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Virtual Reality Therapy for Mental Stress Reduction

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Abstract

Introduction: Mental stress is a perilous condition seen in students that is often overlooked in the daily course of life. With the advent of Virtual Reality Technology (VRT) and older techniques being cumbersome and hazardous, Virtual Reality Therapy is coming to the fore as a possible replacement in the field of rehabilitation and psychiatry. Aim: To understand the role of VRT and its effectiveness in mitigating mental stress in students. Materials and Methods: A sample size of 20 from a study population of 65 healthy, right-handed, and non-placed participants in their final year from the department of Biomedical Engineering were separated equally into normal and mildly stressed groups based on their DASS scores. A custom made Virtual Environment was used for therapy and an experimental protocol was employed. The Electroencephalogram (using RMS SuperSpec) and Mathematical Go-NoGo Task Performance results before and after the therapy were used to quantify the effectiveness of the therapy. The Mann-Whitney U-Test was used for independent sample analysis of the DASS scores between the Normal and Mildly Stressed Groups, and the Post-hoc Wilcoxon Signed-Rank Test was used for related sample analysis of EEG and Task Performance during Rest, Task before therapy and Task after therapy. Results: Though there was no significant difference in the DASS scores between the two groups, there was a sense of relaxation being imbibed into each group after therapy, by virtue of increased mean alpha and decreased mean theta band power in the EEG signals and also an increase in their task performance after therapy. Conclusion: Thus, this study shows the possible ability of VRT in mitigating stress in the participants, and further studies between various levels of stress and using various environments could help establish VRT as a staple in the field of psychiatry for years to come. © 2018, Journal of Clinical and Diagnostic Research. All rights reserved.
Journal of Clinical and Diagnostic Research, 2018, Oct, Vol-12(10): JC11-JC16 1111
DOI: 10.7860/JCDR/2018/36055.12109 Original Article
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Virtual Reality Therapy for Mental
Stress Reduction
INTRODUCTION
Mental stress can be regarded as the disturbance in the mental
balance of a person [1]. This is quite frequent in the case of students,
where changes in daily routine, peer pressure, employment, social
image and economic independence demand sudden increase in
responsibility, introducing a drastic change in lifestyle and hence
mental stress [2,3]. Students are seen to resort to dangerous
practices such as alcohol abuse and drug abuse when the level of
stress becomes very high [3]. If left unattended, stress can evolve
into other psychological problems such as depression, Post-
Traumatic Stress Disorder (PTSD), anxiety and suicide ideation [4].
Stress must be understood from the point-of-view of each
person to come up with effective and personalised solutions [3].
Questionnaires and also physiological data such as Respiratory
Rate (RR) and Electroencephalography (EEG) signals are used for
quantification of stress [5-8]. Therapy is required when the student
is unable to cope with stress on their own. Conventional methods
are quite cumbersome, with these forms of therapies exposing the
patients to life-threatening hazards [9,10]. Virtual Reality Therapy
(VRT) is one such form of therapy that is showing itself as a potential
workaround over these shortcomings. Virtual Reality, in short, is the
illusion of living in reality virtually [11]. It aims to inoculate behavioral
responses in the virtual world that are similar to those observed in
the real world [12]. Virtual Reality has enhanced ecological validity
due to its ability to mimic the real world nearly to perfection, greater
control over the stimulus given to the user by the therapist, thus
allowing for a better understanding of the effects, and also provide
stimulus that could be almost impossible or life-endangering to do
in the real world [12,13]. VRT also offers a high degree of immersion,
with even relatively less-immersive approaches such as flat screen
systems having enhanced ecological validity and effectiveness than
traditional approaches as long as it is able to mimic the real world and
respond well to user interaction [12]. Due to these advantages, VRT
is commonly being seen used in the domains of Stroke rehabilitation,
therapeutic application in Post-Traumatic Stress Disorders seen in
war veterans, balance disorders, pain alleviation for burn victims,
route learning of animals and humans, and also for understanding
brain functioning during these various tasks by coupling them
with techniques such as EEG and functional Magnetic Resonance
Imaging [12-14]. Although popularity is being gained among the
ranks of the medical community and an increase in the use of VR
solutions in research studies, it is still far from widespread adoption
due to the complex nature of the systems and their design and also
due to insufficient clinical evidence obtained [13].
This study is aimed at adding to this ever increasing list, creating
a simple, easy-to-use Virtual Reality Environment and testing it on
participants, studying the effect of VRT in rehabilitation of mental
stress using task performance metrics before and after therapy. This
study also utilises the conceptualisation capacity of EEG waves,
studying the variations in the mean band powers at various stages
of the therapy to better understand the brain responses to the same.
The various results are correlated to throw light on how effective
the therapy was at mitigating the stress present in the participants.
The study hypothesizes that Virtual Reality as rehabilitation aid will
reduce the stress for both controls and experimental group.
MATERIALS AND METHODS
Participant Selection: A total of sixty five final year students from the
department of Biomedical Engineering were engaged in this study.
