59 research outputs found
Simulating Macular Degeneration to Investigate Activities of Daily Living: A Systematic Review
Purpose: Investigating difficulties during activities of daily living is a fundamental first step for the development of vision-related intervention and rehabilitation strategies. One way to do this is through visual impairment simulations. The aim of this review is to synthesize and assess the types of simulation methods that have been used to simulate age-related macular degeneration (AMD) in normally sighted participants, during activities of daily living (e.g., reading, cleaning, and cooking).Methods: We conducted a systematic literature search in five databases and a critical analysis of the advantages and disadvantages of various AMD simulation methods (following PRISMA guidelines). The review focuses on the suitability of each method for investigating activities of daily living, an assessment of clinical validation procedures, and an evaluation of the adaptation periods for participants.Results: Nineteen studies met the criteria for inclusion. Contact lenses, computer manipulations, gaze contingent displays, and simulation glasses were the main forms of AMD simulation identified. The use of validation and adaptation procedures were reported in approximately two-thirds and half of studies, respectively.Conclusions: Synthesis of the methodology demonstrated that the choice of simulation has been, and should continue to be, guided by the nature of the study. While simulations may never completely replicate vision loss experienced during AMD, consistency in simulation methodology is critical for generating realistic behavioral responses under vision impairment simulation and limiting the influence of confounding factors. Researchers could also come to a consensus regarding the length and form of adaptation by exploring what is an adequate amount of time and type of training required to acclimatize participants to vision impairment simulations
The psychological impact of instrumental activities of daily living on people with simulated age-related macular degeneration
BACKGROUND: People with age-related macular degeneration (AMD) can report reduced mental health. There is also evidence that they struggle with daily tasks because of vision loss. AIMS: The purpose of this study was to assess the psychological impact of instrumental activities of daily living on people with simulated AMD. METHOD: Twenty-four normally sighted participants completed 12 household tasks, in a simulated home environment, under a moderate-to-severe AMD simulation. Participants’ psychological state was measured through self-report questionnaires and physiological measurements related to anxiety and stress. Tasks were completed twice, under counterbalanced vision conditions (normal and simulated AMD). RESULTS: Linear mixed models on vision condition (normal versus simulated AMD) and trial order (trial 1 versus trial 2) revealed a significant large negative effect of the AMD simulation on time to complete tasks, and the anxiety, task engagement and distress self-reports (all P 0.177). There were also significant medium-large effects of trial order on time, task incompletion, task errors, and the anxiety and task engagement self-reports (all P 0.130), whereby the results improved during the second attempt at the tasks. No physiological measures were significant (all P > 0.05). CONCLUSIONS: Completing instrumental activities of daily living under an AMD simulation had a negative impact on participants’ self-reported mental state. The observed trial order effects also illuminated how practice with tasks could ease anxiety and stress over time
Assessing crowd management strategies for the 2010 Love Parade disaster using computer simulations and virtual reality
Motivation moderates gender differences in navigation performance.
Gender differences in navigation performance are a recurrent and controversial topic. Previous research suggests that men outperform women in navigation tasks and that men and women exhibit different navigation strategies. Here, we investigate whether motivation to complete the task moderates the relationship between navigation performance and gender. Participants learned the locations of landmarks in a novel virtual city. During learning, participants could trigger a top-down map that depicted their current position and the locations of the landmarks. During testing, participants were divided into control and treatment groups and were not allowed to consult the map. All participants were given 16Â minutes to navigate to the landmarks, but those in the treatment group were monetarily penalized for every second they spent completing the task. Results revealed a negative relationship between physiological arousal and the time required to locate the landmarks. In addition, gender differences in strategy were found during learning, with women spending more time with the map and taking 40% longer than men to locate the landmarks. Interestingly, an interaction between gender and treatment group revealed that women in the control group required more time than men and women in the treatment group to retrieve the landmarks. During testing, women in the control group also took more circuitous routes compared to men in the control group and women in the treatment group. These results suggest that a concurrent and relevant stressor can motivate women to perform similarly to men, helping to diminish pervasive gender differences found in the navigation literature
An interpretable machine learning approach to multimodal stress detection in a simulated office environment
Background and objective:
Work-related stress affects a large part of today’s workforce and is known to have detrimental effects on physical and mental health. Continuous and unobtrusive stress detection may help prevent and reduce stress by providing personalised feedback and allowing for the development of just-in-time adaptive health interventions for stress management. Previous studies on stress detection in work environments have often struggled to adequately reflect real-world conditions in controlled laboratory experiments. To close this gap, in this paper, we present a machine learning methodology for stress detection based on multimodal data collected from unobtrusive sources in an experiment simulating a realistic group office environment (N=90).
