In recent years, Virtual Reality (VR) has emerged as a promising tool for enhancing training responses in high-stress professions, notably among police officers. This study investigates the psychophysiological responses and subjective user experience of active police officers undergoing Mental Health Crisis Response (MHCR) training using an immersive full-body VR system. A total of 10 active police officers with Special Weapons and Tactics (SWAT) training participated in our controlled study.
View Article and Find Full Text PDFIntroduction: This pilot study employed a non-randomized control trial design to explore the impact of physical activity within a virtual reality (VR) environment on multisensory processing among community-dwelling older adults.
Methods: The investigation compared both chronic (over 6 weeks) and acute effects of VR-based physical activity to a reading control group. The evaluation metrics for multisensory processing included audiovisual response time (RT), simultaneity judgments (SJ), sound-induced flash illusion (SIFI), and temporal order judgments (TOJ).
Background: Despite the proven benefits of exercise in older adults, challenges such as access and motivation can deter their engagement. Interactive virtual reality (VR) games combined with exercise (exergames) are a plausible strategy to encourage physical activity among this population. However, there has been little research on the feasibility, acceptability, and potential benefits of deploying at-home VR exergames among community-dwelling older adults.
View Article and Find Full Text PDFBackground: Physical activity (PA) is associated with physical and cognitive benefits among people living with dementia or mild cognitive impairment (PLWD/MCI) and is a meaningful activity that can improve their confidence in everyday life. Exercising in virtual reality environments (VR Exergame) is becoming an increasingly feasible and enjoyable way to promote PA and well-being in PLWD/MCI. Although co-design can significantly improve the design of technology, it is rarely done with PLWD/MCI.
View Article and Find Full Text PDFThe ongoing Severe Acute Respiratory Syndrome Coronavirus 2 (SARS-CoV-2) pandemic has been proven to be more severe than the previous coronavirus outbreaks due to the virus' high transmissibility. With the emergence of new variants, this global phenomenon took a more dramatic turn, with many countries recently experiencing higher surges of confirmed cases and deaths. On top of this, the inadequacy of effective treatment options for COVID-19 aggravated the problem.
View Article and Find Full Text PDFCrucial elements for police firearms training include mastering very specific psychophysiological responses associated with controlled breathing while shooting. Under high-stress situations, the shooter is affected by responses of the sympathetic nervous system that can impact respiration. This research focuses on how frontal oscillatory brainwaves and cardiovascular responses of trained police officers ( = 10) are affected during a virtual reality (VR) firearms training routine.
View Article and Find Full Text PDFVirtual rehabilitation has been used during decades to provide a more personalized, controlled, and enjoyable experience on upper-limb motor rehabilitation. Since novel virtual reality (VR) technologies are now accessible and highly immersive, the challenge for a wide dissemination of virtual rehabilitation in clinical scenarios has shifted from the hardware robustness to the software intelligence. A sophisticated technique that provides physiological intelligence to novel human-computer interaction (HCI) applications is biocybernetic adaptation.
View Article and Find Full Text PDFThe design of meaningful and enjoyable Exergames for fitness training in older adults possesses critical challenges in matching user's needs and motivators with game elements. These challenges are often due to the lack of knowledge of seniors' game preferences and technology literacy as well as a poor involvement of the target population in the design process. This research aims at describing a detailed and scrutinized use case of applying human-centered design methodologies in the gamification of fitness training routines and illustrates how to incorporate seniors' feedback in the game design pipeline.
View Article and Find Full Text PDFAnnu Int Conf IEEE Eng Med Biol Soc
July 2016
The application of rehabilitation programs based on videogames with brain-computer interfaces (BCI) allows to provide feedback to the user with the expectation of stimulate the brain plasticity that will restore the motor control. The use of specific mental strategies such as Motor Imagery (MI) in neuroscientific experiments with BCI systems often requires the acquisition of sophisticated interfaces and specialized software for execution, which usually have a high implementation costs. We present a combination of low-cost hardware and open-source software for the implementation of videogame based on virtual reality with MI and its potential use as neurotherapy for stroke patients.
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