The inclusion criteria were healthy, right-handed, and non-placed
participants in their final year undergoing campus placements and
want to work. This was due to the fact that there is an increased
amount of stress due to the pressure of getting a job and also due
to peer pressure. History of epileptic seizures was considered to be
VISHAL SUDHA BHAGAVATH ESWARAN1, MAHESH VEEZHINATHAN2,
GEETHANJALI BALASUBRAMANIAN3, ATUL TANEJA4
Keywords: Electroencephalography, Task performance, Stress, Virtual
ABSTRACT
Introduction: Mental stress is a perilous condition seen in
students that is often overlooked in the daily course of life.
With the advent of Virtual Reality Technology (VRT) and older
techniques being cumbersome and hazardous, Virtual Reality
Therapy is coming to the fore as a possible replacement in the
field of rehabilitation and psychiatry.
Aim: To understand the role of VRT and its effectiveness in
mitigating mental stress in students.
Materials and Methods: A sample size of 20 from a study popul-
ation of 65 healthy, right-handed, and non-placed participants in
their final year from the department of Biomedical Engineering were
separated equally into normal and mildly stressed groups based
on their DASS scores. A custom made Virtual Environment was
used for therapy and an experimental protocol was employed. The
Electroencephalogram (using RMS SuperSpec) and Mathematical
Go-NoGo Task Performance results before and after the therapy
were used to quantify the effectiveness of the therapy. The Mann-
Whitney U -Test was used for independent sample analysis of the
DASS scores between the Normal and Mildly Stressed Groups,
and the Post-hoc Wilcoxon Signed-Rank Test was used for related
sample analysis of EEG and Task Performance during Rest, Task
before therapy and Task after therapy.
Results: Though there was no significant difference in the
DASS scores between the two groups, there was a sense of
relaxation being imbibed into each group after therapy, by
virtue of increased mean alpha and decreased mean theta band
power in the EEG signals and also an increase in their task
performance after therapy.
Conclusion: Thus, this study shows the possible ability of VRT in
mitigating stress in the participants, and further studies between
various levels of stress and using various environments could help
establish VRT as a staple in the field of psychiatry for years to
come.
Vishal Sudha Bhagavath Eswaran et al., Virtual Reality Therapy for Mental Stress Reduction www.jcdr.net
Journal of Clinical and Diagnostic Research, 2018, Oct, Vol-12(10): JC11-JC16
1212
to the second stimulus and not equal to the same in the second type
of pair. The subject was tasked with pressing the response button (in
this study, the Enter button) as soon as possible for the first type pairs
and ignoring the second type pairs. For each pair, the inter-stimulus
interval was equal to 1100 ms, with the first stimulus lasting 400 ms
and the second stimulus lasting 200 ms. The duration between two
trials was equal to 3100 ms, with a total number of trials equal to
200 [17]. The parameters of performance were calculated for every
condition separately. This was realised using the Psytask software.
Virtual Environment: The Virtual environment screen was developed
to relieve the induced stress (by stroop task) during the experiment
protocol. The environment set the stage for a peaceful surrounding
wherein the user can relax and feel at peace.
The environment was created with the ability to stroll around in a
forest-like environment, interact with elements and also listen to
various natural sounds. This includes ability to walk or run around
the environment, using a horse as mount to navigate [Table/Fig-3],
colours that reflect nature, and also other human elements with
whom dialogue can be established. Brightness of the screen was
adjusted to the comfort of the user. To better improve the immersion
of the environment, a soundproof room was used and kept dark.
the exclusion criterion. The participants were filtered according to
these criteria and a total of 25 participants were selected. Based
on DASS-21 scores, these participants were segregated into two
groups, the score of 14 was considered as normal (control) and
the scores of 16 and above was measured as mildly stressed
(experimental) [15]. Two participants opted to discontinue from
the study while three participants displayed noisy EEG data, thus
bringing down the final number to 20, equally split into the two
groups (10 control + 10 experimental). The entire experiment was
conducted in a soundproof room where the participants sat in
comfortable seating arrangements. The experimental protocol was
carried out for duration of approximately 30 minutes in accordance
with the guidelines of the Institutional Ethics Committee for human
volunteer research. The experiment was conducted after obtaining
an informed consent from each of the participants, which gave them
complete details about the experiment, their role in the same, and
also guaranteed the safeguarding of their privacy, with the ability to
withdraw from the study whenever they wanted to. Both the groups
were exposed to Stroop Task to induce stress in the participants
during the experimental protocol of this study.
Stroop Task: The Stroop task consists of a set of words representing
a variety of colours. Each word is coloured in either the same or
different colour as the word. The user is tasked with describing the
colour of the word and not the word itself [16]. For example, the
word RED in the colour green must be described as GREEN and
not RED. The study used a set of five colours, and had two different
sets of stimuli. The congruent stimulus was the one where the word
and the colour inscribed were the same, whereas the incongruent
stimulus had one word and another colour. The task was created
as a computer application via Psycho Pi using Python. The triggers
were given via the computer screen and the participant responds
to the triggers using a set of keyboard buttons. [Table/Fig-1,2]
represent the Stroop incongruent (RED represented in Green colour)
and congruent (RED represented in Red colour) stimuli respectively.
The keyboard buttons used to respond were also depicted, with
the green colour representing the correct response key to the
corresponding stimulus.
