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Univers Access Inf Soc ; : 1-14, 2022 Nov 15.
Article in English | MEDLINE | ID: covidwho-2128719

ABSTRACT

Education is one area that was significantly affected by the COVID-19 pandemic with much of the education being transferred online. Many subjects that require hands-on experimental experience suffer when taught online. Education is also one area that many believe can benefit from the advances in virtual reality (VR) technology, particularly for remote, online learning. Furthermore, because the technology shows overall good results with hands-on experiential learning education, one possible way to overcome online education barriers is with the use of VR applications. Given that VR has yet to make significant inroads in education, it is essential to understand what factors will influence this technology's adoption and acceptance. In this work, we explore factors influencing the adoption of VR for hands-on practical learning around the world based on the Unified Theory of Acceptance and Use of Technology and three additional constructs. We also performed a cross-cultural analysis to examine the model fit for developed and developing countries and regions. Moreover, through open-ended questions, we gauge the overall feeling people in these countries have regarding VR for practical learning and how it compares with regular online learning.

2.
JMIR Ment Health ; 8(9): e29681, 2021 Sep 23.
Article in English | MEDLINE | ID: covidwho-1443975

ABSTRACT

BACKGROUND: Mental health conditions pose a major challenge to health care providers and society at large. The World Health Organization predicts that by 2030, mental health conditions will be the leading cause of disease burden worldwide. The current need for mental health care is overwhelming. In New Zealand, 1 in 6 adults has been diagnosed with common mental disorders, such as depression and anxiety disorders, according to a national survey. Cognitive behavioral therapy (CBT) has been shown to effectively help patients overcome a wide variety of mental health conditions. Virtual reality exposure therapy (VRET) might be one of the most exciting technologies emerging in the clinical setting for the treatment of anxiety and depression. OBJECTIVE: This study aims to investigate the virtual reality (VR) technologies currently being used to help support the treatment of depression and anxiety. We also aim to investigate whether and how CBT is included as part of VRET and look at the VR technologies and interventions that have been used in recent studies on depression and anxiety. METHODS: We performed a scoping review. To identify significant studies, we decided to use already aggregated sources from the Google Scholar database. Overall, the goal of our search strategy was to limit the number of initial results related to VR in mental health to only a relevant minimum. RESULTS: Using our defined keywords, Google Scholar identified >17,300 articles. After applying all the inclusion and exclusion criteria, we identified a total of 369 articles for further processing. After manual evaluation, 34 articles were shortlisted; of the 34 articles, 9 (26%) reported the use of CBT with VR. All of the articles were published between 2017 and 2021. Out of the 9 studies, CBT was conducted within a VR environment in 5 (56%) studies, whereas in the remaining 4 (44%) studies, CBT was used as an addition to VRET. All 9 studies reported the use of CBT either in vivo or in a virtual environment to be effective in supporting the treatment of anxiety or depression. CONCLUSIONS: Most studies demonstrated the use of VR to be effective for supporting the treatment of anxiety or depression in a range of settings and recommended its potential as a tool for use in a clinical environment. Even though standalone headsets are much easier to work with and more suitable for home use, the shift from tethered VR headsets to standalone headsets in the mental health environment was not observed. All studies that looked at the use of CBT either in vivo or in a virtual environment found it to be effective in supporting the treatment of anxiety or depression.

3.
Behaviour & Information Technology ; : 1-14, 2021.
Article in English | Academic Search Complete | ID: covidwho-1406425

ABSTRACT

Healthcare personnel suffer from an increased risk of stress, burnout, and depression due to the challenges of the COVID-19 pandemic. Studies show that interactive smart textiles help people alleviate their emotions. In this research, we investigate how to utilise interactive textiles to help healthcare workers mitigate their negative feelings. We have designed a smart t-shirt that encourages its wearers to perform body movements to enhance their positive emotions, stimulated by vibrotactile and audio feedback mechanisms. We demonstrate our smart t-shirt’s utility by asking healthcare workers (including physicians and nurses) to use it for five consecutive days. Our prototype design supports using it anywhere, including work, home, and other places. We evaluated our smart t-shirt prototype for emotion regulations at work for healthcare workers through an in-situ user study conducted at three hospitals. Results show that using the smart t-shirt positively impacts the healthcare workers’ immediate emotion regulation when they experienced emotion fluctuation and provided a more positive attitude towards their work. We conclude by analysing the potential factors that influence emotions and outline the design space of e-textiles for emotion regulation in real-life use. [ABSTRACT FROM AUTHOR] Copyright of Behaviour & Information Technology is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)

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