256 DOI: 10.1109/mcg.2018.021951633] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/08/2023]
Abstract
Using virtual environments (VEs) is a safer and cost-effective alternative to executing dangerous tasks, such as training firefighters and industrial operators. Immersive virtual reality (VR) combined with game aspects have the potential to improve the user experience in the VE by increasing realism, engagement, and motivation. This article investigates the impact of VR technology on 46 immersive gamified simulations with serious purposes and classifies it towards a taxonomy. Our findings suggest that immersive VR improves simulation outcomes, such as increasing learning gain and knowledge retention and improving clinical outcomes for rehabilitation. However, it also has limitations such as motion sickness and restricted access to VR hardware. Our contributions are to provide a better understanding of the benefits and limitations of using VR in immersive simulations with serious purposes, to propose a taxonomy that classifies them, and to discuss whether methods and participants profiles influence results.
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Abstract
The prevalence of childhood obesity has increased over the last fifty years by approximately 5% per decade, and approximately a quarter of all children are now either overweight or obese. These children have a significantly increased risk of many future health problems including adult obesity, type 2 diabetes and heart disease. Despite this relentless increase, common-sense approaches aimed at prevention and treatment have failed to solve the problem. Current approaches at prevention have faced major challenges with some progress in implementing smaller scale programs and social marketing, but little action on broad public policy approaches which often appears unpalatable to society or individual governments. Meanwhile, treatment approaches have mainly focused on lifestyle change, and novel approaches are urgently needed. Prevention needs to shift to improving maternal health prior to conception, with more research focussed on the impact of early years in programming offspring to future overweight/obesity. Likewise, treatment paradigms need to move from simply thinking that obesity can be solved by readdressing diet and activity levels. Novel approaches are needed which take into consideration the complex physiology which regulates early childhood growth and the development of obesity in susceptible individuals.
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Affiliation(s)
- Matthew A Sabin
- Murdoch Childrens Research Institute at The Royal Children's Hospital and University of Melbourne, Melbourne, Victoria 3052, Australia.
| | - Wieland Kiess
- Hospital for Children and Adolescents, Department of Women and Child Health, University Hospitals, University of Leipzig, Leipzig, Germany
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