[Table/Fig-1]: Diagrammatic representation of the stroop task incongruent stimu-
lus.
[Table/Fig-2]: Diagrammatic representation of the stroop task congruent stimulus.
Task Stimuli: The task stimuli used for this study was a mathematical
task Go-Nogo task. The visual stimuli were presented by pairs
corresponding to trials. The first stimulus is an arithmetical equation and
the second was an integer value. The first type of pair corresponded
to the result of the equation described by the first stimulus being equal
[Table/Fig-3]: Virtual environment.
System Specifications: The VR Environment was displayed
using a 15.6" laptop screen from a First Person Perspective. The
gaze movements in the environment were seen in response to the
movements in the mouse and interactions with various elements
in the environment were possible with the help of a keyboard. The
environment was created using the Unity 3D v5, a Gaming Engine
used to build high-graphic 3-Dimensional content using JavaScript.
The environment consisted of a Forest-like environment, with the
user able to move as they please and also interact with the various
elements present in it, for the entire duration of the therapy. The
therapy was given in a dark, sound-proof room and contained
ambient nature sounds to make the environment more immersive.
The Electroencephalograph (EEG) signals measured during the same
were recorded using the RMS SuperSpec with the 10-20 electrode
setup. Task performances given before and after the therapy were
mathematical tasks, deployed using the software PsyTask.
Experimental Protocol: At the start of the protocol, the participant
is made to sit with their eyes closed for obtaining baseline and
stabilising the signal. After three minutes of the same, the subject
is induced stress using the Stroop task, performing the task for
a total of three minutes. The subject is then made to perform
the mathematical task for a total of two minutes, immediately
after the induction of stress, thus allowing for a measure of their
performance during a stressed state. They are then subjected to
the Virtual Reality Environment for 10 minutes, allowing the subject
to calm themselves. The subject then performs the mathematical
task for another two minutes, measuring their performance during
www.jcdr.net Vishal Sudha Bhagavath Eswaran et al., Virtual Reality Therapy for Mental Stress Reduction
Journal of Clinical and Diagnostic Research, 2018, Oct, Vol-12(10): JC11-JC16 1313
a relaxed state. Finally, the subject goes back to closing their eyes
(baseline). The experimental protocol is depicted in [Table/Fig-4].
The experimental setup is depicted in [Table/Fig-5].
signal-to-noise ratio. A notch filter (Fc = 50Hz) was used to remove
any power-line interference. The filtered signal was then split into the
respective bands- theta (Band Pass Filter, Fc = 4-8Hz) and alpha
(Band Pass Filter, Fc = 8-13Hz). Beta bands were not taken into
consideration, as alpha waves and theta waves were more constant
in their changes to stressful conditions and thus better indicators
of stress [18,19]. Power Spectral Density (PSD) of the separated
bands were calculated and used for further statistical analysis.
The Mann-Whitney U-Test was used for independent sample
analysis of the DASS scores between the Normal and Mildly
Stressed Groups, and the Posthoc Wilcoxon Signed-Rank Test
was used for related sample analysis of EEG and Task Performance
during Rest (baseline), Task before therapy and Task after therapy.
The significance values (p) were measured with a threshold of 0.05.
The mean and standard errors of the significant samples were taken
for further graphical representation.
RESULTS
The experiment was conducted on a sample pool consisting of 65
final year non-placed students from the department of Biomedical
Engineering. A sample size of 25 was calculated with an error margin
of 15%, with two discontinuations and three noisy data giving a final
list of 20, which was segregated into two equal groups- control and
experimental.
In the Stroop Task, the percentage of correct answers for incongruent
stimuli was 95.87% for control and 92.87% for experimental group
while the percentage of wrong answers for control group was
4.1% and 7.3% for experimental group. The response time for
incongruent stimuli was 1225ms for the control group and 1596ms
for the experimental group.
The percentage of correct answers for congruent stimuli was 97.58%
for control group whereas its 97.24% for experimental group. While,
the percentage of wrong answers for control group was 2.42% and
2.76% for experimental group. For congruent stimuli, the response
time was 1120ms and 1394ms for the control and experimental
group respectively.
This is in line with the Stroop interference effect, with increased
response time in both groups for incongruent stimuli than congruent
stimuli [16]. This is further substantiated by the percentage of wrong
answers, both groups able to find it easier to answer congruent
than incongruent stimuli. The control group had increased correct
and decreased wrong answer percentages than experimental group
for both types of stimuli, suggesting an introduction of stress which
caused a reduction in performance. Normal group was able to cope
with the stress due to their inherent ability to do so, which was not
seen in the stressed participants [3].
As can be seen in [Table/Fig-7], there is no statistically significant
difference between the Normal and the Mildly Stressed Group (p>0.05).
The score of 14 was considered as Normal (control) and the scores
above 14 were measured as mildly stressed (experimental) [15].
