相关论文: A Virtual Reality Game as a Tool to Assess Physiol…
Recent research has focused on the effectiveness of Virtual Reality (VR) in games as a more immersive method of interaction. However, there is a lack of robust analysis of the physiological effects between VR and flatscreen (FS) gaming.…
Stress during public speaking is common and adversely affects performance and self-confidence. Extensive research has been carried out to develop various models to recognize emotional states. However, minimal research has been conducted to…
While Virtual Reality (VR) is increasingly employed for stress management, most applications rely heavily on audio-visual stimuli and overlook the therapeutic potential of squeezing engagement. To address this gap, we introduce VR Calm…
We developed a novel assessment platform with untethered virtual reality, 3-dimensional sounds, and pressure sensing floor mat to help assess the walking balance and negotiation of obstacles given diverse sensory load and/or cognitive load.…
ECG is an attractive option to assess stress in serious Virtual Reality (VR) applications due to its non-invasive nature. However, the existing Machine Learning (ML) models perform poorly. Moreover, existing studies only perform a binary…
Adaptive Virtual Reality (VR) systems have the potential to enhance training and learning experiences by dynamically responding to users' cognitive states. This research investigates how eye tracking and heart rate variability (HRV) can be…
Serious games for health are designed with specific health objectives and are increasingly being used in mental health interventions. Leveraging sensor equipped handheld devices such as smartphones and smartwatches, these games can provide…
In this research, we are concerned with the applicability of virtual reality-based attention training as a tool for stress management. Mental stress is a worldwide challenge that is still far from being fully managed. This has maintained a…
The cognitive load can be used to assess if someone is struggling while performing a task. It can be used in many different situations such as in driving, piloting, studying, playing, working, etc. This information can help to design better…
Immersive virtual reality (VR) is a promising tool for stress reduction and relaxation, traditionally relying on visual and auditory stimuli. This study examines the role of olfactory stimuli in enhancing these effects, using a randomized…
This paper presents a Virtual Reality (VR) art therapy known as "Break Times" which aims to enhance students' mental well-being and foster creative expression. The proposed "Break Times" application mimics the art therapy sessions in the VR…
Virtual Reality (VR) technology has been proliferating in the last decade, especially in the last few years. However, Simulator Sickness (SS) still represents a significant problem for its wider adoption. Currently, the most common way to…
Stress is an inevitable part of day-to-day life yet many find themselves unable to manage it themselves, particularly when professional or peer support are not always readily available. As self-care becomes increasingly vital for mental…
Virtual reality (VR) head-mounted displays (HMD) appear to be effective research tools, which may address the problem of ecological validity in neuropsychological testing. However, their widespread implementation is hindered by VR induced…
Virtual Reality (VR) is increasingly used in neuropsychological assessments due to its ability to simulate real-world environments. This study aimed to develop and evaluate the Trail Making Test in VR (TMT-VR) and investigate the effects of…
Objective: Virtual Reality (VR) is a technological interface that allows users to interact with a simulated environment. VR has been used extensively for mental health and clinical research. Mental health disorders are globally burdening…
This paper presents a multi-stage experimental framework that integrates immersive Virtual Reality (VR) simulations, wearable sensors, and advanced signal processing to investigate construction workers neuro-physiological stress responses…
This paper presents a comprehensive review of methods covering significant subjective and objective human stress detection techniques available in the literature. The methods for measuring human stress responses could include subjective…
Mysophobia, or the fear of germs, is a prevalent anxiety disorder that significantly impacts daily life. This study investigates the potential of a gamified virtual reality (VR) intervention to simulate contamination-related scenarios and…
Virtual reality has been effectively used for eliciting emotions, yet most research focuses on the intensity of affective responses rather than on how interaction influences those experiences. To address this gap, we advance a validated VR…