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1.
Pers Ubiquitous Comput ; 27(2): 495-505, 2023.
Article in English | MEDLINE | ID: covidwho-2292834

ABSTRACT

Navigating the web represents a complex cognitive activity that requires effective integration of different stimuli and the correct functioning of numerous cognitive abilities (including attention, perception, and working memory). Despite the potential relevance of the topic, numerous limitations are present throughout the literature about the cognitive load during online activities. The main aim of this study is to investigate cognitive load during comprehension and information-seeking tasks. In particular, we here focus on the comparison of the cognitive load required while performing those tasks using mobile or PC-based devices. This topic has become even more crucial due to the massive adoption of smart working and distance learning during the COVID-19 pandemic. A great effort is nowadays devoted to the detection and quantification of stressful states induced by working and learning activities. Continuous stress and excessive cognitive load are two of the main causes of mental and physical illnesses such as depression or anxiety. Cognitive load was measured through electroencephalography (EEG), acquired via a low-cost wireless EEG headset. Two different tasks were considered: reading comprehension (CO) of online text and online information-seeking (IS). Moreover, two experimental conditions were compared, administering the two tasks using mobile (MB) and desktop (PC) devices. Eleven participants were involved in each experimental condition, MB and PC, performing both the tasks on the same device, for a total of twenty-two people, recruited from students, researchers, and employees of the university. The following two research questions were investigated: Q1: Is there a difference in the cognitive load while performing the comprehension and the information-seeking tasks? Q2: Does the adopted device influence the cognitive load? The results obtained show that the baseline (BL) requires the lower cognitive load in both the conditions, while in IS task, the requirement reaches its highest value, especially using a mobile phone. In general, the power of all the brain wave bands increased in all conditions (MB and PC) during the two tasks (CO and IS), except for alpha, which is usually high in a state of relaxation and low cognitive load. People include website navigation into their daily routines, and for this, it is important to create an interaction that is as easy and barrier-free as possible. An effective design allows a user to focus on interesting information: many website architectures, instead, are an obstacle to be overcome; they impose a high cognitive load and poor user experience. All these aspects draw cognitive resources away from the user's primary task of finding and comprehending the site's information. Having information about how the cognitive load varies based on the device adopted and the considered task can provide useful indicators in this direction. This work suggests that using an EEG low-cost wearable device could be useful to quantify the cognitive load induced, allowing the development of new experiments to analyse these dependencies deeper, and to provide suggestions for better interaction with the web.

2.
Personal and Ubiquitous Computing ; : 1-11, 2022.
Article in English | EuropePMC | ID: covidwho-2167852

ABSTRACT

Navigating the web represents a complex cognitive activity that requires effective integration of different stimuli and the correct functioning of numerous cognitive abilities (including attention, perception, and working memory). Despite the potential relevance of the topic, numerous limitations are present throughout the literature about the cognitive load during online activities. The main aim of this study is to investigate cognitive load during comprehension and information-seeking tasks. In particular, we here focus on the comparison of the cognitive load required while performing those tasks using mobile or PC-based devices. This topic has become even more crucial due to the massive adoption of smart working and distance learning during the COVID-19 pandemic. A great effort is nowadays devoted to the detection and quantification of stressful states induced by working and learning activities. Continuous stress and excessive cognitive load are two of the main causes of mental and physical illnesses such as depression or anxiety. Cognitive load was measured through electroencephalography (EEG), acquired via a low-cost wireless EEG headset. Two different tasks were considered: reading comprehension (CO) of online text and online information-seeking (IS). Moreover, two experimental conditions were compared, administering the two tasks using mobile (MB) and desktop (PC) devices. Eleven participants were involved in each experimental condition, MB and PC, performing both the tasks on the same device, for a total of twenty-two people, recruited from students, researchers, and employees of the university. The following two research questions were investigated: Q1: Is there a difference in the cognitive load while performing the comprehension and the information-seeking tasks? Q2: Does the adopted device influence the cognitive load? The results obtained show that the baseline (BL) requires the lower cognitive load in both the conditions, while in IS task, the requirement reaches its highest value, especially using a mobile phone. In general, the power of all the brain wave bands increased in all conditions (MB and PC) during the two tasks (CO and IS), except for alpha, which is usually high in a state of relaxation and low cognitive load. People include website navigation into their daily routines, and for this, it is important to create an interaction that is as easy and barrier-free as possible. An effective design allows a user to focus on interesting information: many website architectures, instead, are an obstacle to be overcome;they impose a high cognitive load and poor user experience. All these aspects draw cognitive resources away from the user's primary task of finding and comprehending the site's information. Having information about how the cognitive load varies based on the device adopted and the considered task can provide useful indicators in this direction. This work suggests that using an EEG low-cost wearable device could be useful to quantify the cognitive load induced, allowing the development of new experiments to analyse these dependencies deeper, and to provide suggestions for better interaction with the web.