For the normal group, there were statistically significant changes in
the mean Alpha Band Powers between Rest and Stressor (Stroop
Task) in the temporal region electrodes T4 (p=0.017), T5 (p=0.013)
and T6 (p=0.007) with a reduction in the mean band power
[Table/Fig-8a] and also between the tasks performed before and
after therapy in the temporal region electrodes T3 (p=0.013), T4
(p=0.007), T5 (p=0.013) and T6 (p=0.005) with an increase in mean
band power [Table/Fig-8b].
Statistically significant changes were also seen in the mean Theta
Band Powers across the temporal region electrodes T3 (p=0.009),
T4 (p=0.009), T5 (p=0.037) and T6 (p=0.028) between Rest and
Stressor (Stroop Task) with an increase in the mean band powers
[Table/Fig-8c] and in the temporal region electrode T6 (p=0.05)
between the tasks performed before and after therapy with a
decrease in the mean band powers [Table/Fig-8d].
[Table/Fig-4]: Experimental protocol.
[Table/Fig-5]: Experimental setup.
The EEG signals were recorded using the RMS SuperSpec
software. The standard 10-20 Electrode Setup was used for EEG,
with Ag/AgCl electrodes placed on the scalp in the prefrontal,
frontal, central, temporal, occipital and parietal regions. Reference
electrodes were placed in the earlobes and a ground electrode was
also used. The electrodes were coupled via a paste for impedance
matching. [Table/Fig-6] depicts the processing steps for EEG signals
diagrammatically.
The raw EEG signals (sampling frequency of 256Hz) obtained were
restricted to a band of 4-32Hz, with the delta waves (0.1-4Hz)
filtered using a band-pass filter (Fc = 4Hz-32Hz) to remove any eye
blink artifacts. The signal was passed through a moving average
filter using a triangular window (half-width of 30) to improve the
[Table/Fig-6]: EEG processing and feature extraction.
Vishal Sudha Bhagavath Eswaran et al., Virtual Reality Therapy for Mental Stress Reduction www.jcdr.net
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[Table/Fig-7]: DASS scores-Control vs Experimental Group.
[Table/Fig-8a]:Mean Alpha Power for Control Group- Rest vs Stroop.
[Table/Fig-8b]: Mean Alpha Power for Normal Group-BVR vs AVR.
[Table/Fig-8c]: Mean Theta Power for Normal Group- Rest vs Stroop
[Table/Fig-8d]: Mean Theta Power for Normal Group- BVR vs AVR.
For the Mildly Stressed Group, there were statistically significant
changes in the mean Alpha Band Powers between Rest and Stressor
(Stroop Task) in the temporal region electrodes T3 (p=0.047), T4
(p=0.005), T5 (p=0.005) and T6 (p=0.005) with a reduction in
the mean band power [Table/Fig-9a] and in the temporal region
electrodes T3 (p=0.022) and T6 (p=0.009) between the tasks
performed before and after therapy with an increase in the mean
band power [Table/Fig-9b].
[Table/Fig-9a]: Mean Alpha Power for Mildly Stressed Group- Rest vs Stroop.
[Table/Fig-9b]: Mean Alpha Power for Mildly Stressed Group- BVR vs AVR.
Statistically significant changes were also seen in the mean Theta
Band Powers across the temporal region electrode T4 (p=0.037)
between Rest and Stressor (Stroop Task) with an increase in the
mean band power [Table/Fig-9c] but no statistically significant
changes were seen between the tasks performed before and after
therapy (p>0.05).
www.jcdr.net Vishal Sudha Bhagavath Eswaran et al., Virtual Reality Therapy for Mental Stress Reduction
Journal of Clinical and Diagnostic Research, 2018, Oct, Vol-12(10): JC11-JC16 1515
No statistically significant changes were seen between normal and
Mildly Stressed Groups.
In the Normal Group, there weren’t any statistically significant
difference in the Go Omission and No-Go Commission Errors (p>0.05)
[Table/Fig-10a]. This was in contrast to the Mildly Stressed Group,
which showed statistically significant changes in the Go Omission
(p=0.043) and No-Go Commission Errors (p=0.05, [Table/Fig-10b])
between the tasks performed before (BVR) and after therapy (AVR)
with a huge drop in these values. No statistically significant changes
were seen between normal and mildly stressed groups.
[Table/Fig-9c]: Mean Theta power for mildly stressed group- Rest vs Stroop.
[Table/Fig-10a]: Task Performance Metrics for Control Group-BVR vs AVR.
[Table/Fig-10b]: Task performance metrics for mildly stressed group-BVR vs AVR.
DISCUSSION
Virtual Reality-based rehabilitation therapy is widely used for stroke
recovery and an attempt is made to use this technique to reduce
the mental stress encountered in young adults. Based on the DASS
Scores, the participants are divided into control and experimental
group and the same VR environment employed. Thus, further
discussions will involve in analysing trends seen in each group. The
participants are positioned in a more naturalistic virtual environment
for safe navigation.
Task performance was improved in the Mildly Stressed Group after
therapy, with a decrease in their percentage of Omission for Go trials
and percentage of Commission for No-Go trials. This was in line with
the findings that Virtual Reality-based rehabilitation is seen to have
a positive impact, with studies done on Stroke, ADHD, Amnesia,
and TBI showing increased task performance after various sessions
of VRT [20]. The same cannot be said for the Control group, which
showed no statistically significant changes in these values. Normal
people can easily cope with stress and have a higher threshold than
stressed people [3]. This could possibly be the reason for there
being no change in the Task Performance metrics in the Control
group before and after therapy.
