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David Riedl, Fanny L. Loth, Sebastian Eppler, Bernhard Holzner, and Gerhard Rumpold, The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study. Journal of Virtual Reality and Broadcasting, 15(2018), no. 1. (urn:nbn:de:0009-6-48192)
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%0 Journal Article %T The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study %A Riedl, David %A Loth, Fanny L. %A Eppler, Sebastian %A Holzner, Bernhard %A Rumpold, Gerhard %J Journal of Virtual Reality and Broadcasting %D 2019 %V 15(2018) %N 1 %@ 1860-2037 %F riedl2019 %X Background: Virtual reality has been increasinglyused to support established psychological interventions,including relaxation techniques. Only limitedknowledge about the occurrence and severity of adverseevents (AE) (e.g. cybersickness) in relaxing virtualenvironments is available. The aim of the studywas to assess the frequency of AE in virtual environmentsand factors associated with these.Methods: A sample of 30 healthy participants wasincluded in the study. The participants completedquestionnaires on susceptibility of motion sickness,use of and attitudes towards modern technology priorto the exposition to the virtual environment. They thentook part in three short virtual scenarios (no movementof the avatar, steady non-autonomous movement, andautonomous movement) using head-mounted displaysand rated the occurrence and severity of AE after eachscenario.Results: The participants reported high incidencerates of different AEs (40–70%), but only in the scenariowith autonomous movement. In the scenarioswith no or only limited control over movement approximately30% reported slight symptoms of dizziness,and 3–7% reported slight nausea. Nevertheless,the occurrence of AEs resulted in reduced relaxationand mood. Gender, age, and usage of computers andgaming consoles had no influence on the incidence orseverity of AEs.Discussion: Our results show that virtual reality is asafe technology to be used in clinical psychology, ifcertain parameters are being minded. Future studiesshould routinely assess and report AEs in a structuredway, to enable more in–depth insights regarding influentialfactors and potential prevention strategies. %L 004 %K Cybersickness %K HMD %K Head-Mounted Display %K Virtual Reality %K adverse events %R 10.20385/1860-2037/15.2018.1 %U http://nbn-resolving.de/urn:nbn:de:0009-6-48192 %U http://dx.doi.org/10.20385/1860-2037/15.2018.1Download
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@Article{riedl2019, author = "Riedl, David and Loth, Fanny L. and Eppler, Sebastian and Holzner, Bernhard and Rumpold, Gerhard", title = "The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study", journal = "Journal of Virtual Reality and Broadcasting", year = "2019", volume = "15(2018)", number = "1", keywords = "Cybersickness; HMD; Head-Mounted Display; Virtual Reality; adverse events", abstract = "Background: Virtual reality has been increasinglyused to support established psychological interventions,including relaxation techniques. Only limitedknowledge about the occurrence and severity of adverseevents (AE) (e.g. cybersickness) in relaxing virtualenvironments is available. The aim of the studywas to assess the frequency of AE in virtual environmentsand factors associated with these.Methods: A sample of 30 healthy participants wasincluded in the study. The participants completedquestionnaires on susceptibility of motion sickness,use of and attitudes towards modern technology priorto the exposition to the virtual environment. They thentook part in three short virtual scenarios (no movementof the avatar, steady non-autonomous movement, andautonomous movement) using head-mounted displaysand rated the occurrence and severity of AE after eachscenario.Results: The participants reported high incidencerates of different AEs (40--70{\%}), but only in the scenariowith autonomous movement. In the scenarioswith no or only limited control over movement approximately30{\%} reported slight symptoms of dizziness,and 3--7{\%} reported slight nausea. Nevertheless,the occurrence of AEs resulted in reduced relaxationand mood. Gender, age, and usage of computers andgaming consoles had no influence on the incidence orseverity of AEs.Discussion: Our results show that virtual reality is asafe technology to be used in clinical psychology, ifcertain parameters are being minded. Future studiesshould routinely assess and report AEs in a structuredway, to enable more in--depth insights regarding influentialfactors and potential prevention strategies.", issn = "1860-2037", doi = "10.20385/1860-2037/15.2018.1", url = "http://nbn-resolving.de/urn:nbn:de:0009-6-48192" }Download
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TY - JOUR AU - Riedl, David AU - Loth, Fanny L. AU - Eppler, Sebastian AU - Holzner, Bernhard AU - Rumpold, Gerhard PY - 2019 DA - 2019// TI - The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study JO - Journal of Virtual Reality and Broadcasting VL - 15(2018) IS - 1 KW - Cybersickness KW - HMD KW - Head-Mounted Display KW - Virtual Reality KW - adverse events AB - Background: Virtual reality has been increasinglyused to support established psychological interventions,including relaxation techniques. Only limitedknowledge about the occurrence and severity of adverseevents (AE) (e.g. cybersickness) in relaxing virtualenvironments is available. The aim of the studywas to assess the frequency of AE in virtual environmentsand factors associated with these.Methods: A sample of 30 healthy participants wasincluded in the study. The participants completedquestionnaires on susceptibility of motion