2018
DOI: 10.1007/978-3-319-91584-5_6
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Virtual-Reality Videos to Relieve Depression

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Cited by 9 publications
(6 citation statements)
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“…Dedicated devices were used to record 360° videos: Samsung 360-degree cameras equipped with bright f2.0 Lens (Appel et al, 2020;Ashmore et al, 2019), VUZE 360 stereoscopic camera (Evans et al, 2020), GoPro Fusion 360° camera (Coelho et al, 2020), or SP 360° 4K VR Cameras mounted on a tripod (Reeves et al, 2021), and the created videos were post-processed using the package iMovie v10.1.2 (Apple Inc, Ashmore et al, 2019). Different equipment was employed across the interventions, to facilitate the delivery of the immersive experience for the participants: Samsung Gear VR headsets (Appel et al, 2020, Ashmore et al, 201,9 Lindner et al, 2019Tabbaa et al, 2019;Reeves et al, 2021;Veling et al, 2021), Z4 mini-headset (BoboVR; Ashmore et al, 2019;Holmberg et al, 2020), Oculus Go headset (Evans et al, 2020), Oculus Rift VR headset with or without integrated audio system (Hussain, 2018;Coelho et al, 2020;Malihi et al, 2020), Limbix VR headset (Paul et al, 2020), Google Cardboard headset (Ashmore et al, 2019;Lindner et al, 2019), Sennheiser HD 221 headphones to render the sound and to reduce the surrounding acoustic 3 Lundström and Fernaeus (2019) environment (Appel et al, 2020;Veling et al, 2021), and a dictaphone to interview the participants.…”
Section: Methodological Characteristicsmentioning
confidence: 99%
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“…Dedicated devices were used to record 360° videos: Samsung 360-degree cameras equipped with bright f2.0 Lens (Appel et al, 2020;Ashmore et al, 2019), VUZE 360 stereoscopic camera (Evans et al, 2020), GoPro Fusion 360° camera (Coelho et al, 2020), or SP 360° 4K VR Cameras mounted on a tripod (Reeves et al, 2021), and the created videos were post-processed using the package iMovie v10.1.2 (Apple Inc, Ashmore et al, 2019). Different equipment was employed across the interventions, to facilitate the delivery of the immersive experience for the participants: Samsung Gear VR headsets (Appel et al, 2020, Ashmore et al, 201,9 Lindner et al, 2019Tabbaa et al, 2019;Reeves et al, 2021;Veling et al, 2021), Z4 mini-headset (BoboVR; Ashmore et al, 2019;Holmberg et al, 2020), Oculus Go headset (Evans et al, 2020), Oculus Rift VR headset with or without integrated audio system (Hussain, 2018;Coelho et al, 2020;Malihi et al, 2020), Limbix VR headset (Paul et al, 2020), Google Cardboard headset (Ashmore et al, 2019;Lindner et al, 2019), Sennheiser HD 221 headphones to render the sound and to reduce the surrounding acoustic 3 Lundström and Fernaeus (2019) environment (Appel et al, 2020;Veling et al, 2021), and a dictaphone to interview the participants.…”
Section: Methodological Characteristicsmentioning
confidence: 99%
“…Interactive activities can be designed by creating appropriate content (e.g., real audience recordings for public speaking exercises, or footages with sharings of personal experiences of depression to stimulate participants' disclosure) and the use of props to enhance a more natural 1st person experience (e.g., using a real podium to step on, when the participant speaks in front of a virtual audience). The choice can nevertheless still be made for more expensive high-end systems, which for example have the added advantage to be easily supplemented with additional features, such as eye-tracking (Rubin et al, 2020) or voice recording (Hussain, 2018;Tabbaa et al, 2019).…”
Section: Technological and Materials Requirementsmentioning
confidence: 99%
“…The prospects of VR as a storytelling medium for varying purposes increase dramatically each year as the ability to guide the experience during immersion increases the effect of the presence that the medium has on the person experiencing it [126,127]. When this is applied to the treatment of disorders such as PTSD and similar mental health issues, it offers many benefits to the therapy such as the dissolution of barriers such as stigma or cost [128,129]. The serious games application of VR offers various scenarios and generates scenery according to the advancing exposure [130].…”
Section: Previous Workmentioning
confidence: 99%
“…For example, 360° LA-VR video technology is used for surgical planning; a surgeon visualizes the patient's anatomy and plans the surgical approach (12,14). Threedimensional (3D) technology more accurately represents anatomy than 2D approaches, and 360° LA-VR video technology is being used to explore the effects of VR exposure therapy in patients with anxiety and other mental health conditions (6,10,15,16,17). Patients experience virtual environments that simulate real-world scenarios, which helps them confront their fears (7,10,15) and reduces anxiety (7,17,18).…”
Section: Introduction 1backgroundmentioning
confidence: 99%