This trend in cognitive functioning can further be supported by the
results obtained from the EEG. When we consider the EEG band
powers of alpha and theta, a reduction in alpha band power and
an increase in the theta band power are correlated to an increase
in stress levels, with the converse also holding true [18,19]. This
is because Alpha waves are usually related to a state of calmness
while theta waves are usually related to stressful thinking and
disappointment [7]. When we consider the results obtained from
EEG, there is a significant reduction in the alpha band powers
and an increase in mean theta band powers for both the Normal
and Mildly Stressed Group from Rest to Stressor (Stroop Task),
indicating an increase in stress levels. While there was an increase
and decrease in the mean alpha band power and mean theta band
power respectively from the task performed before therapy to that
after therapy for the Control group, indicating the introduction of
calmness by the therapy in the participants, the Mildly Stressed
Group showed statistically significant change only in the mean
alpha band power from the task performed before therapy to that
after therapy. This could probably be due to the smaller sample
size considered. Furthermore, these changes are seen across the
electrodes T3, T4, T5, and T6 in the Temporal Region, which are
considered to relate to cognitive functions such as attention to
colour and shape, true and false memory recognition, visual fixation
and memory (Brodmann Areas 42, 21, 37) [19]. No changes were
observed in the rest of the lobes. Thus, the therapy was able to
improve cognitive functioning in the two groups, increasing their
Alpha Band Power, decreasing their Theta Band Power and hence
reflecting on their Task Performance results.
While intra-group variations in the parameters measured were
seen, no inter-group variation was seen in the study. This can be
attributed to the lack of any statistically significant change between
the DASS scores of the two groups. This could possibly indicate
the two groups not having too much of a variation in terms of their
stress levels. Though the study showed an improvement in cognitive
functioning and reduction in stress levels in each group, these
could not be compared between the two groups used in the study.
Thus no conclusive evidence regarding the relative extent of stress
reduction in the stressed group with respect to the control group
could be obtained. While one of the reasons could be due to the
overlapping of the DASS scores in both groups (as stated before)
and also the lower number of samples, another reason could be
due to the Virtual Environment not tailored to the preferences of
each participant. Thus, while the environment could be efficient
to certain users, it could be inconsequential in stress reduction in
others. Addition of an audio stimulus in the form of music could
Vishal Sudha Bhagavath Eswaran et al., Virtual Reality Therapy for Mental Stress Reduction www.jcdr.net
Journal of Clinical and Diagnostic Research, 2018, Oct, Vol-12(10): JC11-JC16
1616
PARTICULARS OF CONTRIBUTORS:
1. Student, Department of Biomedical Engineering, SSN College of Engineering, Chennai, Tamilnadu, India.
2. Associate Professor, Department of Biomedical Engineering, SSN College of Engineering, Kalavakkam, Tamilnadu, India.
3. Associate Professor, Department of Biomedical Engineering, SSN College of Engineering, Kalavakkam, Tamilnadu, India.
4. Student, Department of Biomedical Engineering, SSN College of Engineering, Chennai, Tamilnadu, India.
NAME, ADDRESS, E-MAIL ID OF THE CORRESPONDING AUTHOR:
Dr. Mahesh Veezhinathan,
Department of Biomedical Engineering, SSN College of Engineering, Chennai, Tamilnadu-603110, India.
E-mail: geethanjalib@ssn.edu.in
FINANCIAL OR OTHER COMPETING INTERESTS: None.
Date of Submission: Mar 02, 2018
Date of Peer Review: May 28, 2018
Date of Acceptance: Jul 23, 2018
Date of Publishing: Oct 01, 2018
also improve the efficiency of the VRT, making the environment an
audio-visual stimulus.
CONCLUSION
Results indicate a therapeutic effect introduced by Virtual Reality
Therapy in the Normal and Mildly Stressed Groups. The hypothesis
could not be proved i.e., inter-group variations were not seen
potentially due to the Normal and Mildly Stressed Groups not being
very different, due to the Virtual Environment being created not
considering preferences of the participants and also due to relatively
high margin of error (15%). By increasing the sample size (thus
decreasing margin of error), choosing Severely Stressed participants
instead of Mildly Stressed participants or creating a Virtual
Environment tailored to the users’ preferences with additional audio
stimuli, one can perform inter-group analysis of these parameters
and further substantiate the effects of VRT in stress reduction.
ACKNOWLEDGEMENT:
The authors of this paper would like to thank the Department of
Biomedical Engineering, SSN College of Engineering for providing
the necessary equipment and software used in this study.
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Textbook of Neural Repair and Rehabilitation. 2006;51(8):182-97.
... There was some overlapping between the prementioned categories, which reveals the fine lines on the definition of system targets. It is noteworthy that, among the studies that aimed at stress reduction, there were subcategories like emotional recovery (ER) (Gu et al. 2021), mental stress reduction (MeS) (Taneja et al. 2017;Eswaran et al. 2018), momentary stress reduction (MoS) (Björling et al. 2020), occupational stress reduction (OS) (Broneder et al. 2021) and psychological stress reduction (PS) (Pallavicini et al. 2013;Yang et al. 2021a, b). This observation indicates that researchers are trying to approach distinct aspects of stress, although an interplay among such aspects may exist. ...
