Previous studies showed that virtual reality (VR) environments can affect emotional state and cause significant changes in physiological responses. Aside from these effects, inadvertently induced cybersickness is a notorious problem faced in VR. In this study, to further investigate the effects of virtual environments (VEs) with different context, three dynamic VEs were created. Each VE had a particular purpose: evoking no emotion in Campfire (CF), unpleasant emotions in Hospital (HH), and cybersickness symptoms in Roller Coaster (RC). We made use of objective measurements of physiological responses such as pupil dilation, blinks, fixations, saccades, and heart rate, as well as subjective self‐assessments via pre‐ and post‐VE session questionnaires. While previous studies investigate different subsets of these measures, our study makes a comprehensive analysis of them jointly in dynamic VEs. The results of the study indicate that cybersickness produced higher saccade mean speed, whereas unpleasant context caused higher fixation count, saccade rate, and pupil dilation. Moreover, CF decreased anxiety, whereas HH and RC increased it and they also decreased comfort. Participants felt cybersickness in all VEs even in CF which is designed to minimize the effects.
Preliminary studies have provided promising results on the feasibility of virtual reality (VR) interventions for Obsessive-Compulsive Disorder. The present study investigated whether VR scenarios that were developed for contamination concerns evoke anxiety, disgust, and the urge to wash in individuals with high (n = 33) and low (n = 33) contamination fear. In addition, the feasibility of VR exposure in inducing disgust was examined through testing the mediator role of disgust in the relationship between contamination anxiety and the urge to wash. Participants were immersed in virtual scenarios with varying degrees of dirtiness and rated their level of anxiety, disgust, and the urge to wash after performing the virtual tasks. Data were collected between September and December 2019. The participants with high contamination fear reported higher contamination-related ratings than those with low contamination fear. The significant main effect of dirtiness indicated that anxiety and disgust levels increased with increasing overall dirtiness of the virtual scenarios in both high and low contamination fear groups. Moreover, disgust elicited by VR mediated the relationship between contamination fear and the urge to wash. The findings demonstrated the feasibility of VR in eliciting emotional responses that are necessary for conducting exposure in individuals with high contamination fear. In conclusion, VR can be used as an alternative exposure tool in the treatment of contamination-based OCD.
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