Comparing the emotional effect of two different versions of one VR experience. The VR experience will simulate a typical return to work situation after an absence due to burnout. The difference of the VR scenario is the point of view. In the first version, the 'standard' version, the user is looking at the VR experience from a neutral point of view, as if s/he was watching a 2D screen. In the second version, the 'embodiment' version, a VR features is added to have the user feeling incarnated in a digital human. This will enhance the feeling of being present in the virtual world and will enhance the emotional answer. The measured endpoint will be the evoked emotions, in particular stress.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
OTHER
Masking
DOUBLE
Enrollment
40
Embodiment of a real human in a virtual human (avatar) means that the real human feels incarnated in the avatar. This happens when the real human sees the VRscenario from first person perspective, that the real human can make the avatar move (=agency over the avatar), multi-sensorial integration (=there is a link between the brain of the real human and the avatar. Example, when the avatar sits on a chair, the real human will too and he feels that he is sitting on a chair. Or when the avatar is moving the real human is doing the same movement (and of course the brain of the real human is aware of this movement)) and co-location (= avatar and real human have the sane posture).
The person is looking at the VR scenario as if s/he was looking at a TV
measured stress level
This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale stress
Time frame: this will be evaluated after the intervention and will take 15 min.
measured Emotional level
general emotional level, measured with the PANAS scale
Time frame: 15 min, before (baseline) and after the intervention
measured stress baseline
This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale
Time frame: 15min, before the intervention
embodiment evaluation
measuring the level of embodiment experienced by the user
Time frame: 20 min after the intervention
plausibility illusion and place illusion
Answering the question: is it possible that it happens and that it happens here?. Assessed together with the level of embodiment, also with a questionnaire.
Time frame: 20 min after intervention
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