This study investigated analgesia mechanisms by using virtual reality (VR) technology. We tested how the content of a virtual environment (VE) influences the intensity of experienced pain. Two different VE’s were used – relaxation and stimulation, and pain was triggered by heat stimuli. We used repeated experimental designs for the study. Thirty-two undergraduate psychology students participated, with each person being immersed in two VE`s while a heat stimulus was applied to their wrist. Objective and subjective pain measurements were collected on a visual analog scale (VAS) – the temperature of the heat stimulus and the participant`s assessment of pain intensity. Participants also filled in questionnaires designed to measure their temperaments and anxiety levels. We also recorded the subject`s respiratory rate. We found no significant difference between the two VE’s in their analgesic efficacy. Under both VR conditions participants endured significantly higher temperatures than under the no-VR condition. We found no signifi cant differences in the influence of temperament or anxiety on a specific VE efficacy.
Changes in body perception and evaluation among women from adolescence to adulthoodThe inspiration for the discussion presented in the article were differences in body self-perception in women from adolescence to adulthood. The results of research conducted among a group of 476 women at the age between 13 and 50 revealed regularities and tendencies for developmental changes in female body perception. There were distinguished three age groups connected with the appearance of signifi cant changes in body perception ensuing from various social roles and developmental tasks that the fair sex representatives need to face during subsequent life stages. The first stage was observed in participants aged around 18, which sets the transition between adolescence and adulthood and at the same time begins the period with the most experienced satisfaction with one’s own appearance. Entering the next stage of body perception development at the age of 25, there appears the so-called middle life crisis which is another turning point not only in the area of gathering experiences, reflections, and competencies of the gentle sex, but also in area of own body perception and evaluation.
In this article the results of research on situational determinants of envy and schadenfreude are presented. Based on a literature review conducted, five hypotheses were devised concerning various situational factors influencing the intensity of envy and schadenfreude. The questionnaire used in the research was devised on the basis of interactional psychology and measured envy and schadenfreude. Situational dimensions concerned in the research were type of relation (close vs. distant/strange person) and the level of justice vs. injustice of the situation. 248 people participated in the research. Devised hypotheses were confirmed. Empirical results point out that along with expectations, the strongest envy is experienced in situations with subjectively perceived elements of injustice and towards distant acquaintances and strangers. The strongest schadenfreude was experienced by participants finding the situation of a stranger justifiable. It also occurred that women react with stronger envy in situations of the unjust success of a stranger whereas men, regardless of the situation, experience stronger schadenfreude in situations of the failure of a close as well as an unknown person.
: Research done in recent years shows that Virtual Reality (VR) can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE) influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. Two Virtual Environments differing in the level of complexity and non-VR control condition were used. The order of all conditions was counterbalanced. Participants reported significantly lower pain intensity (Visual Analogue Scale) after playing the high complexity game, compared to the low complexity game. There were also significant differences between non-VR control condition and high complexity game, but not between non-VR and low complexity game. The pain tolerance (measured by time of keeping the hand in cold water) was significantly higher in both VR conditions comparing to non-VR conditions. However, no significant differences between VE’s were found in pain tolerance ratings. Results of this study provide preliminary evidence that game complexity can be related to pain experience during VR interventions.
Background: Observing one’s own body has been shown to influence pain perception-a phenomenon called visual analgesia. The effect was originally obtained using a mirror reflection of one’s own hand and later replicated with prosthetic and virtual hands. Most studies show increased pain thresholds during visual analgesia, but the opposite effect can be obtained by inducing ownership illusion over a limb that looks wounded. We tested the hypothesis that a resilient-looking virtual limb would lead to an increased pain threshold. Methods: Eighty-eight students (Mage = 21.4, SDage = 2.98) participated in a within-group experimental design study (natural hand virtual reality [VR], marble hand VR, and non-VR control). In both VR conditions, a visuo-tactile synchronous stimulation was used to elicit the illusion of embodiment. Pressure pain stimulus was applied to the forearm. Dependent variables were: pressure pain threshold, pain intensity and self-reported embodiment. Results: There were significant differences between the control condition and the Natural Hand VR (V = 647, p < .0001), and between the control condition and the Marble Hand VR (V = 947.5, p < .005), but not between the Natural Hand and Marble Hand conditions (V = 1428.5, p = .62). Contrary to our predictions, pain threshold was higher in the control condition. Pain intensity differences were not significant. Conclusions: We obtained a significant effect in the opposite direction than predicted. Such results may mean that the visual analgesia effect is more context-dependent than previously thought. We discuss methodological differences between the paradigm used in this study and paradigms reported in the literature as a possible explanation.
