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Journal Article

Efectos secundarios tras el uso de realidad virtual inmersiva en un videojuego

01 Jan 2013-International journal of psychology and psychological therapy (Universidad de Almería)-Vol. 13, Iss: 2, pp 163-178
TL;DR: In this paper, the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality have been analyzed and recommended for people using too much time virtual reality.
Abstract: Side-effects of a videogame with Inmersive Virtual Reality. The progresses of virtual reality development are so fast that it is necessary to study also his possible side-effects. This study tries to analyze the effects on the balance, attention, visuomotor coordination, discomfort and anxiety after the use of a videogame with virtual reality. Four groups have been used with measurements pre-post, a control-group and three experimental groups with different intensity using virtual reality. The sample of 120 participants was randomized, pre-assigned by sex and studies, 30 for each condition. A Smart Visor VFX full stereoscopic immersive type with detector of position was used. The videogame was Unreal Tournament. As results, 13% of the participants had to retire due to uncomfortable side-effects. The side-effects were major in the group of high intensity use, less in those of daily use where there was an adjustment of these side-effects, and even less in the group with only an hour. It is concluded with some recommendations for people using too much time virtual reality.

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Citations
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DissertationDOI
12 Jan 2016
TL;DR: In this article, the results of un proceso de revision bibliografica sobre rehabilitation of miembro superior basada en ambientes virtuales were presented.
Abstract: En este articulo se presentan los resultados de un proceso de revision bibliografica sobre rehabilitacion de miembro superior basada en ambientes virtuales. El estudio parte de los siguientes interrogantes sobre el estado actual del conocimiento en el area mencionada: ?como inciden los entornos virtuales frente a la rehabilitacion tradicional?, ?que metricas de desempeno se han aplicado en la rehabilitacion virtual de miembro superior? y ?que dispositivos hardware se utilizan en rehabilitacion virtual?. Para responder las anteriores preguntas se realizo una busqueda de articulos cientificos en el motor de busqueda Google Scholar y en las bases de datos PubMed, HINARI, ProQuest y Science Direct. De la revision realizada se concluyo que pese a la existencia de decenas de indices de desempeno para cuantificar la habilidad motriz, no existen criterios para seleccionar el indice que mejor se adapta a los objetivos de un determinado proceso de rehabilitacion

10 citations


Cites background from "Efectos secundarios tras el uso de ..."

  • ...Estos trastornos pueden aparecer si se aumenta considerablemente el tiempo de exposición al dispositivo de realidad virtual y las características y circunstancias personales durante la experiencia; y en algunos casos las personas pueden sufrir de un efecto adaptativo a la experiencia con realidad virtual que muestra una disminución de la aparición de efectos secundarios (80)....

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Journal ArticleDOI
25 Sep 2017-Apertura
TL;DR: In this article, a sistema de real reality virtual inmersivo 3D with interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fine didacticos.
Abstract: Los sistemas de realidad virtual inmersivos tienen una creciente relevancia en el ambito educativo como herramientas didacticas que motivan el aprendizaje a traves de dos conceptos clave: la inmersion y la interaccion. En este documento describimos el uso de sistemas de realidad virtual en la educacion y tomamos como caso de estudio un sistema de realidad virtual inmersivo 3D con interaccion natural de usuario desarrollado con el proposito de facilitar la inspeccion de aerogeneradores con fines didacticos. El sistema sugerido busca la convergencia tecnologica de equipos de visualizacion, adquisicion de informacion y software de graficos. Para lograrlo, seguimos la metodologia de desarrollo de software basado en componentes de Pressman. Los resultados cualitativos de una primera evaluacion al sistema indican que la propuesta permite experimentar la realidad virtual inmersiva y ofrece una gran similitud al entorno real, con la posibilidad de interactuar por medio de gestos y movimientos corporales. Esto contribuye a motivar el aprendizaje y fomentar el interes de los usuarios en practicar con esta tecnologia. Ademas, la convergencia tecnologica entre los equipos de visualizacion, interaccion y software grafico permite dar un paso adelante en el desarrollo de este tipo de herramientas didacticas.

9 citations

Journal ArticleDOI
TL;DR: In this paper, the authors conducted a survey with 390 students enrolled in the Bachelor of Arts at the Bachillerato de Artes in Spain to learn about the perceptions of the pedagogical usefulness of Immersive Virtual Reality.

