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15th International Conference on Disability, Virtual Reality & Associated Technologies

Program

First Day Second Day Third Day Fourth Day

Standard Podium Presentation (15 min)

Short Poster Presentation (8 min)

CYBER Presentations PART 1+2 (12 min)

CYBER Poster Presentations (5 min)

Pitch Presentation (5 min)

To view the abstract
click on the presentation title!

08:00 onwards
Registration of the attendees
08:45 – 09:00
Conference opening
09:00 – 10:25

Cyberspace, Behavior and e-Therapy (CYBER) – Part 1

Chair: Iveta Fajnerova

Suriia Akhmetova &. Misgana DesalegneVR-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.

Urme Bose &. Bryan HilangaA 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.

Ling Zeng &. Maria HashmiMultisensory 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.

Laura Valentina Lesmes Castañeda &. Selin SaglamGamification 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.

Wu Panzifan &. Maria CastroExposure 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.

10:25 – 10:45
Coffee break
10:45 – 12:30

Cyberspace, Behavior and e-Therapy (CYBER) – Part 2

Chair: Nicholas Shopland

Prince Paul AppiahPredicting Dropout at an Innovative Tech-focused Vocational Education Program using Machine Learning

This study presents a Machine Learning (ML) model to predict student dropout at a free after-school e-learning program. The best performing prediction model was found to be random forest, which achieved a prediction accuracy of 90.2%, precision of 90.3%, recall of 90.3%, and F1-score of 90.2%. using predictors that fall under 3 categories: reported pathologies, sociodemographics, and pedagogic engagement. The most significant factors used in predicting dropout at TUMO were found to be the pedagogic engagement factors, as the top ten predictors were all part of this category. To a lesser extent, sociodemographic factors influence dropout and reported pathologies were found to not be significant predictors of dropout by themselves but more so when a student is affected by more than one physical or mental health issue. The pathology category with the more significant effect on dropout behavior was learning disorders.

Ilia Kulagin &. Daniel Velez MarinExploring Verbal Speech Patterns to assess Attachment Style and tendencies towards Anxiety and Depression

This study explores the potential of using a Large Language Model (LLM) to analyze verbal speech patterns to assess attachment styles and tendencies toward anxiety and depression. A diverse sample of 50 adults participated in the study. Participants were presented with images based on the Adult Attachment Projective Picture System (AAP) and asked to describe the scenes, with their responses transcribed and analyzed by the LLM. The LLM's identification of attachment styles showed a 58% true positive rate compared to the Relationship Questionnaire (RQ). The LLM overestimated anxiety and underestimated depression compared to the Hospital Anxiety and Depression Scale (HADS). These findings suggest that while LLMs show promise in attachment assessment, further refinement in context and prompt engineering is needed to improve accuracy, particularly concerning anxiety and depression evaluations. The study underscores the potential for automated tools in psychological assessment, paving the way for future research in this domain.

Javad Modaresi &. Rafael PaulinoAvatar-Enabled Virtual Therapist Application for Cognitive Rehabilitation Intervention in Traumatic Brain Injury and Post-Stroke Patients

The quality of life of post-stroke and traumatic brain injury patients usually drops after the end of rehabilitation due to their discharge from the hospital. This study explores the impact of adding the avatar of a “virtual therapist” to a 3D application used in hospitals, allowing patients to continue using this application without the presence of a real therapist after rehabilitation discharge. Patients from “Alcoitão Rehabilitation Medicine Centre” were asked to continue their cognitive rehabilitation with the new avatar-enabled application for a minimum of 4 sessions. It is expected to find significant improvements in the cognitive measurements and in the quality of life of the patients after the intervention.

Sadia MaqsoodCybersecurity Assessment and Training Simulator In Virtual Reality for Workplace Employees

In response to the escalating cybersecurity challenges worldwide, this study introduced a virtual reality simulator to assess and train individuals (N=18) in an organization’s work setting for mitigating the risk of cyberattacks. This realistic simulator experience incorporates personalized feedback within real-world scenarios. Results show that the VR task increased online privacy awareness regarding information sharing. Further, performance in the VR task can predict the risk propensity of individuals. This work can be used to educate businesses and governments to follow more robust cybersecurity practices in organizations.

Fernanda Lima Pimentel &. Sandip BhusalAssessing Oxygenation Changes using fNIRS in a Time-Pressure Task

This study investigates anxiety detection using HRV, EDA, and fNIRS biosignals in 30 participants at Lusofona University. Significant physiological changes were observed during tasks, especially in oxyhemoglobin levels, measured by fNIRS, highlighting this sensor’s potential in detecting anxiety-related cerebral blood flow changes.

Oluwatobiloba Sodade &. Yusuf SaniPsychology of Frailty and Prediction of Fall among Elderly People Living in French Nursing Homes

Psychological frailty is less researched and is often operationalized to include the co-occurrence of physical frailty with low mood, apathy, depression, and cognitive deficits. In this study, we adopted a multicentric, longitudinal, and quantitative approach spanning over six months; that involved a monthly assessment of elderly participants aged 65 and above living in emeis group’s nursing homes. We have assessed anxiety, cognitive impairment, and depression and their influence on the risk of falls, and also train a machine learning model that could predict the risk of falls on our small sample size to test it on a similar larger group

12:30 – 13:30
Lunch (included)
13:30 – 14:00

Welcome session

Iveta Fajnerová, Jiří Horáček, Lenka Lhotská, David Brown
14:00 – 15:00

Keynote talk: Professor Maria T Schultheis

Chair: Bonnie Connor

"Technology & Cognition": Examining new trends and opportunities

New technology trends continue to grow rapidly and they offer the potential to change the way we understand brain functioning and brain-behavior interactions. The clinical application of these technologies continues to require the understanding of both the benefits and limitations of integrating these novel methodologies to the needs of the population served. Established technologies, such as virtual reality and neuroimaging can provide examples of the transition from the lab to the clinic. Other emerging technologies, such as neuromodulation and brain-computer interface devices offer new opportunities for brain-behavior specialists. This workshop will offer an overview of key lessons learned in the clinical translation of technologies and discuss important considerations for novel technologies that offer new opportunities.

15:00 – 15:40

Session 1: VR exposure - Trauma

Chair: Iveta Fajnerová

Michael RoyComputer Monitor versus Augmented Reality: Expanding 3MDR Therapy for PTSD: A Randomized Controlled Trial (CARE4PTSD)

This presentation will review results of our successful first study involving the novel Multi-modular Memory Desensitization and Reconsolidation (3MDR) “walk and talk” PTSD therapy. While there were 2 prior publications on 3MDR in Dutch and British veterans, our study was unique in being the first to address military personnel with both PTSD and TBI, the first to include significant numbers of women (50%), and in demonstrating that the eye movement element of 3MDR added significant benefit, by randomizing participants to either receive this element or not. We will also provide preliminary results of our efforts to deliver 3MDR less expensively.

