Virtual reality experiences for breathing and relaxation training: The effects of real vs. placebo biofeedback

被引:5
作者
Chittaro, Luca [1 ]
Serafini, Marta [1 ]
Vulcano, Yvonne [1 ]
机构
[1] Univ Udine, Dept Math Comp Sci & Phys, Human Comp Interact Lab, Via Sci 206, I-33100 Udine, UD, Italy
关键词
Virtual reality; Biofeedback; Relaxation; Training; Placebo condition; Evaluation; STRESS; ANXIETY; HYPERTENSION; PSYTOOLKIT; DEPRESSION; EXERCISE; DEEP; GAME; PAIN;
D O I
10.1016/j.ijhcs.2024.103275
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single task and a biofeedback mechanism that reflects a single physiological measurement. Furthermore, user evaluations of such systems do not typically include a placebo condition, making it difficult to determine the actual contribution of biofeedback. This paper proposes a VR system for breathing and relaxation training that: (i) uses biofeedback mechanisms based on multiple physiological measurements, (ii) provides a richer user experience through a narrative that unfolds in phases where the user is the main character and controls different elements of the virtual environment through biofeedback. To evaluate the system and to assess the actual contribution of biofeedback, we compared two conditions involving 35 participants: a biofeedback condition that exploited realtime measurements of user 's breathing, skin conductance, and heart rate; and a placebo control condition, in which changes in the virtual environment followed physiological values recorded from a session with another user. The results showed that the proposed virtual experience helped users relax in both conditions, but real biofeedback produced results that were superior to placebo biofeedback, in terms of both relaxation and sense of presence. These outcomes highlight the important role that biofeedback can play in virtual reality systems for relaxation training, as well as the need for researchers to consider placebo conditions in evaluating this kind of systems.
引用
收藏
页数:19
相关论文
共 88 条
[71]   The experience of presence: Factor analytic insights [J].
Schubert, T ;
Friedmann, F ;
Regenbrecht, H .
PRESENCE-VIRTUAL AND AUGMENTED REALITY, 2001, 10 (03) :266-281
[72]   A Pilot Study Evaluating "Dojo," a Videogame Intervention for Youths with Externalizing and Anxiety Problems [J].
Schuurmans, Angela A. T. ;
Nijhof, Karin S. ;
Vermaes, Ignace P. R. ;
Engels, Rutger C. M. E. ;
Granic, Isabela .
GAMES FOR HEALTH JOURNAL, 2015, 4 (05) :401-408
[73]  
Shaw C., 2010, Metaplasticity in Virtual Worlds: Aesthetics and Semantics Concepts, P121, DOI [DOI 10.4018/978-1-60960-077-8.CH007, 10.4018/978-1-60960-077-8, DOI 10.4018/978-1-60960-077-8, 10.4018/978-1-60960-077-8.ch007]
[74]   ChillFish: A Respiration Game for Children with ADHD [J].
Sonne, Tobias ;
Jensen, Mads Moller .
PROCEEDINGS OF THE TENTH ANNIVERSARY CONFERENCE ON TANGIBLE EMBEDDED AND EMBODIED INTERACTION (TEI16), 2016, :271-278
[75]  
Soyka F., 2016, SAP 16, P85, DOI DOI 10.1145/2931002.2931017
[76]   Operant conditioning [J].
Staddon, JER ;
Cerutti, DT .
ANNUAL REVIEW OF PSYCHOLOGY, 2003, 54 :115-144
[77]   PsyToolkit: A Novel Web-Based Method for Running Online Questionnaires and Reaction-Time Experiments [J].
Stoet, Gijsbert .
TEACHING OF PSYCHOLOGY, 2017, 44 (01) :24-31
[78]   PsyToolkit: A software package for programming psychological experiments using Linux [J].
Stoet, Gijsbert .
BEHAVIOR RESEARCH METHODS, 2010, 42 (04) :1096-1104
[79]  
Tabachnick B.G., 2007, Using Multivariate Statistics, V5th
[80]   Respiratory Biofeedback Does Not Facilitate Lowering Arousal in Meditation Through Virtual Reality [J].
Tinga, Angelica M. ;
Nyklicek, Ivan ;
Jansen, Michel P. ;
de Back, Tycho T. ;
Louwerse, Max M. .
APPLIED PSYCHOPHYSIOLOGY AND BIOFEEDBACK, 2019, 44 (01) :51-59