9 citations

Journal ArticleDOI
TL;DR: Nintendo® Wii-based therapy is a non-immersive virtual reality therapy used to recover upper extremity (UE) motor function in children with cerebral palsy and results indicate that NWT is effective at improving various UE impaired motor skills inChildren with CP.
Abstract: Background: Nintendo® Wii-based therapy (NWT) is a non-immersive virtual reality therapy used to recover upper extremity (UE) motor function in children with cerebral palsy (CP). We aimed primarily to elucidate the effectiveness of NWT in improving UE motor and functional impaired abilities in children with CP, compared to conventional therapy or no intervention. The secondary aim was to assess if NWT is more effective when used alone or combined with conventional therapy. Methods: A systematic review with meta-analysis was conducted from a bibliographic search in PubMed, Scopus, PEDro, Web of Science, and CINHAL, ending in October 2021, in accordance with PRISMA guidelines. We included randomized controlled trials that compared NWT vs. conventional therapy or no intervention in terms of their impact on different UE impaired abilities (grip strength, tip grip strength, UE dissociated movements, functional capacity in daily living activities, gross and fine motor dexterity, and grasping ability) in children with CP. Effect size was calculated with standardized mean difference (SMD) and its 95% confidence interval (95% CI). Results: Nine studies (276 participants) were included. NWT is more effective than conventional therapy at improving grip strength (SMD = 0.5, 95% CI 0.08, 0.91), tip grip strength (SMD = 0.95, 95% CI 0.3, 1.61), and grasping ability (SMD = 0.72, 95%CI 0.14, 1.3). NWT is more effective than conventional therapy at improving functional capacity in daily living activities (SMD = 0.83, 95% CI 0.07, 1.56). For fine manual dexterity, NWT was better than no intervention (SMD = 3.12, 95% CI 1.5, 4.7). Conclusions: Our results indicate that NWT is effective at improving various UE impaired motor skills in children with CP.

5 citations

Journal ArticleDOI
01 Jan 2019
TL;DR: In this article, the authors investigate the use of immersive advertising in the context of virtual reality and its presence on YouTube, analyzing its advertising use focused on minors, and analyzes the convenience of consumption of these campaigns for this public, as well as in what conditions its application is recommended.
Abstract: espanolLa realidad virtual se erige como discurso mas alla de lo tecnologico con creciente visibilidad en todos los ambitos sociales, conformandose como uno de los protagonistas de la cibercultura. La publicidad no es ajena a este auge del relato inmersivo y empieza a ser habitual que campanas con enfoque transmedia empleen este recurso frente a otras narrativas y canales de difusion. De entre los publicos existentes, los menores de edad son especialmente sensibles a los mensajes a los que son expuestos y por ello han de estar tutelados. Existen multitud de estudios cuyo eje central es ocupado por este sector social, aunque son escasos aquellos que lo interrelacionan con la publicidad digital. En este articulo, se expone conceptualmente la realidad virtual y su presencia en YouTube, analizando su uso publicitario enfocado hacia los menores de edad. La presente investigacion trata de dilucidar si la publicidad inmersiva cumple con los estrictos parametros de control de la convencional en su trato con los menores, y analiza la conveniencia de consumo de estas campanas para este publico, asi como en que condiciones es recomendable su aplicacion. EnglishVirtual reality stands as a discourse beyond technology, with increasing visibility in all social areas, and becoming one of the protagonists of cyberculture. Advertising is no stranger to this boom of immersive storytelling, and it is becoming usual that campaigns with a transmedia approach use this resource in the face of other narratives and channels of dissemination. Among the existing publics, minors are especially sensitive to the messages to which they are exposed, and therefore must be protected. There is a multitude of studies whose central axis is occupied by this social sector, although there are few studies that interrelate it with digital advertising. In this paper, virtual reality and its presence on YouTube are conceptually exposed, analyzing its advertising use focused on minors. The present investigation tries to elucidate if the immersive advertising complies with the strict control parameters of conventional advertising in its dealings with the minors, and analyzes the convenience of consumption of these campaigns for this public, as well as in what conditions its application is recommended. portuguesA realidade virtual se coloca como um discurso alem do tecnologico, com crescente visibilidade em todas as areas sociais, tornando-se um dos protagonistas da cibercultura. A publicidade nao e estranha a esse boom de historias imersivas e esta se tornando comum que campanhas com uma abordagem transmidia usem esse recurso contra outras narrativas e canais de disseminacao. Entre o publico existente, os menores sao especialmente sensiveis as mensagens a que estao expostos e, portanto, devem ser protegidos. Ha muitos estudos cujo eixo central e ocupado por esse setor social, embora existam poucos que se inter-relacionem com a publicidade digital. Neste artigo, a realidade virtual e sua presenca no YouTube sao expostas conceitualmente, analisando seu uso publicitario focado em menores. A presente investigacao procura elucidar se a publicidade imersiva atende aos rigorosos parâmetros de controle da convencional no seu tratamento com os menores, e analisa a conveniencia de consumo dessas campanhas para este publico, bem como em que condicoes sua aplicacao e recomendada.