Methods:
We derive mouse, keyboard and heart rate variability features to detect three levels of perceived stress, valence and arousal with support vector machines, random forests and gradient boosting models using 10-fold cross-validation. We interpret the contributions of features to the model predictions with SHapley Additive exPlanations (SHAP) value plots.
Results:
The gradient boosting models based on mouse and keyboard features obtained the highest average F1 scores of 0.625, 0.631 and 0.775 for the multiclass prediction of perceived stress, arousal and valence, respectively. Our results indicate that the combination of mouse and keyboard features may be better suited to detect stress in office environments than heart rate variability, despite physiological signal-based stress detection being more established in theory and research. The analysis of SHAP value plots shows that specific mouse movement and typing behaviours may characterise different levels of stress.
Conclusions:
Our study fills different methodological gaps in the research on the automated detection of stress in office environments, such as approximating real-life conditions in a laboratory and combining physiological and behavioural data sources. Implications for field studies on personalised, interpretable ML-based systems for the real-time detection of stress in real office environments are also discussed
Virtual reality-supported biofeedback for stress management: Beneficial effects on heart rate variability and user experience
The effectiveness and user experience of a biofeedback intervention program for stress management supported by virtual reality and mobile technology: a randomized controlled study
Background: Heart rate variability biofeedback (HRV-BF) can be used for stress management. Recent feasibility studies suggest that delivering HRV-BF in virtual reality (VR) is associated with better user experience (UX) and might yield more beneficial changes in HRV than two-dimensional screens. The effectiveness of a VR-supported HRV-BF intervention program has, however, not been investigated yet.
Methods: In this study, 87 healthy women and men were assigned to a VR-supported HRV-BF intervention (INT; ) or a wait-list control (WLC; ) group. The INT came to the lab for four weekly HRV-BF sessions in VR using a head-mounted display. Between lab sessions, participants were asked to perform breathing exercises without biofeedback supported by a mobile application. Stress-related psychological and psychophysiological outcomes were assessed pre- and post-intervention and at a follow-up four weeks after the intervention in both groups. A psychosocial stress test was conducted post-intervention to investigate changes in stress reactivity. UX was assessed after each HRV-BF session in the INT.
Results: Analysis revealed that LF increased significantly from pre- to post-, whereas pNN50 increased and chronic stress decreased significantly from pre-intervention to follow-up in the INT compared to the WLC. Anxiety and mental fatigue decreased significantly, while mindfulness and health-related quality of life increased significantly from pre- to post- and from pre-intervention to follow-up in the INT compared to the WLC (all small effects). The two groups did not differ in their stress reactivity post-intervention. As for UX in the INT, the degree of feeling autonomous concerning technology adoption significantly decreased over time. Competence, involvement, and immersion, however, increased significantly from the first to the last HRV-BF session, while hedonic motivation significantly peaked in the second session and then gradually returned to first-session levels.
Conclusions: This HRV-BF intervention program, supported by VR and mobile technology, was able to significantly improve stress indicators and stress-related symptoms and achieved good to very good UX. Future studies should control for potential placebo effects and emphasize higher degrees of personalization and adaptability to increase autonomy and, thereby, long-term health and well-being. These findings may serve as a first step towards future HRV-BF applications of cutting-edge, increasingly accessible technologies, such as wearables, VR, and smartphones, in the service of mental health and healthcare
Virtual reality-supported biofeedback for stress management: Beneficial effects on heart rate variability and user experience
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