Cyberspace, Behavior and e-Therapy (CYBER) – Part 1
Chair: Iveta Fajnerova
– VR-based training for improvement of positive body image: A Pilot Study
This study aimed to evaluate the impact of ACT-based intervention on body image flexibility and body awareness of healthy participants. Using virtual reality as a main tool, the study implemented mixed-methods design, and the data from 14 people was collected. Findings revealed statistically significant improvement with a large effect size for body image flexibility. Future considerations include a larger and more diverse sample and a refinement of measurement tools.
– A longitudinal exploratory study of neurophysiological reactions among young adults during psychometric testing
Our goal is to investigate the integration of self-report and neurophysiological data in a new measurement system. Multi-sensor and multimodal methods were used through longitudinal follow-up at one-week intervals across three sessions. We tracked individuals' scores to analyze their evolution over time and establish meaningful correlations within each participant. Psychometric tests such as Hospital Anxiety and Depression Scale (HADS) and State-Trait Anxiety Inventory (STAI-S) were used to correlate self-report measures of anxiety and depression with neurophysiological measures. Control psychometric measures such as 10-Item Big Five Inventory (BFI-10), STAI-T, and Fear Questionnaire (FQ) were also included. We collected a significant quantity of raw data from eye-tracking and heart rate variability (HRV) sensors from (n=4) resulting in a comprehensive dataset used for data analysis. Preliminary results showed that on average for each participant HRV, fixation, and saccade rate were higher during psychometric testing compared to the baseline measurement. With high-quality sensors that provide accurate physiological data we can create more personalized predictive models for anxiety and depression with machine learning (ML), potentially enabling their use in psychological assessments in the coming years.
– Multisensory Integration and Embodiment: A Virtual Reality-Based Study
MultiSensory Integration (MSI) is at the basis of our everyday experiences, including Body Self Consciousness (BSC). MSI refers to both the integration of information from different sensory modalities (e.g., visual and tactile) and spatial frames (first person perspective (1PP) and third-person perspective (3PP). The link between MSI and BSC is well represented by Body Illusions, which uses multisensory conflicts to make individuals perceive an artificial body as their own body. In this study, we investigated if and how MSI abilities influence embodiment strength. Participants experienced an artificial body within an immersive virtual environment from both 1PP and 3PP, while undergoing visuo-tactile stimulation that varied between synchronous and asynchronous conditions.
– Gamification of a VR Task to Modify Attentional Bias Towards Body Parts Related to Weight
This investigation explored the impact of a gamified virtual reality (VR) task on attentional biases by leveraging "BodyGaze Game: The Bathing Ritual" to alter attentional biases towards body parts related to weight. We enlisted forty healthy adults and assessed their user experience via the GAMEX and SUS scales. A randomized controlled trial, aimed at contrasting gamified with non-gamified approaches, was developed for this purpose. No significant differences in usability were found between the groups (SUS, p = 0.38), but the gamified group showed high satisfaction (GAMEX mean = 76.45) with notable enjoyment (mean = 19) and absorption (mean = 22.75). These findings suggest that gamification enhances specific user experiences like enjoyment and immersion, though overall usability was similar across both groups.
– Exposure therapy in Virtual Reality for children and adolescents with selective mutism: A usability pilot study
In this study, exposure therapy in Virtual Reality (VR) intervention was first designed to improve the social skills of children and adolescents with Selective Mutism (SM). Afterwards, we tested the intervention's usability, asking patients to engage with the exposure therapy in the VR system to assess its functionality and provide a feedback program. Three patients participated and were assessed with different questionnaires on anxiety and usability. Preliminary results show high acceptance of the interaction with the program and variability in communication.