4 citations

References
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Journal ArticleDOI
TL;DR: This paper makes a number of recommendations regarding the future direction of research into health and safety implications of VR, including the need to take into account the way in which VR is being used when conducting empirical research.

231 citations

Journal Article
TL;DR: Investigation of the frequency of occurrence and severity of side-effects of using an immersion VR system found symptoms of malaise ranged from symptoms such as dizziness, stomach awareness, headaches, eyestrain and lightheadedness to severe nausea.
Abstract: Virtual reality (VR) has become increasingly well-known over the last few years. However, little is known about the side-effects of prolonged immersion in VR. This study set out to investigate the frequency of occurrence and severity of side-effects of using an immersion VR system. Out of 146 subjects, 61% reported symptoms of malaise at some point during a 20-min immersion and 10-min post-immersion period. These ranged from symptoms such as dizziness, stomach awareness, headaches, eyestrain and lightheadedness to severe nausea. These symptoms caused 5% of the subjects to withdraw from the experiment before completing their 20-min immersion period. Further research needs to be conducted that attempts to identify those factors that play a causative role in the side-effects of the VR system, and that looks for methods of reducing these side-effects.

191 citations

Journal ArticleDOI
TL;DR: In this paper, a literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes, including aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of learning.
Abstract: This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of learning. Multiple theories predict, and empirical findings reveal, that violent video game exposure is causally related to a host of negative outcomes and a few positive outcomes. Some non-violent video games have been causally related to some specific positive learning effects as well as certain types of visual cognition (e.g., spatial rotation abilities) and may be associated with some negative effects on executive control and attention disorders.

183 citations

Journal ArticleDOI
TL;DR: The use of the multifactor scoring of the Simulator Sickness Questionnaire (SSQ) was employed to standardize existing simulator sickness survey data and to determine whether relationships existed that were missed by the more traditional scoring approaches.
Abstract: Flight simulators are examples of virtual environment VE systems that often give rise to a form of discomfort resembling classical motion sickness. The major difference between simulator sickness and other forms of motion sickness is that the former exhibits more oculomotor-related symptoms and far less actual vomiting. VEs of the future are likely to include more compellingly realistic visual display systems, and these systems can also be expected to produce adverse symptoms. The implications of simulator sickness for future uses of VEs include adverse consequences for users' safety and health, user acceptance, training effectiveness, and overall system performance. Based on data from a factor analysis of over 1000 Navy and Marine Corps pilot simulation exposures, a new scoring procedure for simulator sickness has recently been developed Lane & Kennedy, 1988; Kennedy, Lane, Berbaum, & Lilienthal, 1992. The factor analytic scoring key provides subscales for oculomotor stress eyestrain, nausea, and disorientation. Simulators are being examined in terms of these factor profiles to identify causes of simulator sickness. This approach could also be used in evaluating motion sickness-like symptomatology that occurs in connection with the use of VEs. This paper describes the use of the multifactor scoring of the Simulator Sickness Questionnaire SSQ in diagnosing sources of simulator sickness in individual simulators. Reanalysis by this new methodology was employed to standardize existing simulator sickness survey data and to determine whether relationships existed that were missed by the more traditional scoring approaches.

181 citations

Journal ArticleDOI
TL;DR: This paper is written from a human factors perspective and discusses research into some of the side-effects of head-coupled immersive virtual reality and investigates the use of adaptation and the anti-motion sickness drug hyoscine hydrobromide.
Abstract: This paper is written from a human factors perspective and discusses research into some of the side-effects of head-coupled immersive virtual reality. The paper provides a broad overview of the history of virtual reality and highlights some of the important current human factors issues. Reasons why side-effects of virtual reality technology may be expected are then discussed with particular reference to the literature on motion sickness and simulator sickness. A study is described which set out to document the frequency of occurrence and severity of side-effects of immersion in virtual reality. One hundred and fifty subjects took part in this study and were immersed in a virtual environment for 20 minutes. Sixty-one percent of the subjects were documented as reporting symptoms at some point during the 20 minute immersion period and a 10 minute post-immersion period. Five percent of the subjects had to withdraw from the study due to the severity of their symptoms. This finding led to further research that attempted to reduce the side-effects observed. Studies investigating the use of adaptation and the anti-motion sickness drug hyoscine hydrobromide are described. Both of these methods of reducing the side-effects of virtual reality proved successful with the hyoscine proving to be a very rapid method of symptom reduction.

163 citations


"Efectos secundarios tras el uso de ..." refers background in this paper

  • ...Regan y Price (1994) y Regan (1995) muestran también con pilotos de aviación los efectos de nausea, desequilibrio, trastornos estomacales y visuales, tras la inmersión en realidad virtual, donde se tuvieron que retirar el 5% de los pilotos, y otro 61% informaba de molestias aunque eran soportables....

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