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1.
Cyberpsychol Behav Soc Netw ; 27(6): 379-386, 2024 Jun.
Article in English | MEDLINE | ID: mdl-38330413

ABSTRACT

Cardiac arrests stand as a leading cause of mortality worldwide. When performed timely, cardiopulmonary resuscitation (CPR) can significantly improve a person's chance of survival during a cardiac arrest. Given that the majority of cardiac arrests happen outside of hospitals, it becomes crucial to equip as many laypeople as possible with CPR skills. Recently, mixed reality has garnered attention as a potential tool for CPR training. This study, with a randomized controlled trial (RCT), tested the effectiveness of a mixed reality CPR training compared to traditional training among laypeople (N = 59). Results revealed that participants in the mixed reality training either showed similar (i.e., compressions per minute, exam scores) or better (i.e., compression depth) CPR performance compared to participants that received the traditional training. Furthermore, the mixed reality training was perceived as more enjoyable than the traditional training. Finally, across conditions, participants reported comparable levels of presence, indicating a similar sense of being in a CPR situation. Based on these findings, we conclude that mixed reality CPR training can serve as a viable alternative for traditional CPR training. Especially, the enjoyable nature of mixed reality can boost motivation and encourage more people to follow or refresh previous CPR training.


Subject(s)
Cardiopulmonary Resuscitation , Humans , Cardiopulmonary Resuscitation/education , Cardiopulmonary Resuscitation/methods , Male , Female , Adult , Pleasure , Young Adult , Heart Arrest/therapy , Middle Aged , Virtual Reality
2.
IEEE Trans Vis Comput Graph ; 29(11): 4805-4815, 2023 11.
Article in English | MEDLINE | ID: mdl-37782606

ABSTRACT

Measuring interoception ('perceiving internal bodily states') has diagnostic and wellbeing implications. Since heartbeats are distinct and frequent, various methods aim at measuring cardiac interoceptive accuracy (CIAcc). However, the role of exteroceptive modalities for representing heart rate (HR) across screen-based and Virtual Reality (VR) environments remains unclear. Using a PolarH10 HR monitor, we develop a modality-dependent cardiac recognition task that modifies displayed HR. In a mixed-factorial design (N=50), we investigate how task environment (Screen, VR), modality (Audio, Visual, Audio-Visual), and real-time HR modifications (±15%, ±30%, None) influence CIAcc, interoceptive awareness, mind-body measures, VR presence, and post-experience responses. Findings showed that participants confused their HR with underestimates up to 30%; environment did not affect CIAcc but influenced mind-related measures; modality did not influence CIAcc, however including audio increased interoceptive awareness; and VR presence inversely correlated with CIAcc. We contribute a lightweight and extensible cardiac interoception measurement method, and implications for biofeedback displays.


Subject(s)
Illusions , Interoception , Humans , Heart Rate/physiology , Interoception/physiology , Awareness , Computer Graphics , Illusions/physiology
3.
Cyberpsychol Behav Soc Netw ; 26(6): 440-446, 2023 Jun.
Article in English | MEDLINE | ID: mdl-37140569

ABSTRACT

Deception in online advertising is not uncommon. An example of deceptive advertising, sometimes used by online retailers to drive traffic to their Web sites, is omission in discount advertising. It is a tactic in which an important condition for a discount on a product or service is (purposefully) excluded when advertised online-only to reveal the initially excluded condition to consumers once they have reached the retailer's Web site. The purpose of this study was to examine how such omission in discount advertising influences purchase intention, and to what extent this effect is mediated by perceived retailer ethics and attitude toward the online retailer. To test our hypotheses, we conducted an experiment (N = 117) with a single-factor (omission in discount advertising: omission vs. control) between-subjects design. Perceived retailer ethics and attitude toward the online retailer were included as serial mediators. The results showed that omission in discount advertising negatively affected purchase intention. Furthermore, this effect was mediated by perceived retailer ethics and attitude toward the retailer, whereby participants who were exposed to the omission advertisement judged the retailer's ethics more negatively and consequently had a more negative attitude toward the retailer. This, indirectly, decreased purchase intention. This study provides evidence for a novel and parsimonious framework explaining the effect of omission in discount advertising on purchase intention, through perceived retailer ethics and attitude toward the online retailer, which is relevant for both theory and practice.


Subject(s)
Advertising , Commerce , Humans , Commerce/methods , Marketing/methods , Intention , Attitude
4.
JMIR Serious Games ; 10(1): e31747, 2022 Feb 03.
Article in English | MEDLINE | ID: mdl-35113028

ABSTRACT

BACKGROUND: Virtual reality (VR) has gained popularity in daily life, and VR food cues seem to elicit food cravings, similar to real food cues. However, little is known about the impact of VR food cues on actual food intake. OBJECTIVE: In real life (RL), exposure to food cues in a situation in which the desire to eat food interferes with the completion of a food-related task reduces the subsequent food intake (ie, the pre-exposure effect). In this study, we examine, on the one hand, whether the pre-exposure effect could be replicated in RL and, on the other hand, whether this effect could be extended to VR contexts. METHODS: The study used a 2 (stimulus type: food vs nonfood) × 2 (mode: VR vs RL) between-subject design (n=175). Participants were randomly assigned to 1 of the 4 conditions. RESULTS: We found the main effect of mode on food intake, with a higher food intake after both VR conditions than after RL conditions (P=.02). In addition, among female participants, we found that exposure to both food cues (ie, VR and RL) resulted in lower food intake than exposure to both nonfood cues (P=.05). In contrast, this effect was not observed among male participants (P=.34). Additionally, VR and RL cues generated similar emotional and behavioral responses (eg, arousal and game difficulty). CONCLUSIONS: We were unable to replicate the exposure effect in our complete sample. Subgroup analyses, however, showed that for women, exposure to food cues (either in VR or in RL) reduces food intake, indicating that a VR pre-exposure procedure may effectively be applied exclusively for women. TRIAL REGISTRATION: ClinicalTrials.gov NCT05169996; https://clinicaltrials.gov/ct2/show/NCT05169996.

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