... The two most frequent theories reported agree with the high interest toward the development of immersive environments found in the analysis of method feature, as nature/forest therapy, ART and SRT theories are supporting the notion of beneficial exposure of a stressed individual to environmental elements (Ulrich et al. 1991;Song et al. 2016;Ohly et al. 2016;Rajoo et al. 2020;). Virtual reality therapy (VRT) is emerging more as an approach than as an established theory, even though five studies reference it (Mahalil et al. 2014a;Gu and Frasson 2017;Eswaran et al. 2018;Amores et al. 2018;Ibrahim et al. 2021). ...
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Virtual reality, a cutting-edge innovation in the realm of digital experiences, though more frequently employed for entertainment and education, can also serve as a tool for immersing users in therapeutic settings that promote relaxation and mindfulness. An increasing number of research attempts investigate its usability and impact on stress evaluation, management and reduction. This scoping review aims to depict the current role of virtual reality in stress reduction and identify common methods and practice, technology patterns as well as gaps. Results depict the emerging research interest in the domain of VR-based stress reduction systems. The developed systems included in this review were basically addressed to the general public (59%) for daily life stress reduction utilizing a commercial VR headset often combined with supportive sensors. Guided imagery emerged as the most implemented method, but it is also noteworthy that almost all studies implicitly used this method. According to the analysis, most studies performed evaluation of the proposed VR system including both subjective and objective measurements to provide evidence on its efficiency and its actual impact on stress levels. Finally, validation methodologies attempt to point out the potential of VR technology in the direction of providing an efficient solution for the alleviation of stress burdens. Even though numerous studies report the usefulness and efficiency of VR technology regarding stress reduction, several challenges still need to be addressed, mainly because of the difficult definition, detection and evaluation of stress. An approach integrating the existing knowledge regarding signals that can act as biomarkers of stress and qualitative measurements could open new pathways toward the development of more impactful VR-based stress reduction systems.
... The advances in VR have expanded across multiple domains including health, education, and entertainment (Hartmann & Fox, 2020). In psychological health, VR has shown its capability to decrease level of stress and increase performance (Eswaran, Veezhinathan, Balasubramanian, & Taneja, 2018). ...
... The application of VR in psychotherapy has been proven to produce promising results in terms of reducing stress (Abdul Latif et al., 2015;Eswaran et al., 2018), depression, anxiety (Cikajlo, Staba, Vrhovac, Larkin, & Roddy, 2017;Liszio & Masuch, 2017) and phobia, as well as for the purpose of rehabilitation (Gamito et al., 2017). Even more, VR has been compared with self-imaginative therapy in stress management and showed good results (Mahalil, Rusli, Yusof, Yusof, & Zainudin, 2014). ...
... 4. In the fourth study, initially, 65 students of the biomedical department were taken as subjects. Later on, they filtered them with DASS-21 test scores and ended up with 20 subjects divided into two equal groups, stressed and mildly stressed (43). Depression, Anxiety, and Stress Scales (DASS-21) is a psychometric assessment test consists 21-item questionnaire. ...
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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 health problems in the world. According to the Psychological Interventions Implementation Manual published by WHO on 6th March 2024, around one in eight people in the world lived with a mental disorder. This literature review is synthesized to find out the effects of VR therapy on stress, anxiety and depression. Method: We used Google Scholar database using keywords of VR, stress, anxiety and depression. Publication from last ten years (2014 to 1024) are considered. Researches only in the English language are included. All the papers and articles with the keyword VR missing were rejected. Result: Google Scholar yielded 17,700 results from our keywords. Nine studies met our search criteria that are included in this review. Out of nine, five studies encountered mental stress and gave effective results in reducing it by VR therapy. The other four targeted mood disorders, Social anxiety disorders, depression, loss of happiness and sleep deprivation. They also showed immense potential in reducing mental illness while using VR. Conclusion: Findings are in favor of the effectiveness of VR in reducing stress, anxiety and depression. Still, it is insufficient evidence to consider VR as solely independent treatment over the traditional medication. In future, the limitations can be overcome to relying on VR and using it in hospitals as a reliable source of cure for mental illness.
... Interestingly, while theta power increase over midfrontal areas has been associated with conflict/error processing and valence discrimination (Aftanas et al., 2001;, theta power decrease in virtual reality has been associated with calmness (Eswaran et al., 2018). Beta desynchronization has been associated with motor readiness and sensorimotor activation (Riečanský et al., 2014;Fabi and Leuthold, 2017), the observation of a moving hand (Pfurtscheller et al., 2007), as well as cognitive aspects of pain processing (Valentini et al., 2017b). ...