Albert RizzoThe Virtual Ukraine Project: Trauma Therapy in Warzones with Virtual Reality

The "Virtual Ukraine Project," utilizes Virtual Reality (VR) and the Metaverse to address the psychological impacts of the Ukrainian conflict on military personnel and civilians. Leveraging these technologies, the project has four primary initiatives: (1) Adapting the BRAVEMIND VR Exposure Therapy (VRET) system for PTSD treatment to reflect the Ukrainian conflict, creating relevant virtual environments for therapeutic exposure. (2) Employing a digital version of Sandtray therapy for Ukrainian children affected by Adverse Childhood Experiences, allowing for narrative play and emotional expression. (3) Developing a metaverse-enabled social support application, facilitating clinician-driven and peer-supported group processes for displaced individuals, offering a platform for emotional support and shared experiences. (4) Integrating "The Sanctuary," a VR application for mindfulness, meditation and relaxation activities, serving as a supplementary tool for stress and trauma management. Highlighting VR's potential for immersive therapy, the project aims to provide a comprehensive set of VR tools for mental health care in conflict zones, demonstrating VR's innovative, accessible, and culturally sensitive therapeutic possibilities.

15:40 – 16:10
Coffee break
16:10 – 17:00

Session 2: VR exposure – Anxiety disorders

Chair: Albert Skip Rizzo

Soledad QueroOvercoming traditional exposure treatments: Preliminary results from a Randomized Controlled Trial evaluating the efficacy of Projection-Based Augmented Reality Exposure Treatment for cockroach phobia

In vivo exposure treatment (IVET), although effective, has limitations related to the availability and acceptability of phobic stimuli. Augmented reality (AR) offers multiple options that can potentially improve treatment efficiency and acceptance. This study investigates the effectiveness of a projection-based AR exposure treatment (P-ARET) compared to IVET for cockroach phobia. The results showed that both P-ARET and IVET significantly improved symptoms compared to a waitlist control group, with benefits sustained over time. However, although no significant differences were found between the active conditions, P-ARET obtained better scores in terms of participants' experience.

Soledad QueroEnhancing exposure therapy effectiveness: projection-based augmented reality for specific cockroach phobia treatment compared to traditional treatment regarding stimuli variability

Although in vivo exposure is the preferred treatment for specific phobia, its limitations regarding the availability and acceptability of phobic stimuli prompt exploration of the potential of other alternatives to improve exposure therapy. This study examines the stimuli variability offered by projection-based augmented reality exposure versus in vivo exposure and a wait-list group in a sample of patients diagnosed with cockroach phobia. Results show that both active treatments significantly reduced phobia symptoms compared to the control and maintained the improvements over time. However, the variability of the stimulus offered by augmented reality was not a determining factor of effectiveness.

Markéta JablonskáDesign and Evaluation of Virtual Environments for Exposure Therapy of Aviophobia: Early Feasibility Study

Aviophobia is a type of specific phobia characterized by a persistent fear of flying negatively affecting people’s professional and social life. This study aims to evaluate a newly developed virtual environment for exposure therapy of aviophobia using a comparison of subjective anxiety ratings between an experimental and a control group. The main focus is on the usability of the environment and its capability to induce anxiety in people with aviophobia. The preliminary results show a great potential of the tested virtual environment in inducing anxiety in people with the fear of flying compared to the healthy control group.

Barbora DarmováEvaluating Virtual Scenarios through the Lens of the Contrast Avoidance Model in the Context of Generalized Anxiety Disorder Treatment

This study explores the application of the Contrast Avoidance Model (CAM) within virtual reality exposure therapy (VRET) for treating generalized anxiety disorder (GAD). Recognizing GAD's pervasive impact and the limitations of traditional cognitive-behavioral therapy (CBT), this research aims to design, implement, and evaluate CAM-based intervention that addresses negative contrast sensitivity in GAD patients. We hypothesize that exposure to controlled, discomfort-evoking VR scenarios, coupled with relaxation, can enhance patients' coping mechanisms and reduce anxiety symptoms (Newman et al., 2011). This study zeroes in on evaluating VR scenarios to confirm they trigger negative emotions in GAD patients, crucial for their use in the proposed treatment.

17:00 – 18:00

Cyberspace, Behavior and e-Therapy (CYBER) – Poster session

Chair: Matthew Harris & Michal Sedlak

Kátia dos Santos Estevães &. Abigya MeleseTransforming perspectives: the impact of virtual embodiment on attitudes and responses to gender-based harassment in the metaverse

In this study, we explore the impact of virtual reality (VR) on male participants' attitudes and helping behavior towards victims of gender-based harassment (GBH) in the metaverse. Sixty participants will be randomly assigned to either a harassment condition, where they embody a female avatar experiencing sexual harassment, or a control condition, with no harassment. Pre- and post-exposure measures will assess changes in attitudes, while a VR scene will evaluate the potential for encouraging bystander intervention. Results will contribute to understanding VR's effectiveness in preventing harassment in the metaverse by changing perspective through embodiment.

Vaishali Goyal &. Gustavo Menegon The temporal neural dynamics of aesthetic appreciation for visual art

Neuroaesthetics researches brain activity during aesthetic experiences, which are common when viewing visual art such as paintings. However, we know very little about how aesthetic experiences during art appreciation unfold across time in the human brain. This work aims to investigate the temporal neural correlates of aesthetic experiences with different types of artworks. Participants will view a wide range of visual artworks while we record EEG data. The resulting EEG response patterns will be analyzed in a multivariate representational similarity analysis (RSA) framework, which will allow us to link participants’ explicit ratings of visual aesthetic appeal to their emerging temporal brain dynamics. Our study will clarify how rapidly the brain encodes the aesthetic appeal of visual art, and which features of the artworks enable the emergence of such beauty-related signals.

Nina Belousova, Mariam Barseguyan &. Vladimir ZyablovPsychological Impact of Breast Cancer and Premature Menopause: Digital Intervention Approach

This study explores the psychological effects of breast cancer and premature menopause on mental health, highlighting increased risks of depression and anxiety. A digital intervention using wearable devices aims to monitor patients' mental health and physical activity, providing timely psychological support. Over 6 months, 20 breast cancer patients experiencing premature menopause will participate, undergoing physical data collection and psychometric assessments. Statistical analysis will examine the links between physical activity and mood/anxiety symptoms to guide the development of effective interventions for these mental health challenges.