3.
JMIR Serious Games ; 10(4): e35000, 2022 Oct 25.
Article in English | MEDLINE | ID: covidwho-2089624

ABSTRACT

BACKGROUND: Virtual reality can play an important role during the COVID-19 pandemic in the health care sector. This technology has the potential to supplement the traditional in-hospital medical training and treatment, and may increase access to training and therapies in various health care settings. OBJECTIVE: This systematic review aimed to describe the literature on health care-targeted virtual reality applications during the COVID-19 crisis. METHODS: We conducted a systematic search of the literature on the PsycINFO, Web of Science, and MEDLINE databases, according to the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. The search string was as follows: "[(virtual reality)] AND [(COVID-19) OR (coronavirus) OR (SARS-CoV-2) OR (healthcare)]." Papers published in English after December 2019 in peer-reviewed journals were selected and subjected to the inclusion and exclusion criteria. We used the Mixed Methods Appraisal Tool to assess the quality of studies and the risk of bias. RESULTS: Thirty-nine studies met the inclusion criteria. Seventeen studies showed the usefulness of virtual reality during the COVID-19 crisis for reducing stress, anxiety, depression, and pain, and promoting physical activity. Twenty-two studies revealed that virtual reality was a helpful learning and training tool during the COVID-19 crisis in several areas, including emergency medicine, nursing, and pediatrics. This technology was also used as an educational tool for increasing public understanding of the COVID-19 pandemic. Different levels of immersion (ie, immersive and desktop virtual reality), types of head-mounted displays (ie, PC-based, mobile, and standalone), and content (ie, 360° videos and photos, virtual environments, virtual reality video games, and embodied virtual agents) have been successfully used. Virtual reality was helpful in both face-to-face and remote trials. CONCLUSIONS: Virtual reality has been applied frequently in medicine during the COVID-19 pandemic, with positive effects for treating several health conditions and for medical education and training. Some barriers need to be overcome for the broader adoption of virtual reality in the health care panorama. TRIAL REGISTRATION: International Platform of Registered Systematic Review and Meta-analysis Protocols (INPLASY) INPLASY202190108; https://inplasy.com/inplasy-2021-9-0108/.

4.
Trials ; 23(1): 451, 2022 Jun 02.
Article in English | MEDLINE | ID: covidwho-1875022

ABSTRACT

BACKGROUND: Healthcare workers represent one of the most affected categories by the adverse effects of the COVID-19 pandemic on mental health. Excessive stress and anxiety are critical factors that could compromise work performance. Besides, high levels of stress and anxiety may have long-term physical and psychological consequences. Recent studies investigated virtual reality to reduce stress and anxiety among healthcare workers during the COVID-19 pandemic. However, the proposed virtual reality interventions have important limitations related to their location (i.e., research lab and hospitals) and content (i.e., virtual experiences only for relaxation). Within this context, this randomized controlled trial aims to investigate the efficacy and acceptability of a brief home-based virtual reality training for managing stress and anxiety during the COVID-19 crisis in a sample of Italian healthcare workers. METHODS: The study is a randomized controlled trial. It includes two groups of 30 individuals recruited from healthcare workers: (1) the experimental group and (2) the control group. Participants in the experimental group will receive a training consisting of three home sessions performed in a week. In each session, participants will try through an immersive virtual reality standalone system (i.e., Oculus Quest 2) a virtual psychoeducation experience on stress and anxiety (i.e., MIND-VR). Subsequently, they will try the virtual relaxation content (i.e., The Secret Garden). The control group will receive no training and will be reassessed one week and one month after the initial evaluation. DISCUSSION: If the proposed brief home-based virtual reality training will result helpful and easy to use, it could become an empirically assessed viable option for protecting healthcare workers' mental health both during the COVID-19 pandemic and once it will be over. Furthermore, the intervention might be easily adapted for other categories of people who need support in managing stress and anxiety. TRIAL REGISTRATION: ClinicalTrials.gov NCT04611399 .


