Mental health problems are inseparable from the environment. With virtual reality (VR), computer-generated interactive environments, individuals can repeatedly experience their problematic situations ...and be taught, via evidence-based psychological treatments, how to overcome difficulties. VR is moving out of specialist laboratories. Our central aim was to describe the potential of VR in mental health, including a consideration of the first 20 years of applications. A systematic review of empirical studies was conducted. In all, 285 studies were identified, with 86 concerning assessment, 45 theory development, and 154 treatment. The main disorders researched were anxiety (n = 192), schizophrenia (n = 44), substance-related disorders (n = 22) and eating disorders (n = 18). There are pioneering early studies, but the methodological quality of studies was generally low. The gaps in meaningful applications to mental health are extensive. The most established finding is that VR exposure-based treatments can reduce anxiety disorders, but there are numerous research and treatment avenues of promise. VR was found to be a much-misused term, often applied to non-interactive and non-immersive technologies. We conclude that VR has the potential to transform the assessment, understanding and treatment of mental health problems. The treatment possibilities will only be realized if – with the user experience at the heart of design – the best immersive VR technology is combined with targeted translational interventions. The capability of VR to simulate reality could greatly increase access to psychological therapies, while treatment outcomes could be enhanced by the technology's ability to create new realities. VR may merit the level of attention given to neuroimaging.
Stereopsis is the rich impression of three-dimensionality, based on binocular disparity—the differences between the two retinal images of the same world. However, a substantial proportion of the ...population is stereo-deficient, and relies mostly on monocular cues to judge the relative depth or distance of objects in the environment. Here we trained adults who were stereo blind or stereo-deficient owing to strabismus and/or amblyopia in a natural visuomotor task—a ‘bug squashing’ game—in a virtual reality environment. The subjects' task was to squash a virtual dichoptic bug on a slanted surface, by hitting it with a physical cylinder they held in their hand. The perceived surface slant was determined by monocular texture and stereoscopic cues, with these cues being either consistent or in conflict, allowing us to track the relative weighting of monocular versus stereoscopic cues as training in the task progressed. Following training most participants showed greater reliance on stereoscopic cues, reduced suppression and improved stereoacuity. Importantly, the training-induced changes in relative stereo weights were significant predictors of the improvements in stereoacuity. We conclude that some adults deprived of normal binocular vision and insensitive to the disparity information can, with appropriate experience, recover access to more reliable stereoscopic information.
This article is part of the themed issue ‘Vision in our three-dimensional world’.
Although virtual reality (VR) has been widely used to deliver news stories in immersive journalism (IJ), it is not clear how people are actually experiencing these stories and their contexts. ...Focusing on the immersion feature of VR stories, this study explicates the user experience to determine what it is like to experience news stories in VR and how immersion improves viewing experiences in IJ. This study proposes a VR experience model in the IJ context that integrates cognitive, affective, and behavioral factors as the primary influencing determinants. The results indicate that the meaning of immersion strongly depends on the users’ traits and contexts and that the function of immersion is strongly determined by the users’ own cognition and intentions. VR stories are viewed and accepted based on the manner that users imagine and intend to experience them. The model demonstrates the users’ cognitive processes of experiencing quality, value, and satisfaction, which determine how people empathize with and embody VR stories. The results confirm the relationship between immersion and both empathy and embodiment, implying a new conceptualization of immersion in the IJ context.
Retraction: Cheng Y. Application of VR computer image technology in 3D virtualization of sports human science. J Concurrency Computat: Pract Exper. 2018; 30–24. The above article, published online on ...14 Sep 2018 Wiley Online Library ( https://onlinelibrary.wiley.com/doi/10.1002/cpe.4934) has been retracted by agreement between the journal Editor, Professor David W. Walker, School of Computer Science and Informatics, Cardiff University, Cardiff CF24 3AA, UK and Wiley Periodicals, LLC. The retraction has been agreed following an investigation based on allegations raised by a third party. Several inconsistencies including general logical flaws and irrelevant citations were found, making the motivation and conclusions of the article untrustworthy. The editorial office did not receive a response from the authors, and so requested underlying experimental data was not available for evaluation. Accordingly, the editors consider the conclusions of this manuscript invalid.
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on ...generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.
•The importance of virtual reality (VR) is growing rapidly in tourism-related areas.•This study develops a model incorporating innovation and gratification theories.•Innovation and gratification ...theories explain why consumers participate in VR.•Authentic experience and well-being mediate consumer behavior on VR tourism.•Technology readiness moderates the relationship between well-being and intention.
Despite the increasing amount of attention paid to virtual reality (VR) tourism and the rising importance of VR tourism, a theoretically integrated model of behavior has not been developed. To fill this void, we build and test a framework based on both innovation diffusion and uses and gratifications theories to explain why people participate in VR tourism. The moderating role of VR tourists’ technology readiness (optimism and innovativeness) between subjective well-being and behavioral intention is also examined. Results demonstrate that authentic experience and subjective well-being are affected by simplicity, benefit, compatibility (attributes of innovation diffusion), informativeness, social interactivity, and playfulness (uses and gratifications attributes). Behavioral intention is more positively influenced by subjective well-being than by authentic experience. The moderating role of technology readiness between subjective well-being and behavioral intention is stronger in individuals with high optimism and innovativeness than their counterparts with low optimism and innovativeness.