Importance And Objective: Menopause is the natural cessation of ovarian function, typically occurring at a mean age of 52 years in the United States. Vasomotor symptoms (VMS; hot flashes and night sweats) affect over 75% of midlife women and typically last 7 to 9 years, with only 54% seeking medical attention. Although hormone therapy is the most effective treatment for VMS, <4% of women currently use it, primarily due to safety concerns. There is evidence that cognitive behavioral therapy (CBT) is an effective management strategy for VMS. Virtual reality (VR) has shown promise in delivering an immersive form of CBT for various medical conditions, including acute and chronic pain, sleep, and mood disorders, potentially overcoming barriers such as access and cost while improving quality of life. This narrative review aims to summarize the existing literature on VR for managing menopause symptoms.
Methods: A comprehensive literature review was conducted through PubMed and Medline databases. The search focused on keyword combinations related to VR, artificial intelligence, and menopause symptoms.
Discussion And Conclusion: The search yielded one study specifically targeting symptoms related to menopause. A pilot study (n = 42) evaluating an immersive VR and artificial intelligence intervention based on CBT and mindfulness techniques for managing hot flashes in women with breast or ovarian cancer demonstrated a significant reduction in frequency of hot flashes (P < 0.01) and improvements in sleep quality, mood, anxiety, stress, and overall quality of life. However, these women experienced hot flashes that might have been associated with their cancer diagnosis or treatment rather than relating specifically to menopause, potentially limiting the generalizability of the findings to women with menopause symptoms. Although VR has shown effectiveness in delivering CBT for other conditions, there remains a significant gap in research on its specific use for menopause-related symptoms.
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http://dx.doi.org/10.1097/GME.0000000000002529 | DOI Listing |
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.
View Article and Find Full Text PDFIEEE Trans Vis Comput Graph
March 2025
Distractions in mixed reality (MR) environments can significantly influence user experience, affecting key factors such as presence, reaction time, cognitive load, and Break in Presence (BIP). Presence measures immersion, reaction time captures user responsiveness, cognitive load reflects mental effort, and BIP represents moments when attention shifts from the virtual to the real world, breaking immersion. While prior work has established that distractions impact these factors individually, the relationship between these constructs remains underexplored, particularly in MR environments where users engage with both real and virtual stimuli.
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March 2025
Trust in agents within Virtual Reality is becoming increasingly important, as they provide advice and influence people's decision-making. However, previous studies show that encountering speech recognition errors can reduce users' trust in agents. Such errors lead users to ignore the agent's advice and make suboptimal decisions.
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