: Research done in recent years shows that Virtual Reality (VR) can be an effective tool for distracting attention from pain. The purpose of this study was to test how the complexity of Virtual Environment (VE) influences the experienced intensity of thermal pain stimuli. A within-subjects design experiment was conducted, using cold pressor test for pain stimulation. Research was done on 31 students of Wroclaw Universities. Participants played games created for the purpose of the study, using head mounted displays and movement sensors. Two Virtual Environments differing in the level of complexity and non-VR control condition were used. The order of all conditions was counterbalanced. Participants reported significantly lower pain intensity (Visual Analogue Scale) after playing the high complexity game, compared to the low complexity game. There were also significant differences between non-VR control condition and high complexity game, but not between non-VR and low complexity game. The pain tolerance (measured by time of keeping the hand in cold water) was significantly higher in both VR conditions comparing to non-VR conditions. However, no significant differences between VE’s were found in pain tolerance ratings. Results of this study provide preliminary evidence that game complexity can be related to pain experience during VR interventions.
Background. For many years virtual reality (VR) has been used to support therapy in many clinical contexts. This study aimed to investigate the effectiveness of VR as an intervention to reduce distress and increase patient comfort during chemotherapy. Participants and Procedure. Twenty-six adult patients of the Haematology Clinic participated in the between-group design study. The experimental group used a VR application during three chemotherapy sessions, while the control group underwent treatment as usual. Participants' task in VR was to locate and destroy cancer cells using drug particles emitted from a virtual weapon. Several self-report measures were used, measuring attitudes towards the chemotherapy session, experiences during the session, items related to using visualization techniques, and questions related to evaluating the VR application. Results. We found a significant difference between groups regarding the experience of the session. Participants in the experimental group reported more sense of control over the treatment process, higher levels of physical comfort, and relaxation. We discuss the implications of these results in various contexts, including gender differences, age, and time between chemotherapy sessions. Conclusions. Virtual Reality applications can effectively influence the experience of the chemotherapy session positively. Its use can also affect the psychological aspects of a patient's treatment process.
The present study aimed to investigate the effects of manipulating visual information about one’s movement in Virtual Reality (VR) during physical training on a stationary bike. In the first experiment, the participants’ (N=30) task was to cycle on a stationary bike while embodying a virtual avatar. Fifteen participants experienced the Slow condition, in which a virtual avatar cycled at the constant speed of 15km/h, while the other fifteen participants experienced the Fast condition, in which a virtual avatar cycled at the constant speed of 35km/h. In the second experiment, we tested whether introducing agency (i.e., linking real-life cycling speed with the cycling speed of a virtual avatar), would improve exercise performance. Participants (N=31) experienced counterbalanced conditions: Faster optic flow (avatar’s speed was 15% faster than the participants’ real cycling speed), and Slower optic flow (avatar’s speed was 15% slower than the participants’ real cycling speed). Results showed that all participants increased their cycling speed when experiencing altered cycling speed of a virtual avatar compared with their baselines, but in the first experiment, participants cycled faster in the faster optic flow condition, while in the second experiment, when participants controlled the virtual avatar’s cycling speed, there were no differences between the Fast and Slow conditions. Participants described the cycling in VR as a pleasant experience. The present study suggests that the addition of Virtual Reality during exercise training may increase cycling performance.
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