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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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01 Jan 2006
TL;DR: In this paper, a review of the use of VR as a therapeutic tool in the treatment of psychological disorders is presented, including the advantages and disadvantages of VR, and the future lines of work concerning this new technology are also analyzed.
Abstract: Virtual Reality (VR) is a new technology which consists in the generation of graphic environments which both produce in the users the feeling of being physically present in a virtual world and also allows them interaction in real time. At this moment a great expansion of this technology is taking place in several fields, including the area of health. Especially interesting for us is the use of VR as a therapeutic tool in the treatment of psychological disorders. The first case study that used virtual reality techniques was published in 1995. Since then, an increasing number of studies in the Clinical Psychology field centered on the Correspondencia: Cristina Botella, Dpto. de Psicología Básica, Clínica y Psicobiología, Universitat Jaume I, 12071 Castellón (España). E-mail: botella@psb.uji.es 492 BOTELLA, GARCÍA-PALACIOS, QUERO, BAÑOS Y BRETÓN-LÓPEZ therapeutic application of VR have been made, mainly on the treatment of anxiety disorders. There are already data on the effectiveness of these VR procedures for the treatment of different psychological disorders. This article reviews the different studies made in this field. Besides, the advantages and disadvantages of VR, and the future lines of work concerning this new technology are also analyzed.

26 citations

Book ChapterDOI
09 Jul 2011
TL;DR: The results show that participants in high level depth perception cues with 3D monitor (with circular polarized glasses) will experience greater presence than other displays (HMD and TFT-LCD) and a feeling of presence may add to the incidence of cybersickness.
Abstract: Along with elderly society's coming, computers with an internet connection used at home can provide this population a new channel to access to information and services, and can also be used to manage internet shopping tasks. One of the primary advantages of virtual environment (VE) technology applied in web shops is its ability to provide a 3D perspective to customers for more real sense on goods and shopping environment. The presence is a great appeal for the elderly experienced in the 3D virtual store. How to improve the presence of 3D virtual store is a challenge for the shopkeepers and programmers. But, whether it is easy to produce cybersickness in the elderly when the presence is improved, or not? The objectives of this study are to explore the effects of depth perception cues and display modes on presence and incidence of cybersickness in the elderly within a 3D virtual store. The results show that participants in high level depth perception cues with 3D monitor (with circular polarized glasses) will experience greater presence than other displays (HMD and TFT-LCD). However, a feeling of presence may add to the incidence of cybersickness(r = 0.671, p = 0.000). Although the feeling of presence in TFT-LCD display is poor than 3D monitor and HMD, the symptoms of cybersickness are the slightest.

23 citations

Journal Article
TL;DR: In this article, a review of the most researched psychological treatments for specif ic phobias are reviewed and several studies show convergent conclusions: the exposure therapy appears to be the most effective ones.
Abstract: Se r evisan las formas de inter vencion sobr e las fobias especificas mas investigadas. Varios estudios muestran una importante convergencia en senalar que la ter apia de eleccion es la eal esti mulo fobico. Las ter apias cognitivo-comportamentales alcanzan tambien r esultados satisfactorios, asi como la terapia de exposicion a tr aves de r ealidad virtual. Los tratamientos farmacolog icos no aportan efectos beneficiosos y no parece que una combinacion entr e los distintos tratamientos mejore signifi cativamente los efectos de las terapias co gnitivo-comportamentales. Por lo tanto, la evidencia disponi ble indica que estas son las ter apias de eleccion par a este trastorno. Efficacious psychological treatments for specif ic phobias. The ef fects of the most researched treat ments for specif ic phobias are reviewed. Several studies show convergent conclusions: the exposure therapy appear to be the most effective ones. Cognitive-behavioral inter ventions and the virtual reality exposure therapy are, also, ef fective. The pharmacolog ical treatments had no effect and the combination of the different types of therapies does not appear to improve the effects of co gnitive-behavior al interventions for specific phobia.

21 citations


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

  • ...…Bretón, Quero y Botella, 2006; Botella, Quero, Serrano, Baños y García Palacios, 2009; García-Palacios, Quero, Bretón, Baños y Botella, 2006; Capafons, 2001), incluso del uso de videojuegos de RV en diversas áreas de la salud (Kato, 2010), pero también hay estudios que apuntan hacia unos…...

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Journal ArticleDOI
TL;DR: An investigation was conducted in which subjects had to land a simulated F-16 aircraft using a CAVE (Cave Automatic Virtual Environment) facility in a three-dimensional virtual setting consisting of multiple mirrors, 3-D video-projected displays in a highly stressful environment employing a haptic joystick.
Abstract: An investigation was conducted in which subjects had to land a simulated F-16 aircraft using a CAVE (Cave Automatic Virtual Environment) facility. This was a three-dimensional virtual setting consisting of multiple mirrors, 3-D video-projected displays in a highly stressful environment employing a haptic joystick. 6 subjects learned a task which required landing in wind turbulence with a reduced visual scene. Analyses indicated that during landing, performance error variables which occurred in the same direction as the haptic forces were significantly reduced. This was true, especially when the visual scene was occluded and more reliance on the proprioceptive condition was beneficial.

17 citations