Miltiadis Gialousis &. Diogo GomesPsychological Trait Assessment Prior to Therapeutic Sessions using Open-Ended Questions

Initial therapeutic interviews are crucial for establishing a positive therapeutic relationship, and a better understanding of the patient's psychological traits may help match patients with compatible therapists and prepare them for the initial conversation. This study aims to develop AI models for the psychological screening of patients prior to therapy, recognizing core psychological traits. Our methodology involves defining core psychological traits and developing text-based and speech-based deep learning models tailored to assess those individual psychological traits. This approach is expected to enable therapists to optimize therapy sessions based on pre-session insights and improve therapy outcomes.

David Felipe Vega Villa &. Vaihbav MehraCan an LLM-equipped Multimodal Chatbot adapted to psychological techniques improve Mental Wellbeing? A preliminary study description

The use of agents such as chatbots in mental health care approaches, have shown promising results. Advances through the integration of Language Large Models (LLM) and other modalities of information (different from textual) could provide agents with a more dynamic and contextual engagement, although limitations still hinder effective interactions. With this in mind, we aim to develop and evaluate an LLM-equipped multimodal chatbot adapted to evidence-based techniques from positive psychology and effective planning to improve mental wellbeing. Remote/virtual users will participate, and self-report questionnaires will be administered for pre-post testing, which will be analyzed alongside the multimodal data.

Bruna Filipa Augusto da Silva, Jana Subirana &. Amir AnsariEnhancing Personality Assessment: From Self-Reported Questionnaires to Deep Learning Predictions

This study explores new methodologies for personality assessment using deep learning models and audiovisual cues, building on the traditional Big Five Factor Model. The UDIVA v0.5 dataset, featuring multimodal, multiview videos of dyadic interactions, serves as the primary data source. Participants completed self reported personality questionnaires. The study aims to enhance personality predictability by analyzing behavioral cues like gaze, gestures, and vocal characteristics. Features extracted from the dataset will be used in a transformer-based, context-aware model to regress personality traits. This research seeks to identify behavioral cues that correlate with personality traits and improve prediction accuracy.

Jiayao Chen &. Suvechhaya ShresthaEnhancing Emotional Connection and Engagement in Long-Distance Relationships: A Comparative Study of Virtual Reality and Video Calls

This study investigates the effectiveness of virtual reality (VR) versus video calls in enhancing emotional connection and engagement during daily catch-up calls among geographically separated family members or friends. The study will be conducted using VR United, a virtual reality application that enables multiple users to interact together in virtual reality within the same environment, each one with an avatar that looks like themselves. We will compare three experimental conditions: Video call, Virtual Reality call, and Passthrough Virtual Reality call. Utilizing a mixed-methods approach, we assess the sense of co-presence, emotional closeness, and engagement of the conversations through self-report questionnaires, interviews, and behavioral observations in these 3 experimental conditions. We will analyze the qualitative findings using sentiment analysis. Findings will provide insights into how Virtual Reality might support long-distance familial or friendship relationships.

Esra Bayısın &. Asmar KhalilliUsing artificial intelligence to model cognitive load and adapt challenging tasks during immersions in virtual reality: Phase 1 – a literature review and study protocol for people diagnosed with schizophrenia

Artificial intelligence techniques offer the potential of improving the effectiveness of cognitive remediation tools by adapting their difficulty in real time based on the cognitive load of users immersed in virtual reality (VR). The presentation aims to (a) report on a scoping literature review documenting the literature on cognitive load, VR, and schizophrenia and (b) describe the study protocol of an upcoming experiment on the usability of adaptive VR environments designed for cognitive remediation in people diagnosed with schizophrenia. The themes emerging from the scoping review guided the selection of extraneous cognitive loads that will be tested in 12 VR scenarios.

09:00 – 10:20

Session 3: Autism – Assessment Tools & Participatory Design

Chair: William Farr & Bonnie Connor

Isaac LeeCan an LLM AI-Augmented ADI-R Improve Diagnostic Pathways and Educational Outcomes for Autistic Individuals?

There are several significant issues in Autism diagnostics today including gender, race, and socioeconomic bias and the phenomenon of subjective observational inventories which are exacerbated for individuals with autism without intellectual disability. Even “gold standard” diagnostic tools like the ADI-R suffer from cost, time, accuracy, efficiency, and scalability issues. A promising and emerging area of study within this field is concerned with the applicability of LLM AI. This paper will argue for a theoretical framework surrounding the potential augmentation of the ADI-R using LLM AI to improve both diagnostic pathways and educational outcomes for individuals with autism without intellectual disability.

William FarrExternal Fine Motor Markers of Neurodivergence: Pilot Results of the Tang Ball

At two previous ICDVRAT conferences (2018, 2022) the authors reported on the concept, and then development phase of a tangible toy that could be used to assist in the diagnosis of autism in pre-school children. Here, results of the first round of testing on the intended user group are reported. Results show variation between pre-school neurodivergent and neurotypical populations as predicted in terms of speed and accuracy of movement. Fine motor movement can be a potential biomarker for autism that would be less dependent on observational data, and more objective.

Sean HaddickThrough The Eyes of An Autistic Child: The Role of Technology and Autistic Researchers in Developing Interventions

TBS

Pascal MeitalOnline Course for Autistic Adults: Usability Study and Participatory Design

This paper explores the development process of an online course for autistic adults. Three studies were conducted: usability study, participatory design study, and pilot evaluation study. Key findings emphasize the importance of customization of the presentation of information, clarity in instruction delivery, mitigation of distractions, and motivation enhancement during possible challenges. Insights highlight the need to accommodate unique perceptual traits, adapt instructions, foster a clear learning environment, and address possible challenges sensitively. These findings inform the design of effective online courses tailored for autistic adults.

10:20 – 10:50
Coffee break
10:50 – 11:30

Session 4: Autism – Social Skills & Public Transport

Chair: William Farr

Ali AdjorluVirtual Station: Virtual Reality as a Bridge to Independence in Public Transportation for Autistic Youth

In this paper, we present a virtual reality application designed to prepare autistic children for independent use of public transportation. A virtual subway train station is designed to look similar to a real train station in Copenhagen next to a special education school. This extended abstract describes the VR intervention, the results of an explorative evaluation, and future iterations of the project.

Emil Rosenlund HøegEnhancing Social Skills in Autism Spectrum Disorder: A Virtual Reality Intervention for Educational Settings

In this paper, we explore the use of a Virtual Reality (VR) environment designed for special education teachers to enhance the social skills of children with Autism Spectrum Disorder (ASD).The effectiveness of this tool was preliminarily evaluated by European teachers during a Learning, Teaching, and Training Event under the Erasmus+ GAMESS project. Initial feedback from the participants, teachers from multiple European countries, indicates a positive attitude towards integrating VR in education, though some reservations about technology use were noted. The findings suggest that VR could be a supportive tool in special education for enhancing learning experiences and social interaction among autistic children.

