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Designing a VR Experience to Reduce the Experience of Pain: Scare, Excite or Relax?

机译:设计VR体验以减轻痛苦:恐惧,兴奋还是放松?

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Ever since Snow World, there has been a proliferation of Virtual Reality (VR) for pain alleviation in clinical settings. VR provides a relatively low-cost and side-effects free way to distract patients from acute pain. Numerous studies have shown the feasibility of using VR to reduce pain compared with control conditions, however very little research has been done on how the VR experience itself should be designed to optimally distract a user's attention away from the pain. Here, we used the circumplex model of affect as an input to design three affective, wireless, passive VR experiences, viz. a tense experience (horror), an exciting experience (parachuting) and a relaxing experience (nature-walk). In a counterbalanced within-subjects experiment, 14 participants underwent a cold pressor test through three experimental and one control conditions. There was a significant effect of condition, with participants in the tense (horror) condition being able to withstand pain for longer. This may also be due to the anticipation inherent in horror experiences however.
机译:自从《雪世界》以来,用于临床缓解疼痛的虚拟现实(VR)激增。 VR提供了一种相对低成本且无副作用的方式来分散患者的急性疼痛。与控制条件相比,大量研究表明使用VR来减轻疼痛的可行性,但是,关于如何设计VR体验本身以最佳地分散用户注意力从疼痛上的研究很少。在这里,我们使用情感的绕线模型作为输入来设计三种情感,无线,被动VR体验,即。紧张的体验(恐怖),令人兴奋的体验(跳伞)和放松的体验(自然漫步)。在对象内部平衡实验中,有14位参与者通过三种实验条件和一种对照条件进行了冷压试验。紧张状态(恐怖)的参与者能够承受更长的痛苦,这对疾病产生了重大影响。但是,这也可能是由于恐怖经历固有的预期。

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