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Observing negative and positive valence virtual stimuli can influence the onlookers' subjective and brain reactivity. However, information about the complex link between vicarious pain and pleasure, observer's perspective taking, and cerebral activity is scarce. To address this knowledge gap, we asked twenty-four, VR-immersed healthy participants to report about pleasant, painful, and neutral stimuli delivered to a virtual hand seen from either a first-person perspective (1PP) or third-person perspective (3PP) while undergoing time and time-frequency EEG recording. Participants experienced a stronger sense of ownership over a virtual hand when they viewed it from a 1PP compared to a 3PP. Furthermore, participants rated pain-inducing and pleasure-inducing stimuli as most unpleasant and pleasant, and as more intense. We observed distinct EEG patterns in early (N2, early posterior negativity- EPN) and late (late positive potential-LPP) event-related potentials, as well as in EEG power. The N2 and EPN components showed higher amplitudes for pain and pleasure stimuli compared to neutral stimuli particularly when seen from a 1PP. Conversely, the LPP component exhibited a smaller amplitude for pleasure stimuli compared to both pain and neutral stimuli. We also found that theta-band power increased and alpha power decreased for pain and pleasure stimuli viewed from a 1PP vs a 3PP perspective. Also, in the ultra-late time-window, we observed a decrease in theta, alpha, and beta-band power specifically associated with pleasure stimuli. Our study provides novel evidence on how perspective taking influences the temporal dynamics of vicarious sensations and on distinct electrocortical markers of observed pain and pleasure.
... The advances of VR have expanded across various domains including education, entertainment and health [11]. Particularly, in mental health, VR has been utilized as a therapy tool in managing stress and proven to be able to decrease stress level and increase task performance [12,13]. ...
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Stress is one of the issues in mental health among the societies. Self-therapy has been an alternative to provide relaxation and to reduce stress that includes the use of guided imagery therapy (GIT). It could also take advantages of technologies that support the sense of presence. In this technology-driven era, Spatial Presence Model (SPM) has been applied in existing studies to develop virtual reality (VR) tools, while Guided Imagery Therapy (GIT) has been used as a treatment tool for potential psychological problems. Currently, no study has utilized both SPM and GIT in supporting the practice of self-therapy to reduce stress. Hence, this study aims to propose a hybridized model for Image-based VR (IBVR) that incorporates SPM and GIT for the purpose of technology-driven self-therapy. The Design science research methodology (DSRM) is used as the basis for conducting the study. The proposed model is expected to benefit the application designers as a reference in developing IBVR tools for self-therapy.
... The grouping of the participants into the normal and high distress levels was performed based on DASS total score. The participants with DASS scores of 14 and below were classified as having normal distress and those participants with a score of 15 and above were considered to experience high distress [19,43]. Based on the interpretive distress level as shown in Figure 2, the results show that 13 out of 40 participants (32.50%) experienced a normal distress level. ...
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Virtual reality for stress therapy has been shown to be effective in reducing stress. However, the majority of the existing studies have only focused on investigating the effectiveness of virtual reality application as a stress reduction tool. Limited information was communicated on how the virtual environments used were designed. Existing design frameworks which may potentially be used as a reference turned out to be providing general guidelines and were not specifically developed for designing a virtual environment for stress therapy. The frameworks were also found to focus on either improving psychological well-being or virtual reality design respectively. To address the identified gap, this study proposed a framework for designing virtual environments for stress therapy. The framework incorporates design requirements from a psychological and information technology point of view. In addition, the framework also highlights the design elements that were specifically needed to design a virtual environment to reduce stress. This paper hence describes the framework and discusses the framework evaluation. Four methods, including (i) questionnaire, (ii) physiological measures, (iii) experiment and (iv) interview were used to evaluate the (i) effectiveness, (ii) usability, (iii) ease of use and (iv) usefulness of the system that implemented the concept of the framework in reducing stress. In addition, the methods were also used to assess the usefulness of the design elements listed in the framework to reduce stress. The results of the evaluation indicated that the system was (i) effective, (ii) usable, (iii) useful and (iv) easy to use to reduce stress. The results also showed that the proposed design elements were useful in aiding the stress-reduction process. As all the results returned positive findings, the framework was thus considered appropriate and suitable to be used as a guideline for designing virtual environments for stress therapy.
... First, touch the water cup to the front of the body from the starting position of the action, and then use the trigger button of the hand-held controller to control the hand to grasp the water cup in the virtual world. en, send the water cup to the mouth to complete the drinking action [16,17]. During the whole experiment, the virtual hand completes all human-computer interactions as an object in the virtual world. ...
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In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system.
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This study explores the integration of Virtual Reality (VR) and mindfulness techniques to address fear among adults, a novel approach leveraging advancements in immersive technologies. VR-based interventions have shown potential in various therapeutic settings, but their application in mindfulness counseling remains underexplored. The research aims to evaluate the effectiveness of VR-based mindfulness interventions in reducing fear responses among adults. Objectives include examining physiological and emotional changes pre- and post-intervention and exploring participants’ subjective experiences. A pre- and post-experimental design was employed with a sample of 20 college students aged 21–30. Participants underwent a structured VR experience, including exposure to both fear-inducing and calming mindfulness scenarios. Data were collected using structured questionnaires, Likert-scale ratings, and narrative feedback. Paired t-tests and qualitative analysis were used to analyze the data. The study found a statistically significant reduction in fear levels post-intervention, with participants reporting increased relaxation and reduced bodily tension after the mindfulness VR experience. Narrative analysis revealed enhanced emotional stability and a sense of grounding among participants. VR-based mindfulness interventions effectively moderate fear responses and provide grounding through immersive relaxation techniques. The findings highlight the potential of integrating VR into counseling settings to address stress and anxiety. Further studies should explore long-term impacts, scalability across diverse populations, and the integration of complementary technologies such as blockchain for secure data management and enhanced therapeutic outcomes.