Sean HaddickMetahumans: A Framework for Assessment and Feedback of Social-Emotional Reciprocity

Current assessment and training in regard to Facial Emotion Expression Recognition (FEER) indicates that deficits in mimicry or mirroring—nonverbal behaviours used for social communication and social interaction—are a major contributing factor to deficiencies in that ability in persons with Autism Spectrum Disorder (ASD) and Alexithymia. This paper proposes a testing and potential training framework that utilises modern games technology, namely High Realism Virtual Humans, combined with live motion capture to encourage and aid in self-assessment of mimicry, proposing that in turn this could address deficits in FEER, and improve quality of life for persons with ASD and alexithymia.

11:30 – 12:10

Session 5: VR exposure – Design implementations

Chair: Iveta Fajnerová

Muhammad Arifur RahmanOptimizing VRET: EEG data for ML Models with Real-Time Biofeedback

The research paper investigates the integration of machine learning (ML) and biofeedback mechanisms in Virtual Reality Exposure Therapy (VRET) for managing anxiety and stress-related disorders from electroencephalogram (EEG) data. It explores the utilization of EEG data obtained from a 32-Channel brain-computer interface (BCI) in creating personalized interventions, highlighting the potential of real-time biofeedback for stress management. The paper presents a novel ML-driven biofeedback pipeline, leveraging EEG data. The study's outcomes could refine mental health technology by incorporating ML models for the biofeedback for personalized interventions.

Martina JaníkováVirtual environment for exposure therapy of obsessive-compulsive disorder enriched with olfactory stimuli: A pilot study

Obsessive-compulsive disorder is a neuropsychiatric condition with exposure and response prevention as the most common psychotherapeutic treatment. Virtual reality exposure therapy (VRET) has been recently established as a new method that enables simulation of a real-life situation in a safe, controlled environment. This study focuses on testing VRET enriched with olfactory stimuli.

12:10 – 13:10
Lunch (included)
13:10 – 14:10

Keynote talk: Mónica Spínola

Penny Standen Best Early Career Paper Award Winner 2022

Chair: Iveta Fajnerová & David Brown

Functional Neuropsychological Assessment: past, present and future

Over the last years, a paradigm shift in neuropsychological assessment has been observed: from a localizationist perspective to one focused on predicting everyday function. In numerous clinical disorders, cognitive deficits lead to compromises in functional abilities. However, current assessment instruments fail to be representative of real-world abilities, not allowing the prediction of the ability to perform activities of daily living. Technological solutions, such as virtual reality(VR) and wearable technologies, seem to be promising approaches in neuropsychological assessment, allowing the simulation of real-life situations(through VR) and real-time assessment of physiological measures(e.g., heart rate) that relate to cognition(e.g., cognitive workload). We will explore the development of innovative instruments that capture the advantages of performance-based metrics in real environments (through virtual simulations) and of objective information about the person’s internal state (through physiological measures).

14:10 – 15:30

Session 6: Pain & Palliative

Chair: Sara Ventura

Anna ZubkováThe use of experiential VR to minimize anxiety in children with life limiting condition: A Randomized Control Trial

This randomized controlled study involved pediatric patients (ages 10-18) with hemato-oncological or gastroenterological conditions. They were assigned to two groups: one receiving experiential VR intervention and the other, a video intervention followed by VR. Anxiety, pain, and fear levels were assessed before and after the interventions. The findings suggest that VR is effective in reducing anxiety and is particularly favoured over video distraction among participants who have experienced both interventions. Most patients found distraction helpful and expressed willingness to use VR repeatedly.

Martin ZielinaVirtual Reality in Burn Treatment: A Comparative Study of High and Low Immersion Approaches on Pain and Anxiety Relief

Virtual Reality (VR) interventions have emerged as a significant tool in medical treatments, particularly in reducing pain and anxiety during burn dressing changes. This study examines the effects of different VR immersion levels on pain (NPRS), anxiety (BSPAS), and presence (IPQ) during these procedures. We recruited 67 adult participants and randomly assigned them to either an experimental or a control group. The experimental group was subjected to a high-immersion VR environment known as Cold River, whereas the control group was exposed to a low-immersion environment featuring static images. Additionally, both groups underwent a dressing session without any VR intervention in a randomized design. Our findings indicate that VR, regardless of immersion level, significantly reduced pain and anxiety as compared to the non-VR condition.

Alexander MorenoPreliminary results of a systematic review of the use of virtual reality in palliative care

Virtual reality (VR) has shown its potential in a variety of clinical applications. This systematic review aims to analyze VR studies conducted in pediatric, adult, and geriatric palliative care. Using COVIDENCE software, the screening process included 1005 records. After the independent review of the records, only 40 studies met the inclusion criteria. The preliminary findings before the final extraction process indicate that VR is a flourishing field in palliative care. The studies will be reviewed in the context of outcome measures and the type of VR intervention used, evaluating its feasibility, acceptability, and clinical efficacy.

Carolyn ThomasExistential Biophilic VR Therapy – Developing a Protocol for Care Settings

An intervention protocol to assess health and wellbeing from biophilic Virtual Reality interventions, was elaborated to include existential theories identified from a scoping review. Additionally, a pilot study in care facilities was employed to assess the protocol’s feasibility. To comprehensively assess health and wellbeing outcomes for care home residents and individuals at end-of-life care, existential theories must be integrated. Meaning and purpose in life, agency, presence, legacy, and flow, are essential considerations for VR interventions in care settings and for maximising health and wellbeing outcomes. Finally, from the pilot study, existential aspects can effortlessly integrate within VR interventions, from the content creation to the research methods selection.

15:30 – 16:00
Coffee break
16:00 – 17:10

Session 7: Cognition & Spatial Navigation

Chair: Cecilia Sik-Lanyi & Renáta Cserjési

Suhani DheerBeyond Diagnosis: The Cognitive Demands of Stopping and Turning Behaviors Among Drivers With and Without Multiple Sclerosis and Implications for Driving Safety

This study investigates the impact of multiple sclerosis (MS) and specific cognitive/motor functions on virtual reality-simulated driving behaviors, namely stopping and turning behavior, which are common sources of collisions. Findings suggest that while individuals with and without MS generally exhibit similar driving behaviors, subtle differences exist, especially for left-turns and complex intersections. Various cognitive/motor domains, including visuospatial ability and psychomotor speed, significantly influence driving behaviors across both groups. These findings emphasize the importance of taking cognitive and motor abilities into consideration when evaluating driving capability, underscoring road safety and independence for people with MS and the general population.

