Category Ranking

98%

Total Visits

921

Avg Visit Duration

2 minutes

Citations

20

Article Abstract

There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.

Download full-text PDF

Source
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6901952PMC
http://dx.doi.org/10.3389/fnhum.2019.00417DOI Listing

Publication Analysis

Top Keywords

virtual reality
16
maximum duration
16
quality software
16
duration sessions
12
reality neuroscience
8
neuroscience questionnaire
8
immersive virtual
8
clinical settings
8
intensity vrise
8
software
8

Similar Publications

Introduction: The transition from traditional laparoscopy to robotic surgery marks a significant chage in surgical practice. An understated aspect of this transition may be the three dimensional (3D) view from the surgical console. This study hypothesises that acclimatisation with 3D virtual reality (VR) video may enhance robotic simulator performance in novice robotic surgeons.

View Article and Find Full Text PDF

Introduction: Virtual reality (VR) technology is increasingly being explored as a medium for delivering mindfulness-based interventions. While studies have investigated the feasibility and efficacy of VR-based mindfulness interventions, there has been limited synthesis of user experiences and perceptions across diverse applications, hindering the iterative refinement of these technologies and limiting evidence-based guidance for effective deployment in real-world settings. This systematic review aims to comprehensively identify, appraise and synthesise qualitative research on end-user experiences and perceptions of VR-based mindfulness interventions.

View Article and Find Full Text PDF

From Mazes to Automation: Modernizing Working Memory Research in Animal Models.

Behav Brain Res

September 2025

Department of Cognitive Sciences, Faculty of Psychology and Education, University of Tehran, Tehran, Iran; School of Cognitive Sciences, Institute for Research in Fundamental Sciences (IPM), Niavaran, Tehran, Iran.

Working memory (WM) is a core cognitive mechanism necessary for adaptive behavior. In the last few decades, scientists have studied WM using rodent models through traditional and time-consuming approaches, such as the Radial Arm Maze and the T-Maze. While these traditional tools have presented fundamental understanding, their dependence on manual operations restrains experimental precision and scalability.

View Article and Find Full Text PDF

Background: Immersive Virtual Reality (IVR) is increasingly used in health sciences education to simulate high-risk, low-frequency scenarios such as mass casualty incidents. While prior research has focused on student outcomes, the perceptions of instructors about available IVR tools remains underexplored.

Objective: To evaluate instructors' perceptions regarding ease of use, educational value, and technical quality of the "VR-Triage" immersive simulation tool in a disaster and mass casualty incident course.

View Article and Find Full Text PDF

Background: Telerehabilitation is a promising solution to provide continuity of care. Most existing telerehabilitation platforms focus on rehabilitating upper limbs, balance, and cognitive training, but exercises improving cardiovascular fitness are often neglected.

Objective: The objective of this study is to evaluate the acceptability and feasibility of a telerehabilitation intervention combining cognitive and aerobic exercises.

View Article and Find Full Text PDF