sickness,use of and attitudes towards modern technology priorto the exposition to the virtual environment. They thentook part in three short virtual scenarios (no movementof the avatar, steady non-autonomous movement, andautonomous movement) using head-mounted displaysand rated the occurrence and severity of AE after eachscenario.Results: The participants reported high incidencerates of different AEs (40–70%), but only in the scenariowith autonomous movement. In the scenarioswith no or only limited control over movement approximately30% reported slight symptoms of dizziness,and 3–7% reported slight nausea. Nevertheless,the occurrence of AEs resulted in reduced relaxationand mood. Gender, age, and usage of computers andgaming consoles had no influence on the incidence orseverity of AEs.Discussion: Our results show that virtual reality is asafe technology to be used in clinical psychology, ifcertain parameters are being minded. Future studiesshould routinely assess and report AEs in a structuredway, to enable more in–depth insights regarding influentialfactors and potential prevention strategies. SN - 1860-2037 UR - http://nbn-resolving.de/urn:nbn:de:0009-6-48192 DO - 10.20385/1860-2037/15.2018.1 ID - riedl2019 ER -Download
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<?xml version="1.0" encoding="UTF-8"?> <b:Sources SelectedStyle="" xmlns:b="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" xmlns="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" > <b:Source> <b:Tag>riedl2019</b:Tag> <b:SourceType>ArticleInAPeriodical</b:SourceType> <b:Year>2019</b:Year> <b:PeriodicalTitle>Journal of Virtual Reality and Broadcasting</b:PeriodicalTitle> <b:Volume>15(2018)</b:Volume> <b:Issue>1</b:Issue> <b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-48192</b:Url> <b:Url>http://dx.doi.org/10.20385/1860-2037/15.2018.1</b:Url> <b:Author> <b:Author><b:NameList> <b:Person><b:Last>Riedl</b:Last><b:First>David</b:First></b:Person> <b:Person><b:Last>Loth</b:Last><b:First>Fanny L.</b:First></b:Person> <b:Person><b:Last>Eppler</b:Last><b:First>Sebastian</b:First></b:Person> <b:Person><b:Last>Holzner</b:Last><b:First>Bernhard</b:First></b:Person> <b:Person><b:Last>Rumpold</b:Last><b:First>Gerhard</b:First></b:Person> </b:NameList></b:Author> </b:Author> <b:Title>The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study</b:Title> <b:Comments>Background: Virtual reality has been increasinglyused to support established psychological interventions,including relaxation techniques. Only limitedknowledge about the occurrence and severity of adverseevents (AE) (e.g. cybersickness) in relaxing virtualenvironments is available. The aim of the studywas to assess the frequency of AE in virtual environmentsand factors associated with these.Methods: A sample of 30 healthy participants wasincluded in the study. The participants completedquestionnaires on susceptibility of motion sickness,use of and attitudes towards modern technology priorto the exposition to the virtual environment. They thentook part in three short virtual scenarios (no movementof the avatar, steady non-autonomous movement, andautonomous movement) using head-mounted displaysand rated the occurrence and severity of AE after eachscenario.Results: The participants reported high incidencerates of different AEs (40–70%), but only in the scenariowith autonomous movement. In the scenarioswith no or only limited control over movement approximately30% reported slight symptoms of dizziness,and 3–7% reported slight nausea. Nevertheless,the occurrence of AEs resulted in reduced relaxationand mood. Gender, age, and usage of computers andgaming consoles had no influence on the incidence orseverity of AEs.Discussion: Our results show that virtual reality is asafe technology to be used in clinical psychology, ifcertain parameters are being minded. Future studiesshould routinely assess and report AEs in a structuredway, to enable more in–depth insights regarding influentialfactors and potential prevention strategies.</b:Comments> </b:Source> </b:Sources>Download
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PT Journal AU Riedl, D Loth, F Eppler, S Holzner, B Rumpold, G TI The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study SO Journal of Virtual Reality and Broadcasting PY 2019 VL 15(2018) IS 1 DI 10.20385/1860-2037/15.2018.1 DE Cybersickness; HMD; Head-Mounted Display; Virtual Reality; adverse events AB Background: Virtual reality has been increasinglyused to support established psychological interventions,including relaxation techniques. Only limitedknowledge about the occurrence and severity of adverseevents (AE) (e.g. cybersickness) in relaxing virtualenvironments is available. The aim of the studywas to assess the frequency of AE in virtual environmentsand factors associated with these.Methods: A sample of 30 healthy participants wasincluded in the study. The participants completedquestionnaires on susceptibility of motion sickness,use of and attitudes towards modern technology priorto the exposition to the virtual environment. They thentook part in three short virtual scenarios (no movementof the avatar, steady non-autonomous movement, andautonomous movement) using head-mounted displaysand rated the occurrence and severity of AE after eachscenario.Results: The participants reported high incidencerates of different AEs (40–70%), but only in the scenariowith autonomous movement. In the scenarioswith no or only limited control over movement approximately30% reported slight symptoms of dizziness,and 3–7% reported slight nausea. Nevertheless,the occurrence of AEs resulted in reduced relaxationand mood. Gender, age, and usage of computers andgaming consoles had no influence on the incidence orseverity of AEs.Discussion: Our results show that virtual reality is asafe technology to be used in clinical psychology, ifcertain parameters are being minded. Future studiesshould routinely assess and report AEs in a structuredway, to enable more in–depth insights regarding influentialfactors and potential prevention strategies. ERDownload