Matthew HarrisExploring the potential of using a Spatial Navigation Task to measure cognitive decline in adults with intellectual disabilities

Due to its potential to offer a controlled environment for cognitive assessment, Virtual Reality (VR) has the potential to assess spatial navigation skills in those with intellectual disabilities (ID). An immersive virtual environment based on the triangle completion task (TCT) was co-designed and piloted with a research governance group comprising individuals with ID. Preliminary test-retest reliability was examined along with a comparison between the VR-based task and the Montreal Cognitive Assessment (MoCA), an established cognitive measure. Eight participants with ID completed the VR task across varying difficulty levels for between 2 and 4 sessions, with their performance assessed for reliability and correlation with MoCA scores. Results indicate poor test-retest reliability for the practice mode, while the version of the VR environment with limited visual cues difficulty showed better but still insufficient reliability. A weak correlation was observed for participants in terms of their performance measures within the version of the virtual environment containing limited visual cues and their MoCA scores suggesting the potential for using a virtual spatial navigation task in the assessment of cognitive decline in individuals with ID.

Kathryn N. DevlinVirtual Reality Driving Simulation May Enhance the Prediction of Real-World Unsafe Driving

Virtual reality driving simulation (VRDS) may provide ecologically valid, objective, sensitive, and challenging measures of driving capacity than can complement existing driving evaluation tools. The present study is among the first to examine the association of VRDS metrics with real-world, naturalistic driving-as-usual. Results demonstrate that VRDS may enhance the prediction of naturalistic driving behaviours above and beyond existing neuropsychological assessments.

Mochammad Hannats Hanafi IchsanNavigation in 3D Virtual Environment for Older Adults

Navigation is one of the main components in Virtual Reality (VR)/Virtual Environment (VE) or desktop VR. The interaction model in desktop VR comprises standard computer peripherals such as a monitor, keyboard, and mouse. Navigation techniques using mouse and monitor coordinates can be used as a navigation base model. Currently, older adults can still be productive by utilizing desktop VR. Various jobs/skill development in training or administration can be done so that older adults remain productive. To help older adults work, simplified VR navigation can reduce confusion and increase learnability. This pilot study proposes three forms of navigation in 3D VE that can be offered to improve navigation techniques in desktop VR based on design possibilities.

17:10 – 18:00

Session 8: Emotions

Chair: Sean Haddick

Alex SumichBeneficial effects on subjective mood and brain function of biophilic quality in university environments shown in virtual reality

Biophilic designs incorporate nature-based features into built environments. Raised theta activity is reported in biophilic environments. Virtual Reality allows greater control of experimental parameters than in-field studies. Participants provided subjective reports and underwent an electroencephalography assessment as they viewed interior spaces that varied (0 no features to 3 most features) in biophilic quality. Mood improved with biophilic quality. Theta power increased with biophilic quality for levels 1-3. Paradoxically, however, theta was also high in the condition devoid of biophilic features (Level 0). Findings suggest that the benefit of biophilic environments on mood is paralleled by alterations in theta.

Jiří PešekAssessing emotional memory in VR

In this study, we examined emotional memory encoding using virtual reality (VR). Our findings suggest that salient emotional stimuli affect memory encoding especially in high arousal situations. These results have important implications for understanding emotional memory processes and their use as diagnostic tools. It’s important to address the study’s limitations in its small sample size and homogenous population. Future research should include larger sample sizes and encompass more diverse populations for instance patients with anxiety disorders. This could further help understand emotional memory processes and aid in the development of effective diagnostic tools.

Raissa de Oliveira NegraoExploring Emotional Responses to Virtual Reality Environments in Younger Adults

19:30 – 23:00
Social evening & dinner - see Program Specials for details
09:00 – 10:15

Session 9: Education

Chair: David Brown

Iveta FajnerováTeaching Psychopathology from a First Person Perspective using VR simulation

The proposed study applies an immersive VR simulation of selected psychiatric disorders from 1st person perspective aimed as a learning tool for medical education in psychiatry and clinical psychology. The game was tested and evaluated by few experts in the field and a larger group of undergraduate students. The game was well received and rated as acceptable in means of system usability and cybersickness. While most of the features simulating psychiatric symptoms were well recognized, some specific features are in need for improvement in future game versions. Future studies should evaluate the education potential of this experiential learning game in more detail, including the attitudes and emotional responses elicited by the simulation.

Thomas Hughes-RobertsEnabling Creativity through Game Making for the Socially Marginalised: Co-Designing a Game Making Toolkit

Digital games, and in particular, online games play an increasingly important role in facilitating and shaping social interactions amongst young people. In particular, those at risk of social exclusion often find an outlet and sense of belonging within games and gameplay. This passion for games can be leveraged to provide new pathways to education and learning and open means of engaging with creative output and wider education. Indeed, creativity in game design itself can lead to development of personal meaningfulness and have range of positive mental health outcomes. There is a need for inclusive game design practices and proposals for what these practices may look like as a tangible design tasks. Furthermore, work is needed that explores what impact these processes could have with a particular focus on those at risk of social exclusion as games offer an opportunity to engage such students with a creative process. Hence, this work sought to examine what role game making could play in enabling creativity. This included examining the use traditional paper prototyping and using emerging technology such as generative AI to reduce barriers to access. Through a co-design approach, a game making toolkit was collaboratively developed and tested with teachers and students. This paper report on the initial development and piloting phases.

Teresa SoutoWhat happened after ethical decision-making training went virtual: some features about VREthics Application

This pilot study assesses the experience of 113 internship psychologists while using a technological tool to train internship psychologists at the Portuguese Psychologists Association. The study found positive perceptions of the application, with participants noting its immersive learning experience. Correlational analysis revealed a link between flow states and positive VR experiences. While errors in decision-making were observed, participants expressed satisfaction with the training process, suggesting improvements in interface clarity and avatar realism. Overall, the findings highlight VR technology's potential to enhance psychologists' training, particularly in ethical decision-making, marking a significant advancement in leveraging technology for professional development.

Adam NovotníkMethod of Loci and PEG system in VR as learning method for patients with ADHD

Patients with ADHD often face learning difficulties due to an inability to focus on a task, problems with organization and processing of information due to impairments in working memory. Various memory techniques such as Memory Palace or PEG system might help to overcome these difficulties, because they transform abstract disconnected information into interconnected visual memories. This study tests the possibility of practicing these memory techniques in the VR environment in order to make the memory techniques easy to use by individuals with ADHD.

Cecilia Sik-LanyiModelling realistic avatars for the “P-game” negotiation game

Environmental decision-making and negotiations take place at the science-policy interface. While this fact is understood, it is challenging to convey to students how science and policy interact in environmental studies and social sciences. In this context, simulating environmental negotiations in serious games are effective experimental learning tools that can help. This paper presents the second version of the Negotiation Serious Game. How realistic avatars were developed for the game.

