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Wyświetlanie 1-4 z 4
Tytuł:
Distraction of attention with the use of virtual reality. Influence of the level of game complexity on the level of experienced pain
Autorzy:
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/430615.pdf
Data publikacji:
2014-12-01
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
Virtual Reality
Pain
Attention distraction
Cold Pressor Test
Video games
Opis:
: Research done in recent years shows that Virtual Reality (VR) can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE) influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. Two Virtual Environments differing in the level of complexity and non-VR control condition were used. The order of all conditions was counterbalanced. Participants reported significantly lower pain intensity (Visual Analogue Scale) after playing the high complexity game, compared to the low complexity game. There were also significant differences between non-VR control condition and high complexity game, but not between non-VR and low complexity game. The pain tolerance (measured by time of keeping the hand in cold water) was significantly higher in both VR conditions comparing to non-VR conditions. However, no significant differences between VE’s were found in pain tolerance ratings. Results of this study provide preliminary evidence that game complexity can be related to pain experience during VR interventions.
Źródło:
Polish Psychological Bulletin; 2014, 45, 4; 480-487
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Lower Pain Threshold While Seeing a Virtual Limb – Boundary Conditions for Visual Analgesia Effect
Autorzy:
Czub, Marcin
Piskorz, Joanna
Powiązania:
https://bibliotekanauki.pl/articles/2130029.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
visual analgesia
virtual reality
pain threshold
Opis:
Background: Observing one’s own body has been shown to influence pain perception—a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold. Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment. Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant. Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
Źródło:
Polish Psychological Bulletin; 2021, 52, 1; 76-82
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Tactile and Visual Virtual Reality Attention Distraction From Pain in Cold Pressor Test
Autorzy:
Czub, Marcin
Bagrij, Anna
Powiązania:
https://bibliotekanauki.pl/articles/2128992.pdf
Data publikacji:
2020
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
attention distraction
tactile interventions for pain
virtual reality
cold pressor test
Opis:
The goal of this study was to test the efficacy of a tactile attention distraction from pain and compare its effectiveness with a virtual reality (VR) distraction on an analogous task. VR is considered to be the gold standard for attention distraction, but it cannot be used in certain clinical cases or for particular medical procedures. A repeated-measures experimental study was carried out with 42 participants using tactile and VR variants of an n-back task and a cold pressor test for pain. The independent variable was the distraction type (tactile, VR, or no-distraction) and the dependent variable was pain tolerance (i.e., time participants kept their hand in cold water). The results showed that both tactile and VR games effectively increased pain tolerance compared to the control condition. Effect sizes for both interventions were similar. However, the effect was observed only for female participants.
Źródło:
Polish Psychological Bulletin; 2020, 51, 4; 315-323
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
Tytuł:
Virtual Reality Could Improve Exercise Performance on a Stationary Bike
Autorzy:
Kowal, Marta
Piskorz, Joanna
Czub, Marcin
Powiązania:
https://bibliotekanauki.pl/articles/2129930.pdf
Data publikacji:
2021
Wydawca:
Polska Akademia Nauk. Czytelnia Czasopism PAN
Tematy:
stationary bike
cycling
optic flow
physical training
Virtual Reality
Opis:
The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
Źródło:
Polish Psychological Bulletin; 2021, 52, 4; 365-372
0079-2993
Pojawia się w:
Polish Psychological Bulletin
Dostawca treści:
Biblioteka Nauki
Artykuł
    Wyświetlanie 1-4 z 4

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