Subject(s)
COVID-19 , Virtual Reality , Anxiety/diagnosis , Anxiety/prevention & control , Health Personnel , Humans , Pandemics , Randomized Controlled Trials as Topic
5.
Cyberpsychol Behav Soc Netw ; 25(6): 334-354, 2022 Jun.
Article in English | MEDLINE | ID: covidwho-1868234

ABSTRACT

During the initial phases of the COVID-19 pandemic, playing video games has been much more than just a pastime. Studies suggested that video games for many individuals have helped to cope with such difficult life experience. However, other research indicates that gaming may have had harmful effects. Within this context, this systematic review aimed to describe the literature on the effects of video games during the early stages of the COVID-19 crisis on stress, anxiety, depression, loneliness, and gaming disorder (GD), examining the study characteristics and outcomes. A systematic search of the literature was made following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis guidelines. It was preregistered in the International Platform of Registered Systematic Review and Meta-Analysis Protocols (INPLASY)-INPLASY202180053. The search databases were PsycINFO, Web of Science, and Medline. The search string was: [("video game*") OR ("computer game*") OR ("gaming")] AND [("COVID-19")]. Twenty-four studies met the inclusion criteria. Four research explored the effects of playing video games during the COVID-19 pandemic on stress, anxiety, and depression. Four studies investigated loneliness, while 18 research investigated game disorder. Video games, especially augmented reality and online multiplayer ones, mitigated stress, anxiety, depression, and loneliness among adolescents and young adults during stay-at-home restrictions. However, in the case of at-risk individuals (i.e., particularly male youths), playing video games had detrimental effects.


Subject(s)
Behavior, Addictive , COVID-19 , Video Games , Adolescent , Anxiety/epidemiology , Depression/epidemiology , Humans , Loneliness , Male , Pandemics , Young Adult
6.
JMIR Ment Health ; 8(8): e28150, 2021 Aug 16.
Article in English | MEDLINE | ID: covidwho-1381342

ABSTRACT

BACKGROUND: Using commercial off-the-shelf video games rather than custom-made computer games could have several advantages for reducing stress and anxiety, including their low cost, advanced graphics, and the possibility to reach millions of individuals worldwide. However, it is important to emphasize that not all commercial video games are equal, and their effects strongly depend on specific characteristics of the games. OBJECTIVE: The aim of this systematic review was to describe the literature on the use of commercial off-the-shelf video games for diminishing stress and anxiety, examining the research outcomes along with critical variables related to computer game characteristics (ie, genre, platform, time of play). METHODS: A systematic search of the literature was performed following the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) guidelines. The search databases were PsycINFO, Web of Science, Medline, IEEExplore, and the Cochrane Library. The search string was: [("video game*") OR ("computer game*")] AND [("stress") OR ("anxiety") OR ("relaxation")] AND [("study") OR ("trial") OR ("training")]. RESULTS: A total of 28 studies met the inclusion criteria for the publication period 2006-2021. The findings demonstrate the benefit of commercial off-the-shelf video games for reducing stress in children, adults, and older adults. The majority of the retrieved studies recruited young adults, and fewer studies have involved children, middle-aged adults, and older adults. In addition to exergames and casual video games, other genres of commercial off-the-shelf games helped to reduce stress and anxiety. CONCLUSIONS: Efficacy in reducing stress and anxiety has been demonstrated not only for exergames and casual video games but also for other genres such as action games, action-adventure games, and augmented reality games. Various gaming platforms, including consoles, PCs, smartphones, mobile consoles, and virtual reality systems, have been used with positive results. Finally, even single and short sessions of play had benefits in reducing stress and anxiety. TRIAL REGISTRATION: International Platform of Registered Systematic Review and Meta-analysis Protocols INPLASY202130081; https://inplasy.com/?s=INPLASY202130081.

7.
Cyberpsychol Behav Soc Netw ; 24(2): 79-85, 2021 Feb.
Article in English | MEDLINE | ID: covidwho-1083628

ABSTRACT

The persistence of the coronavirus-caused respiratory disease (COVID-19) and the related restrictions to mobility and social interactions are forcing a significant portion of students and workers to reorganize their daily activities to accommodate the needs of distance learning and agile work (smart working). What is the impact of these changes on the bosses/teachers' and workers/students' experience? This article uses recent neuroscience research findings to explore how distance learning and smart working impact the following three pillars that reflect the organization of our brain and are at the core of school and office experiences: (a) the learning/work happens in a dedicated physical place; (b) the learning/work is carried out under the supervision of a boss/professor; and (c) the learning/work is distributed between team members/classmates. For each pillar, we discuss its link with the specific cognitive processes involved and the impact that technology has on their functioning. In particular, the use of videoconferencing affects the functioning of Global Positioning System neurons (neurons that code our navigation behavior), mirror neurons, self-attention networks, spindle cells, and interbrain neural oscillations. These effects have a significant impact on many identity and cognitive processes, including social and professional identity, leadership, intuition, mentoring, and creativity. In conclusion, just moving typical office and learning processes inside a videoconferencing platform, as happened in many contexts during the COVID-19 pandemic, can in the long term erode corporate cultures and school communities. In this view, an effective use of technology requires us to reimagine how work and teaching are done virtually, in creative and bold new ways.