10:15 – 10:45
Coffee break
10:45 – 12:00

Session 10: Rehabilitation

Chair: Pedro Gamito

Ian MaleWhat stops therapists from using virtual reality in paediatric acquired brain injury upper limb rehabilitation?

Upper limb movement difficulties in children with acquired brain injury (ABI) result in longer recovery. Intensive neurorehabilitation promotes good long-term functional outcomes. Virtual reality (VR) and video game technology are invaluable adjuncts to traditional neurological rehabilitation but are not routinely used in the NHS; it requires embedding to benefit children and their families. This study examined the influencing factors to use VR for rehabilitation. Five closely related major themes and thirty associated subthemes were developed: training, knowledge, promotion, consideration of barriers, and family factors.

Emil Rosenlund HøegExploring therapists’ technology acceptance of virtual reality bike-based rehabilitation: A longitudinal study

This study utilized the Unified Theory of Acceptance and Use of Technology (UTAUT) model to explore Danish municipal therapists’ user experience with, attitude towards, and acceptance of a commercial virtual reality (VR) solution for rehabilitation purposes before deployment, and again a year later. The results indicate a positive shift in technology acceptance acquired from the actual use of the system, which also led to a more positive attitude towards the clinical use of VR in general.

Philip Breedon Development of an immersive Virtual Reality (VR) system to improve the quality of rehabilitation for paediatric Ataxia Telangiectasia (A-T) patients

Ataxia-Telangiectasia (A-T) is a rare and severe genetic disorder (approximately 1 in 300,000 live births (A-T Society, 2014)) that is paired with decelerated production of protein within the body. As a result, several bodily functions are damaged including but not limited to, a diminished immune system, poor upper and lower limb functionality, and heightened risk of malignancy of the blood. The research team have been investigating whether virtual reality (VR) equipment and its environments can be used as a form of cognitive and physical therapy to reduce the rate of muscle degradation and improve mental wellbeing for paediatric A-T patients.

Gianluca SorrentoConditions for inducing freezing of gait in Parkinson’s disease freezers on a split-belt treadmill in a virtual environment

Freezing of gait (FOG) is a common and complex symptom for many individuals with advanced Parkinson’s disease (PD). There is currently no treatment available for FOG. An innovative first step to potentially develop FOG specific treatments is to create a protocol using the most common conditions for FOG, including speed changes, visual perturbations, and cognitive dual tasking on a split-belt treadmill (SBT) in virtual environment (VE). Evidence is presented of experimentally induced FOG in mainly more advanced PD freezers using a SBT in VE.

12:00 – 13:00
Lunch (included)
13:00 – 14:00

Keynote talk: Professor Mariano Alcañiz

Chair: Pedro Gamito

Could Embodied Conversational Agents Be the Future for Assessment and Interventions in Clinical Psychology?

In this talk, I will introduce Virtual Humans (VH) as a powerful tool for studying and characterizing various aspects of human cognition within controlled virtual environments. VH can aid in understanding cognitive processes such as decision-making, problem-solving, and social behavior through behavioral studies. They also serve as standardized testing platforms for assessing cognitive functions like memory, attention, and language processing. Moreover, VH can simulate human behavior and emotions, enabling investigations into social cognition and how individuals perceive and respond to emotions and social cues in virtual interactions. Throughout the talk, I will provide examples of VH applications in human cognition assessment, presenting research projects and their results. Finally, I will discuss potential future implications of VH in this field.

14:00 – 14:50

Session 11: Design Ideas

Chair: Emil Rosenlund Høeg

Sharon MozgaiVirtual Humans in Mobile Health (mHealth) Applications: Designing for increased user-engagement and adherence

There are currently over 6 billion smartphone users and more than 350,000 mHealth applications available worldwide. Despite the promise of mHealth applications to increase access to healthcare and improve outcomes, maintaining user engagement and adherence over time is a main challenge to the efficacy of these apps: users may download an app enthusiastically but lose interest or motivation to continue using these apps regularly. The integration of Virtual Human (VH) agents into an mHealth application presents a promising opportunity to overcome the barriers associated with uptake and sustained engagement. The Battle Buddy (BB) project was conceived as a mobile wellness and suicide prevention mHealth application, empowering Veterans with an always-available resource concierged by an engaging and supportive VH agent. This paper presents our VH agent and human-centered design methodology that targets the negative effects of social isolation and loneliness, conditions that challenge Veteran healthcare and suicide prevention.

Michal SedlákFeasibility of using OCD exposure therapy application with VR omnidirectional treadmill: A study protocol

Immersive virtual reality (VR) omnidirectional treadmills enable users to walk freely in objective reality while the movement is captured and transferred to VR. The use of such a device may potentially increase the immersiveness of the experience. However, there is also a number of potential disadvantages, such as cybersickness or overall discomfort in the VR treadmill harness. This paper describes a study protocol aimed at assessing the feasibility of using such a device with the application for obsessive-compulsive disorder (OCD) exposure therapy.

Tereza LangováVirtual Reality Games for Lying Patients

Lying patients who are either bedridden or on bed rest may suffer from muscle and joint weakness and low well-being. Virtual reality (VR) enables its players to gently exercise their arms and hands when controlling the VR applications, and video games are known to positively impact people’s well-being. This paper describes a VR application containing three games suitable for lying patients, their mobilization, and entertainment.

Hanan NamroutiComparison Between 2D and 3D Icons as Menus in Virtual Reality Assessing the Usability of the Menus and User Satisfaction

Over recent years, the popularity of virtual reality (VR) has surged, driven by advancements aimed at enhancing usability and optimizing human-computer interaction. This paper presents an experiment designed to assess the effectiveness and efficiency of 2D versus 3D icons as menus in VR environments. Usability was evaluated using the System Usability Scale (SUS), while user satisfaction was gauged through the After-Scenario Questionnaire (ASQ). Additionally, metrics such as task completion time (in seconds) and the frequency of unnecessary steps (errors) were recorded. 15 participants in this pilot study consistently rated the 3D menu higher in usability (M = 85 vs. M = 70 for 2D) and expressed greater satisfaction with task completion and overall system performance. Performance analysis revealed that the 3D menu facilitated faster task completion times, fewer non-required steps, and lower error rates compared to the 2D menu. These findings underscore the benefits of employing 3D menus to enhance both user experience and operational efficiency within VR applications.

Transfer of program from Red room (2nd floor) to RESPIRIUM (3rd floor) 14:50 – 15:20
14:50 – 15:20
Coffee break
15:20 – 16:00

Session 12: Sexology

Chair: Iveta Fajnerová

Ali AdjorluVirtual Sex Therapy: A virtual Psychotherapy Intervention to Help Individuals with Sexual Dysfunction Difficulties

This paper presents a Virtual Reality (VR) based Psychotherapy intervention for sexual therapy for woman suffering from sexual dysfunctions. Our VR application is designed and developed in collaboration with a sex therapist and psychologist that aims to provide a confidential environment for psychosexual therapy, enhancing treatment efficacy and potentially creating a safe environment to receive therapy about a sensitive topic in a safe environment. The VR application as well as the planned evaluation of the intervention is described in this extended abstract.

