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Purpose: Preliminarily evaluate the feasibility and efficacy of using meditative virtual reality (VR) to improve the hospital experience of intensive care unit (ICU) patients. Methods: Effects of VR were examined in a non-randomized, single-center cohort. Fifty-nine patients admitted to the surgical or trauma ICU of the University of Florida Health Shands Hospital participated. A Google Daydream headset was used to expose ICU patients to commercially available VR applications focused on calmness and relaxation (Google Spotlight Stories and RelaxVR). Sessions were conducted once daily for up to seven days. Outcome measures included pain level, anxiety, depression, medication administration, sleep quality, heart rate, respiratory rate, blood pressure, delirium status, and patient ratings of the VR system. Comparisons were made using paired t-tests and mixed models where appropriate. Results: The VR meditative intervention was found to improve patients ICU experience with reduced levels of anxiety and depression; however, there was no evidence suggesting that VR had any significant effects on physiological measures, pain, or sleep. Conclusion: The use of VR technology in the ICU was shown to be easily implemented and well-received by patients.
Virtual Reality (VR) games that feature physical activities have been shown to increase players motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a week. To ma
This paper proposes the concept of live-action virtual reality games as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, contex
We present PhyShare, a new haptic user interface based on actuated robots. Virtual reality has recently been gaining wide adoption, and an effective haptic feedback in these scenarios can strongly support users sensory in bridging virtual and physica
We propose a new approach for interaction in Virtual Reality (VR) using mobile robots as proxies for haptic feedback. This approach allows VR users to have the experience of sharing and manipulating tangible physical objects with remote collaborators
Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Triggered by a sensory conflict between the visual and vestibular systems, cybersicknes