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Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants

Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants

They propose using immersive VR for embodiment of a virtual body, in order to modulate body representation and change pain perception in healthy and clinical populations. Moreover, a previous study has shown that the effectiveness of bodily illusions for pain reduction depends on the visual perspective, for example, the use of a first-person perspective on the virtual body (not a third-person perspective, as in our setup), in order to elicit an analgesic effect [39].

Samuel E J Knobel, Raphael Oberson, Jonas Räber, Narayan Schütz, Niklaus Egloff, Angela Botros, Stephan M Gerber, Tobias Nef, Lukas Heydrich

JMIR Serious Games 2024;12:e52340

Assessing the Clinical Efficacy of a Virtual Reality Tool for the Treatment of Obesity: Randomized Controlled Trial

Assessing the Clinical Efficacy of a Virtual Reality Tool for the Treatment of Obesity: Randomized Controlled Trial

The SOCRATES project (Self Conversation in Virtual Reality Embodiment to Enhance Healthier Lifestyles Among People with Obesity), funded by the European Commission (951930), has introduced the VR self-counseling paradigm, referred to as Con VRself (Virtual Reality self-talk), which uses embodiment and body-swapping techniques. On the one hand, embodiment enables participants to experience the perceptual illusion that the virtual body is their own [21,22].

Dimitra Anastasiadou, Pol Herrero, Paula Garcia-Royo, Julia Vázquez-De Sebastián, Mel Slater, Bernhard Spanlang, Elena Álvarez de la Campa, Andreea Ciudin, Marta Comas, Josep Antoni Ramos-Quiroga, Pilar Lusilla-Palacios

J Med Internet Res 2024;26:e51558

Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study

Immersive Virtual Reality Avatars for Embodiment Illusions in People With Mild to Borderline Intellectual Disability: User-Centered Development and Feasibility Study

This embodiment illusion could facilitate life-like behavior and therefore improve the access to IVR for our group [16]. Embodiment illusions in IVR allow us to substitute the real body with a virtual body or certain body parts, such as arms or hands [17-19]. The phenomenon is often assessed by the sense of embodiment (So E) toward the virtual body (ie, avatar) [19,20].

Simon Langener, Randy Klaassen, Joanne VanDerNagel, Dirk Heylen

JMIR Serious Games 2022;10(4):e39966

Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study

Impact of Personalized Avatars and Motion Synchrony on Embodiment and Users’ Subjective Experience: Empirical Study

This feeling of owning the body is called embodiment [1]. Embodiment consists of 3 components: body ownership (feeling that the body undergoing a certain experience is subordinate to oneself [2]), agency (feeling that “I” am the cause for body motion [2]), and self-location (“My view is located at the place where it should be” [1]). Previous studies have found that it is possible to form a sense of embodiment toward external objects such as a rubber hand [3], virtual arm [4], and virtual body [5].

Myeongul Jung, Sangyong Sim, Jejoong Kim, Kwanguk Kim

JMIR Serious Games 2022;10(4):e40119

Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study

Controlling the Sense of Embodiment for Virtual Avatar Applications: Methods and Empirical Study

The sense of embodiment (So E) is the feeling of one’s own body. When we move our bodies in our everyday lives, we feel the So E unconsciously. The So E is intimately related to the sense of self and is considered as the starting point of having self-identity [1,2]. The term embodiment has been defined differently in various contexts. From a philosophical perspective, embodiment is considered to be how a person defines and experiences himself/herself [3,4].

Chang-Seop Kim, Myeongul Jung, So-Yeon Kim, Kwanguk Kim

JMIR Serious Games 2020;8(3):e21879

Age-Related Differences in the Evaluation of a Virtual Health Agent’s Appearance and Embodiment in a Health-Related Interaction: Experimental Lab Study

Age-Related Differences in the Evaluation of a Virtual Health Agent’s Appearance and Embodiment in a Health-Related Interaction: Experimental Lab Study

Owing to the between-subjects design, participants interacted with one of the following four agents differing in appearance: two humanoid agents, one machine-like agent, and one agent without embodiment (Figure 1). To investigate the effect of species in an actual interaction study, humanoid appearances (Billie and Character) and a machine-like appearance (Vince) were used.

Carolin Straßmann, Nicole C Krämer, Hendrik Buschmeier, Stefan Kopp

J Med Internet Res 2020;22(4):e13726

Measuring Alliance Toward Embodied Virtual Therapists in the Era of Automated Treatments With the Virtual Therapist Alliance Scale (VTAS): Development and Psychometric Evaluation

Measuring Alliance Toward Embodied Virtual Therapists in the Era of Automated Treatments With the Virtual Therapist Alliance Scale (VTAS): Development and Psychometric Evaluation

In the second study, the virtual therapist was also given a physical embodiment by means of a holographic image that moved while speaking during the introductory phase of treatment (see Figure 1); instructions were complemented with animated graphics to emphasize psychoeducation lessons.

Alexander Miloff, Per Carlbring, William Hamilton, Gerhard Andersson, Lena Reuterskiöld, Philip Lindner

J Med Internet Res 2020;22(3):e16660

Is Wearable Technology Becoming Part of Us? Developing and Validating a Measurement Scale for Wearable Technology Embodiment

Is Wearable Technology Becoming Part of Us? Developing and Validating a Measurement Scale for Wearable Technology Embodiment

However, studies addressing this form of embodiment represent a relatively new area of focus and more empirical research is called for [4,16,17]. In addition, no study has yet combined the different embodiment experiences (body, cognition, and sense of self) to cover the full spectrum of the individual. The embodiment experiences could be highly relevant for the study and use of wearable technology in health care.

Elizabeth C Nelson, Tibert Verhagen, Miriam Vollenbroek-Hutten, Matthijs L Noordzij

JMIR Mhealth Uhealth 2019;7(8):e12771