Ondřej VaníčekFemale sexual response to audiovisual stimuli in 2D/3D modality and first/third person perspective

This study investigates the effect of sexually explicit video stimuli displayed in a different modality (3D vs. 2D) and perspective (first vs. third person) on female sexual arousal, both subjective and genital, pleasantness ratings, and sexual and general presence. The results are surprising and contrary to our expectation with 2D modality being superior to 3D in most of the measured variables.

16:00 – 17:00

Company panel discussiony

Chair/Moderator: Albert Skip Rizzo

Amir Bozorgzadeh (CEO)VirtuLeap

See more at company panel info ➡

Giorgio Koppehele (Head of Content, Founder, CEO)Magic Horizons

See more at company panel info ➡

Stephane Bouchard (President and CEO)In Virtuo

See more at company panel info ➡

Jan Hrdlička (Co-Founder and CEO)ComGuide

See more at company panel info ➡

17:10 – 19:00

Company presentations & demos with catering

Chair: Ali Adjorlu & Iveta Fajnerova

(IMPORTANT NOTE: ALL PRESENTATIONS & DEMOS RUN IN PARALLEL AT THE SAME TIME)

Bogusława Łysakowska-Będek (Technomex)X Visio PRO - Therapy in Virtual Reality

X Visio PRO (medical device) is a tool utilizing immersive virtual reality technology to support professionals such as: physiotherapists; occupational therapists; psychologists and psychotherapists (clinical psychology cardiology neurology psychiatric rehabilitation orthopedics); and neuropsychologists. It aids in the therapy of among others: seniors adults with neurological conditions (strokes and brain injuries Parkinson's Disease Multiple Sclerosis) adults with orthopedic conditions adults and children (over 13 years old) with emotional-motivational disorders and children over 13 years old with orthopedic and neurodevelopmental conditions such as Cerebral Palsy.

Marie Němcová (VR LIFE s.r.o.)VR Vitalis Pro

VR LIFE is producer of VR Vitalis® Pro application. The application is intended for physiotherapist and doctors as a supplement for various types of rehabilitation. VR Vitalis® Pro is a certified medical device. The innovative application is specifically designed with the needs of professional rehabilitation departments in mind. It combines traditional rehabilitation techniques with the unique capabilities of virtual reality. VR Vitalis® Pro increases the quality of care provided while reducing the operating costs of the healthcare facility.

Gareth Walkom (withVR)Therapy withVR Research withVR

We provide customizable virtual reality speaking situations to support speech therapists and researchers in empowering individuals to use their beautiful voices. We work with Google Orange and other leading companies to bring our award-winning VR tools to stuttering aphasia autism dysarthria and more. Come and try our software at our booth! We'd LOVE to chat and see how you can gain value from our software too!

Martin Zielina & Zbyněk Pohořelský (VRSPACE & 2MF Charles Uni)VR burns

The main aim of the intended project is to reduce feeling of procedural pain (when changing bandages) in burn patients through a developed and pilot-verified application for virtual reality (hereinafter VR).

Jan Hrdlička & Jiří Wild (ComGuide)Virtual Reality for Practicing Difficult Conversations in Healthcare – self-experience workshop (room wil be announced)

Comguide is a startup that develops avatars for training and practicing difficult communication in healthcare. Our target population is healthcare professionals and students.

Petr Hořejší & Matěj Dvořák & Jiří Podlipný (FME UWB & FMP Charles Uni)Risk Environment Simulator (RES©) - a virtual reality serious game on the principle of cue-exposure therapy (CET) for the treatment of alcohol use disorders (AUD)

Cue-exposure therapy (CET) in the treatment of dependence is a behavioral procedure consisting of repeated exposure to triggers related to the use of addictive substances without inducing the experience of reward. The goal is the gradual extinction of conditioned reactions to the relevant stimulus. Risk Environment Simulator (RES©) is a serious game from a first-person perspective to imitate an ordinary Czech pub with different types of real-world inspired cues. The idea behind RES development was to mediate a potentially risky experience based on cue exposure to persons, who are treated in a safe environment of hospitalization. According to our previous experience, there is a tendency to overestimate individual resilience to different “risky” cues during hospitalization in the population of AUD patients. RES could be a tool bringing a serious game with different types of “unsafe” cues to the “safe” environment of hospitalization. The scenario of this game is based on a meeting with a friend in a pub. The person who enters the virtual world has no choice, the meeting must take place in a pub, which in principle represents a risky environment for people with a diagnosis of AUD. There are different types of cues in RES, such as proximal cues (grasping a glass of drink, simulation of drinking an alcoholic drink), contextual cues (pub equipment, pub noise, people consuming alcohol) and social cues (meeting with a persuasive, rationalizing or manipulative avatar).

Giorgio Koppehele & Suna Koppehele (Magic Horizons)Magic Horizons - a unique One Stop solution for Mental Health in Virtual Reality: Calming, anxiety and pain distraction for patients - stress reduction for the staff

See more at company panel info ➡

Artur Sychov (Somnium Space)VR1 PCVR headset & Social VR Platform

Somnium Space is a pioneering company that develops an immersive Social VR world while also advancing VR hardware with our innovative VR1 headset, providing users with a seamless and fully integrated virtual reality experience.

Lenka Lhotská (CIIRC CTU)Technical Aspects of VR Development for Medical Applications

In the past decade, the use of virtual reality (VR) in healthcare has expanded significantly, primarily in professional training and patient treatment. VR is used to simulate realistic scenarios, essential for training medical professionals and creating therapeutic environments for patients. However, creating realistic scenes, especially those involving dynamic human movement, poses technical challenges due to the high costs and complexity associated with motion capture technology. Given the budget constraints typical of research projects, alternative solutions for animating movements, gestures, and facial expressions are necessary.Our VR application focused on healthcare education involves training medical students in orthopedics by simulating rare or unavailable clinical conditions. Unlike expensive simulators, VR allows multiple students to simultaneously practice and review their actions. Another application focuses on engaging seniors with interactive cognitive exercises that stimulate decision-making through virtual environments. Furthermore, VR exposure therapy for treating phobias in urban settings provides patients with immersive experiences that replicate real-life situations, enhancing therapeutic outcomes. These applications illustrate the potential of VR to offer versatile, cost-effective solutions in medical training and treatment.