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<mods> <titleInfo> <title>The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study</title> </titleInfo> <name type="personal"> <namePart type="family">Riedl</namePart> <namePart type="given">David</namePart> </name> <name type="personal"> <namePart type="family">Loth</namePart> <namePart type="given">Fanny L.</namePart> </name> <name type="personal"> <namePart type="family">Eppler</namePart> <namePart type="given">Sebastian</namePart> </name> <name type="personal"> <namePart type="family">Holzner</namePart> <namePart type="given">Bernhard</namePart> </name> <name type="personal"> <namePart type="family">Rumpold</namePart> <namePart type="given">Gerhard</namePart> </name> <abstract>Background: Virtual reality has been increasingly used to support established psychological interventions, including relaxation techniques. Only limited knowledge about the occurrence and severity of adverse events (AE) (e.g. cybersickness) in relaxing virtual environments is available. The aim of the study was to assess the frequency of AE in virtual environments and factors associated with these. Methods: A sample of 30 healthy participants was included in the study. The participants completed questionnaires on susceptibility of motion sickness, use of and attitudes towards modern technology prior to the exposition to the virtual environment. They then took part in three short virtual scenarios (no movement of the avatar, steady non-autonomous movement, and autonomous movement) using head-mounted displays and rated the occurrence and severity of AE after each scenario. Results: The participants reported high incidence rates of different AEs (40–70%), but only in the scenario with autonomous movement. In the scenarios with no or only limited control over movement approximately 30% reported slight symptoms of dizziness, and 3–7% reported slight nausea. Nevertheless, the occurrence of AEs resulted in reduced relaxation and mood. Gender, age, and usage of computers and gaming consoles had no influence on the incidence or severity of AEs. Discussion: Our results show that virtual reality is a safe technology to be used in clinical psychology, if certain parameters are being minded. Future studies should routinely assess and report AEs in a structured way, to enable more in–depth insights regarding influential factors and potential prevention strategies.</abstract> <subject> <topic>Cybersickness</topic> <topic>HMD</topic> <topic>Head-Mounted Display</topic> <topic>Virtual Reality</topic> <topic>adverse events</topic> </subject> <classification authority="ddc">004</classification> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>15(2018)</number> </detail> <detail type="issue"> <number>1</number> </detail> <date>2019</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-48192</identifier> <identifier type="doi">10.20385/1860-2037/15.2018.1</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-48192</identifier> <identifier type="citekey">riedl2019</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 15(2018), no. 1. |
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Title |
The Influence of Autonomous Movement on Adverse Events in Relaxing Virtual Environments Using a Head-Mounted Display: An Exploratory Study (eng) |
Author | David Riedl, Fanny L. Loth, Sebastian Eppler, Bernhard Holzner, Gerhard Rumpold |
Language | eng |
Abstract | Background: Virtual reality has been increasingly used to support established psychological interventions, including relaxation techniques. Only limited knowledge about the occurrence and severity of adverse events (AE) (e.g. cybersickness) in relaxing virtual environments is available. The aim of the study was to assess the frequency of AE in virtual environments and factors associated with these. Methods: A sample of 30 healthy participants was included in the study. The participants completed questionnaires on susceptibility of motion sickness, use of and attitudes towards modern technology prior to the exposition to the virtual environment. They then took part in three short virtual scenarios (no movement of the avatar, steady non-autonomous movement, and autonomous movement) using head-mounted displays and rated the occurrence and severity of AE after each scenario. Results: The participants reported high incidence rates of different AEs (40–70%), but only in the scenario with autonomous movement. In the scenarios with no or only limited control over movement approximately 30% reported slight symptoms of dizziness, and 3–7% reported slight nausea. Nevertheless, the occurrence of AEs resulted in reduced relaxation and mood. Gender, age, and usage of computers and gaming consoles had no influence on the incidence or severity of AEs. Discussion: Our results show that virtual reality is a safe technology to be used in clinical psychology, if certain parameters are being minded. Future studies should routinely assess and report AEs in a structured way, to enable more in–depth insights regarding influential factors and potential prevention strategies. |
Subject | Cybersickness, HMD, Head-Mounted Display, Virtual Reality, adverse events |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-48192 |
DOI | https://doi.org/10.20385/1860-2037/15.2018.1 |