Interactive and Passive Virtual Reality Distraction: Effects on Presence and Pain Intensity

Interactive and Passive Virtual Reality Distraction: Effects on Presence and Pain Intensity
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DOI:
10.3233/978-1-60750-766-6-69
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发表时间:
2011-01-01
期刊:
ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE 2011: ADVANCED TECHNOLOGIES IN BEHAVIORAL, SOCIAL AND NEUROSCIENCES
影响因子:
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通讯作者:
Cabas-Hoyos, Katia
Cabas-Hoyos, Katia
中科院分区:
其他
文献类型:
--
作者:
Gutierrez-Maldonado, Jose;Gutierrez-Martinez, Olga;Cabas-Hoyos, Katia

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本研究探讨了交互式与被动式虚拟现实(VR)分心对存在感和疼痛强度的影响。68名健康的学生(平均年龄21.8岁,SD = 4.3)接受了两次连续的冷加压试验(受试者的手尽可能长时间地浸入6摄氏度的水中,时间限制为5分钟),一次没有VR,另一次提供VR分心“超现实世界”。“参与者被随机分配到一个交互式VR分心条件下,其中与环境的互动是可能的,或者被动VR分心条件下,他们也暴露在超现实世界中,但不是与虚拟环境互动,而是观看由另一个参与者生成的导航分配到交互条件。在VR冷加压试验之后,每个受试者都提供了疼痛强度的评级,并对他们在虚拟环境中感觉“存在”的程度进行了评级。结果显示,大多数经历交互式VR分心的参与者报告的疼痛强度低于无VR试验。然而,在被动VR条件下,相对于无VR试验,只有5.9%的参与者显示出疼痛强度降低。此外,在交互式VR分心期间报告的存在量显著更高,并且与疼痛强度评分呈负相关。
The current study explores the effects of interactive versus passive Virtual Reality (VR) distraction on the sense of presence and pain intensity. Sixty-eight healthy students (mean age 21.8, SD = 4.3) underwent two consecutive cold-pressor trials (subject's hand immersed into 6 degrees C water as long as possible, with a time limit of five minutes), one without VR and another providing a VR distraction "Surreal World." Participants were randomly assigned to an interactive VR distraction condition, where a number of interactions with the environment were possible, or to a passive VR distraction condition, where they were also exposed to the surreal world, but instead of interacting with the virtual environment, they watched the navigation generated by another participant assigned to the interactive condition. After the VR cold-pressor trial, each subject provided ratings of pain intensity and rated the degree to which they had felt "present" in the virtual environment. Results showed that most of the participants who experienced the interactive VR distraction reported less pain intensity relative to the no-VR trial. However, in the passive VR condition, only 5.9% of participants showed a decreased level of pain intensity relative to the no-VR trial. Also, the amount of presence reported was significantly higher during the interactive VR distraction and correlated negatively with pain intensity scores.