Introduction: One of the most effective techniques is "stress inoculation" training (SIT), which is increasingly utilized to reduce anxiety and enhance athletic performance. The aim of our research was to investigate the extent to which the stress situation we created in virtual reality evokes psychological responses in athletes, compared to the responses they experience during a competitive match.
Methods: The sample consisted of 24 female athletes with an average age of 18.71 ± 5.42 years. Of these, 9 were elite basketball players, 8 were table tennis players, and 7 were handball players. All participants completed the Athlete Anxiety Questionnaire, designed to measure anxiety in high-stakes situations and assess levels of concentration and self-confidence during matches. Additionally, within the virtual reality environment we created, athletes were exposed to stress-inducing factors scientifically proven to elicit stress responses. Paired-sample -tests were used to examine differences between measurements (match and virtual reality scenario), and ANOVA tests were used to compare differences between athletes groups (basketball players, table tennis players and handball players).
Results: Our findings indicated that the sports stress scenario simulated in virtual reality triggers stress responses in athletes comparable to those experienced during actual competitive matches. No significant difference was detected in any factor between the total scores of the tests completed after the virtual reality session and those completed after the match ( > 0.05). The greatest impact of VR on cognitive anxiety was observed regarding the fear of mental block or choking during a match, received an average score higher than that of the match (1.75 ± 1.032 vs. 1.38 ± 0.711 respectively, = 0.04).
Conclusion: Based on these results, we can conclude that the sports stress scenario generated by virtual reality can indeed induce a comparable level of stress in athletes compared to actual matches. Therefore, virtual reality technology shows promise as a tool for enhancing athletes' stress management skills and could be a significant asset in sports psychology preparation processes.
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http://dx.doi.org/10.3389/fspor.2025.1493544 | DOI Listing |
J Med Internet Res
March 2025
Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, CN.
Background: Stroke is a leading cause of long-term disability, often resulting in upper extremity dysfunction. Traditional rehabilitation methods often face challenges such as limited patient access to resources and lack of sustained motivation. Home-based virtual reality (VR) training is gaining traction as an innovative, sustainable and interactive alternative.
View Article and Find Full Text PDFComput Methods Programs Biomed
March 2025
School of Information Engineering, Shenyang University, Shenyang 110044, China.
Background And Objective: Virtual reality motion sickness is a significant barrier to the widespread adoption of virtual reality technology. Current virtual reality motion sickness detection methods using EEG signals often fail to identify comprehensive neuro-markers and lack generalizability across multiple subjects.
Methods: To address this issue, we analyzed the pre- and post-induction phases of virtual reality motion sickness, as well as the induction process, from multiple domain features.
JMIR Med Educ
March 2025
Division of Pulmonary, Critical Care, & Sleep Medicine, Department of Medicine, NYU Grossman School of Medicine, 550 First Avenue, 15th Floor, Medical ICU, New York, NY, 10016, United States, 1 2122635800.
Background: Although technology is rapidly advancing in immersive virtual reality (VR) simulation, there is a paucity of literature to guide its implementation into health professions education, and there are no described best practices for the development of this evolving technology.
Objective: We conducted a qualitative study using semistructured interviews with early adopters of immersive VR simulation technology to investigate use and motivations behind using this technology in educational practice, and to identify the educational needs that this technology can address.
Methods: We conducted 16 interviews with VR early adopters.
PLoS One
March 2025
Institute for Advanced Studies in Humanities and Social Science, Beihang University, Beijing, China.
Objective: To understand the addiction situation and influencing factors of virtual reality users, and provide reference basis for timely and effective prevention and intervention of user addiction.
Methods: Based on a questionnaire survey, univariate analysis, multivariate analysis, and model prediction were conducted on the data of 1164 participants in VR related Facebook groups and Reddit subedits.
Results: The single factor analysis results show that the user's own attributes, usage duration, perception level, and application types of virtual reality devices can significantly affect the degree of addiction; The results of multivariate analysis showed that the age of users, the number of days used per week, the number of hours used per day, and the perceived level of the device can significantly affect the probability of addiction.
IEEE Trans Vis Comput Graph
March 2025
The rising popularity of 360-degree images and virtual reality (VR) has spurred a growing interest among creators in producing visually appealing content through effective color grading processes. Although existing computational approaches have simplified the global color adjustment for entire images with Preferential Bayesian Optimization (PBO), they neglect local colors for points of interest and are not optimized for the immersive nature of VR. In response, we propose a dual-level PBO framework that integrates global and local color adjustments tailored for VR environments.
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