Subject(s)
COVID-19 , Education, Distance , Interpersonal Relations , Neural Pathways , Spatial Behavior , Teleworking , Attention , Coronavirus Infections , Humans , Learning , Memory, Episodic , Mirror Neurons , Neurons , Pandemics , SARS-CoV-2 , Spatial Navigation , Students , Videoconferencing
8.
J Pers Med ; 11(1)2021 Jan 06.
Article in English | MEDLINE | ID: covidwho-1021985

ABSTRACT

Chronic diseases represent one of the main causes of death worldwide. The integration of digital solutions in clinical interventions is broadly diffused today; however, evidence on their efficacy in addressing psychological comorbidities of chronic diseases is sparse. This systematic review analyzes and synthesizes the evidence about the efficacy of digital interventions on psychological comorbidities outcomes of specific chronic diseases. According to the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines, a systematic search of PubMed, PsycInfo, Scopus and Web of Science databases was conducted. Only Randomized Controlled Trials (RCTs) were considered and either depression or anxiety had to be assessed to match the selection criteria. Of the 7636 identified records, 17 matched the inclusion criteria: 9 digital interventions on diabetes, 4 on cardiovascular diseases, 3 on Chronic Obstructive Pulmonary Disease (COPD) and one on stroke. Of the 17 studies reviewed, 14 found digital interventions to be effective. Quantitative synthesis highlighted a moderate and significant overall effect of interventions on depression, while the effect on anxiety was small and non-significant. Design elements making digital interventions effective for psychological comorbidities of chronic diseases were singled out: (a) implementing a communication loop with patients and (b) providing disease-specific digital contents. This focus on "how" to design technologies can facilitate the translation of evidence into practice.

9.
Cyberpsychol Behav Soc Netw ; 23(9): 581-587, 2020 Sep.
Article in English | MEDLINE | ID: covidwho-729068

ABSTRACT

The past 10 years have seen the development and maturation of several digital technologies that can have a critical role to enhancement of happiness and psychological well-being. In particular, the past decade has seen the emergence of a new paradigm: "Positive Technology," the scientific and applied approach to the use of technology for improving the quality of our personal experience. In this article we discussed the potential of Positive Technology to augment and enhance the existing strategies for generating psychological well-being during the COVID-19 pandemic. In particular different positive technologies-m-Health and smartphone apps, stand-alone and social virtual reality, video games, exergames, and social technologies-have the potential of enhancing different critical features of our personal experience-affective quality, engagement/actualization, and connectedness-that are challenged by the pandemic and its social and economic effects. In conclusion, although the focus of tackling the direct impact of COVID-19 is important, positive technologies can be extremely useful to reduce the psychological burden of the pandemic and to help individuals in flourishing even during difficult and complex times.


Subject(s)
Coronavirus Infections , Mental Health , Mobile Applications , Pandemics , Pneumonia, Viral , Betacoronavirus , COVID-19 , Happiness , Humans , SARS-CoV-2 , Social Media , Technology , Video Games , Virtual Reality
10.
Cyberpsychol Behav Soc Netw ; 23(11): 782-788, 2020 Nov.
Article in English | MEDLINE | ID: covidwho-639251

ABSTRACT

The coronavirus disease 2019 (COVID-19) pandemic is a global health emergency requiring clinicians to be prepared to cope with the increase in the future incidence of trauma and stress-related psychopathological symptoms. The early detection of psychological distress and timely intervention are strongly recommended. Clinicians should also consider integrating new technologies such as virtual reality (VR) in the treatment of these trauma and stress-related psychopathological symptoms. Here we provide a brief overview of how VR can help to cope with the potential short-term and long-term mental health consequences related to this global emergency.


Subject(s)
Adaptation, Psychological/physiology , Coronavirus Infections/psychology , Pneumonia, Viral/psychology , Stress, Psychological/psychology , Virtual Reality , COVID-19 , Humans , Mental Health , Pandemics
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