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Recent studies have developed forest-themed VR-based applications for reducing stress. The lack of interaction between users and the virtual environment made users become demotivated and bored. Therefore, there is a need to integrate game elements into the application. Gamification is widely known to increase user motivation. Therefore, this paper focused on identifying suitable game elements to be implemented in the existing frameworks for enhancement. Several game elements were identified able to enhance user motivation. The game elements were grouped into three; feedback, rewards and goals. Each of the game elements consists of two types(feedback: progress bar and scorecard; rewards: points and new content) with the exception of goals game elements. It should be noted that the preliminary model is a conceptual model and has not been validated yet. Therefore, the game elements will be integrated into a forest-themed VR application to evaluate its effectiveness.
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Virtual reality (VR) technology is rapidly evolving to support prolonged exposure (PE) therapy, a proven treatment for combat-related posttraumatic stress disorder. Building on the successful 2007 Virtual Iraq/Afghanistan VRET system, a team of behavioral scientists, software engineers, and virtual artists has created Bravemind, a flexible VR system that offers significantly enhanced PE treatment possibilities. The first Web extra at http://youtu.be/EiYg-kMNMtQ is a video demonstration of an original early virtual reality exposure therapy (VRET) prototype that shows a small section of an Iraqi city with a landing helicopter (2004). The second Web extra at http://youtu.be/_cS-ynWZmeQ is a video demonstration of virtual reality exposure therapy (VRET) that simulates driving a Humvee in a rural part of Iraq, showcasing several encounters, including IED and road-side attacks (2007). The third Web extra at http://youtu.be/78QXX_F4mc8 is a video demonstration of virtual reality exposure therapy (VRET) that simulates an overview of several Iraqi city areas (2007). The fourth Web extra at http://youtu.be/_AnixslkVLU is a video demonstration of virtual reality exposure therapy (VRET) that simulates a patrol entering interior buildings in Iraq (2007). The fifth Web extra at http://youtu.be/S22aQ-DqKKU is a video demonstration of an original virtual reality exposure therapy (VRET) tablet interface that allows the clinician to change virtual reality settings and trigger encounters (2007). The sixth Web extra at http://youtu.be/C-fspuLo4vw is a video demonstration of the Bravemind virtual reality exposure therapy (VRET) prototype showing a variety of driving and dismounted scenarios with encounters in Iraq and Afghanistan (2013). The sixth Web extra at http://youtu.be/HSPDomDAigg is a video collection of Iraqi and Afghanistan virtual reality exposure therapy (VRET) scenarios within the Bravemind prototype (2013).
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Virtual reality (VR) technology offers new opportunities for the development of innovative neuropsychological assessment and rehabilitation tools. VR-based testing and training scenarios that would be difficult, if not impossible, to deliver using conventional neuropsychological methods are now being developed that take advantage of the assets available with VR technology. If empirical studies continue to demonstrate effectiveness, virtual environment applications could provide new options for targeting cognitive and functional impairments due to traumatic brain injury, neurological disorders, and learning disabilities. This article focuses on specifying the assets that are available with VR for neuropsychological applications along with discussion of current VR-based research that serves to illustrate each asset. VR allows for the precise presentation and control of dynamic multi-sensory 3D stimulus environments, as well as providing advanced methods for recording behavioural responses. This serves as the basis for a diverse set of VR assets for neuropsychological approaches that are detailed in this article. We take the position that when combining these assets within the context of functionally relevant, ecologically valid virtual environments, fundamental advancements can emerge in how human cognition and functional behaviour is assessed and rehabilitated.
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( This reprinted article originally appeared in the Journal of Experimental Psychology, 1935, Vol 18, 643–662. The following abstract of the original article appeared in PA, Vol 10:1863.) In this study pairs of conflicting stimuli, both being inherent aspects of the same symbols, were presented simultaneously (a name of one color printed in the ink of another color—a word stimulus and a color stimulus). The difference in time for reading the words printed in colors and the same words printed in black is the measure of the interference of color stimuli on reading words. The difference in the time for naming the colors in which the words are printed and the same colors printed in squares is the measure of the interference of conflicting word stimuli on naming colors. The interference of conflicting color stimuli on the time for reading 100 words (each word naming a color unlike the ink-color of its print) caused an increase of 2.3 sec or 5.6% over the normal time for reading the same words printed in black. This increase is not reliable, but the interference of conflicting word stimuli on the time for naming 100 colors (each color being the print of a word which names another color) caused an increase of 47.0 sec or 74.3% of the normal time for naming colors printed in squares.… (PsycINFO Database Record (c) 2012 APA, all rights reserved)
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