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A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing

机译:一款基于VR的移动呼吸生物反馈游戏,可促进横膈膜呼吸

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Abstract Virtual reality (VR) has become popular in mental health research. Several studies have explored the use of VR in the context of biofeedback protocols. In the present paper, we report on the development and evaluation of a VR-based respiratory biofeedback game to foster diaphragmatic breathing. The game integrates respiratory biofeedback, restorative VR and gamification. The game is designed to run on a mobile, all-in-one VR headset. Notably, an integrated VR hand controller is utilized as a sensor to detect respiration-induced movements of the diaphragm. In a longitudinal within-subjects study, we explored the feasibility of the game and tested the effectiveness of six training sessions. Participants reported a pleasant user experience. Moreover, the results show that the brief VR-based breathing training increased perceived breath awareness, improved diaphragmatic breathing, increased relaxation, decreased perceived stress, reduced symptoms of burnout and boosted relaxation-related self-efficacy. Future studies need to address the generalizability and long-term stability of the results, compare the approach with existing treatments and fine-tune the training components.
机译:摘要 虚拟现实(VR)在心理健康研究中已开始流行。一些研究已经探索了VR在生物反馈协议中的应用。在本文中,我们报道了一种基于VR的呼吸生物反馈游戏的开发和评估,以促进横膈膜呼吸。该游戏集成了呼吸生物反馈、恢复性 VR 和游戏化。该游戏旨在在移动的多合一 VR 耳机上运行。值得注意的是,集成的VR手持控制器被用作传感器,以检测呼吸引起的横膈膜运动。在一项受试者内部的纵向研究中,我们探索了游戏的可行性,并测试了六次训练的有效性。参与者报告了愉快的用户体验。此外,结果表明,简短的基于VR的呼吸训练提高了感知呼吸意识,改善了横膈膜呼吸,增加了放松,减少了感知压力,减轻了倦怠症状,并提高了与放松相关的自我效能感。未来的研究需要解决结果的普遍性和长期稳定性,将该方法与现有治疗方法进行比较,并微调训练组件。

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