Karina Zamrazilova, Michal Vavrecka (CIIRC CTU)Natural Human-Robot Interaction

Human communication consists of many multimodal signals, such as speech, gestures, and gaze direction. We therefore designed an experiment focused on these three modalities within virtual reality, which serves as an effective replica of the complex real world. The design of the experiment was set in the iGibson simulation environment, where participants were tasked with teaching the robot to recognize concepts, colors, and more using pointing gestures and speech, ultimately enabling it to prepare a salad. The experiment was recorded in VR. Our goal was to determine the relationship between gestures and speech, the time interval between them, and then create a multimodal fusion that would allow us to integrate these insights into a real robot.

Iveta Fajnerová (VR centre NIMH, 3MF Charles Uni)Virtual Reality for psychotherapy in anxiety disorders and OCD

To be specified

09:00 – 10:00

Session 13: Cognition - Varia

Chair: Orly Lahav

Kinga Nedda PeteImmersive virtual reality experiences for the improvement of attention in post-COVID-19 condition

This study explores the initial results of a 6-week immersive virtual reality (VR) cognitive intervention for individuals experiencing post-COVID-19 condition (PCC). Neuropsychological symptoms commonly observed in PCC, including attention deficits were targeted. Seventeen adults participated in the study, undergoing baseline neuropsychological assessments, a VR intervention, and post-intervention evaluations. Results revealed significant improvements in attention, perceived cognitive status and mood following the intervention. Participants reported low levels of cybersickness and high levels of engagement and perceived usefulness of the VR program. While limitations in sample size exist, findings suggest promising avenues for VR-based interventions in managing cognitive neuropsychological symptoms of PCC.

Soma ZsebiThe assessment of the cognitive profile of elderly individuals using Virtual Reality: A comparison between experienced and inexperienced users

Virtual Reality (VR) technology has garnered substantial interest in psychology, particularly in its application to enhance neuropsychological cognitive assessments. By offering tailored environments and integrating realistic measurements, VR presents a promising avenue for advancing clinical procedures. With a global rise in the elderly population, the pursuit of healthy aging has become paramount, emphasizing the preservation of cognitive abilities crucial for maintaining quality of life and autonomy. Spatial memory decline, an early indicator of cognitive decline in aging, underscores the importance of accurate assessment methodologies. The Corsi-Block Tapping Task, a conventional method for evaluating spatial memory, has been augmented by VR technology, providing a dynamic platform to assess cognitive function. However, concerns persist regarding older individuals' familiarity and attitudes towards VR technology, potentially influencing performance outcomes. To address this gap, we aim to investigate the attitudes and experiences of elderly participants (aged 65 and older) towards VR-based cognitive assessments. Utilizing the VR Corsi Task, participants will undergo cognitive testing alongside traditional Corsi-Block Tapping Task assessments. Additionally, participants will complete self-reported questionnaires assessing technology familiarity, user experience, and emotional states. We anticipate that participants with prior VR experience and positive attitudes towards technology will exhibit enhanced performance in the VR Corsi Task. This study contributes to understanding the feasibility and validity of VR technology in assessing cognitive function among older adults, shedding light on the potential benefits and challenges of integrating VR into neuropsychological evaluations.

James LewisThe use of the Meta Quest as a tool for ADHD screening through a self administered immersive test of attention and activity

We investigated the potential of a VR self-diagnosis tool for ADHD based on the Qb-test. The VR app iinterpreted the Qb-test's features into an immersive format and captured comparable key diagnostic metrics. An ADHD psychologist confirmed its potential for self-screening and earlier diagnosis. Future studies will address data limitations and assess the tool's effectiveness through clinical trials. This project advances VR's use in ADHD awareness and diagnosis and access to support.

Karolína ZuzánkováVirtual environment aiming to train cognitive flexibility in patients with Obsessive – Compulsive Disorder

Obsessive-compulsive disorder (OCD) is characterised by obsessions (intrusive thoughts) and compulsions (ritualised behavior). Patients with OCD can also have impairments in cognitive flexibility (CF), which may result in a decreased ability to shift between mental processes and adapt their behavioral response to environmental changes. To target the CF impairments we created VR-based cognitive training methods. The aim of this study is to evaluate this method as a potentially valuable addition to cognitive behavioral therapy and to present preliminary data on feasibility of the training.

10:00 – 10:20
Coffee break
10:20 – 11:20

Session 14: Relaxation & Nature

Chair: Mufti Mahmud

Lukáš HejtmánekIt's Not All About the Graphics: Finding Calm in Stylized Digital Forests

Forest bathing has demonstrated positive effects on mental health. While digital alternatives lack the full sensory impact of real-world nature, they offer accessibility for those unable to engage in traditional forest bathing. This study investigated whether the level of graphical realism in virtual forest environments significantly influences psychological benefits. Participants engaged in forest bathing using either a photorealistic or stylized virtual forest using a VR headset. Both environments yielded improvements in restorativeness, but no reduction in stress. Importantly, no significant differences were found between the two visual styles regarding their effect on well-being, despite the photorealistic environment providing larger feeling of presence. This suggests that simpler, stylized environments can be equally effective for delivering the mental health benefits of digital forest bathing, potentially making such experiences more widely accessible.

Ágnes Karolina BakkDesigning Nature Simulated VR Applications for Hospitalized Seniors

In this paper, we present the design process of an altered version of an existing interactive virtual reality (VR) application prototype, //Anonymized VR//. The application aims to provide users a natural restorative environment, and our current aim is to develop it further for senior generation treated in hospitals with multimorbidity. The outcomes of this are based on the initial design considerations of the //Anonymized VR// as well as on background literature and workshops organized with healthcare professionals and psychologists working with senior population hospitalized.

Patrícia SzabóDesign virtual reality games that instruct proper breathing techniques with dynamically changing virtual environment

This research aims to present the development of a "serious game" utilizing the Oculus Quest 2 VR device to enhance breathing techniques. Targeting individuals with breathing difficulties such as Chronic Obstructive Pulmonary Disease (COPD) and post-COVID symptoms, the games serve as rehabilitation tools and aid in anxiety management. Additionally, the project involves adapting the virtual environment based on biofeedback data. Three virtual reality games were developed, each showcasing different breathing techniques: Box Breathing, 4-7-8 Breathing, and Humming Breath. These techniques offer structured methods for relaxation and calming the nervous system, potentially benefiting individuals experiencing heightened stress or anxiety.

11:30 – 12:00
Coffee break / small lunch
12:00 – 13:00

Best paper award ceremony and closing remarks

Chair: Iveta Fajnerová & David Brown & Paul Sharkey
13:00 – 14:00

Cyberspace, Behavior and e-Therapy (CYBER) – Diploma ceremony

Chair: Pedro Gamito
14:00
Goodbye ceremony