Related papers: Stress Management Using Virtual Reality-Based Atte…
Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
With the rapid progress in virtual reality (VR) technology, the scope of VR applications has greatly expanded across various domains. However, the superiority of VR training over traditional methods and its impact on learning efficacy are…
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social…
Extended reality (XR) technologies-encompassing virtual reality (VR), augmented reality (AR), and mixed reality (MR) are transforming cognitive assessment and training by offering immersive, interactive environments that simulate real-world…
Despite growing interest in virtual and augmented reality (VR/AR) for mental well-being, prior work using immersive interventions to teach mental health skills has largely focused on calming or abstract settings. As a result, little is…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
In this paper, we show that Virtual Reality (VR) sickness is associated with a reduction in attention, which was detected with the P3b Event-Related Potential (ERP) component from electroencephalography (EEG) measurements collected in a…
This paper considers the adaptation of the e-coaching concept at times of emergencies and disasters, through aiding the e-coaching with intelligent tools for monitoring humans' affective state. The states such as anxiety, panic, avoidance,…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
Physical rehabilitation plays a crucial role in restoring functional abilities, but traditional approaches often face challenges in terms of cost, accessibility, and personalized monitoring. Asynchronous physical rehabilitation has gained…
Virtual content in Augmented Reality (AR) applications can be constructed according to the designer's requirements, but real environments, are difficult to be accurate control or completely reproduce. This makes it difficult to prototype AR…
The growing demand for accessible therapeutic options has led to the exploration of Virtual Reality (VR) as a platform for forest bathing, which aims to reduce stress and improve cognitive functions. This paper brings together findings from…
Forest bathing is a nature immersion practice that reduces stress, restores mental resources, and has a wide variety of use cases in the treatment of mental illnesses. Since many people who need the benefits of forest bathing have little…
The advent of technology-enhanced interventions has significantly transformed mental health services, offering new opportunities for delivering psychotherapy, particularly in remote settings. This paper reports on a pilot study exploring…
This paper presents an experiment to assess the feasibility of using secondary input data as a method of determining user engagement in immersive virtual reality (VR). The work investigates whether secondary data (biosignals) acquired from…
Acupuncture is a form of medicine that involves inserting needles into targeted areas of the body and requires knowledge of both Traditional Chinese Medicine (TCM) and Evidence-Based Medicine (EBM). The process of acquiring such knowledge…
Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized,…
Mental stress has become a pervasive factor affecting cognitive health and overall well-being, necessitating the development of robust, non-invasive diagnostic tools. Electroencephalogram (EEG) signals provide a direct window into neural…
Mental stress is a largely prevalent condition known to affect many people and could be a serious health concern. The quality of human life can be significantly improved if mental health is properly managed. Towards this, we propose a…