VRSTEVAR: VR Embodiment for Stress Evaluation in a Return to Work Simulation
Study Details
Study Description
Brief Summary
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.
Condition or Disease | Intervention/Treatment | Phase |
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N/A |
Study Design
Arms and Interventions
Arm | Intervention/Treatment |
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Experimental: Embodiment group This group this group will view the VR scenario being 'embodied' in the avatar who is experiencing the VR scenario. This implies first persons perspective, agency over the avatar, multi-sensorial integration and co-location. |
Other: Embodiment
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).
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Sham Comparator: observation group This group will view the VR scenario from a third persons perspective , as an observer. |
Other: Observation
The person is looking at the VR scenario as if s/he was looking at a TV
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Outcome Measures
Primary Outcome Measures
- measured stress level [this will be evaluated after the intervention and will take 15 min.]
This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale stress
Secondary Outcome Measures
- measured Emotional level [15 min, before (baseline) and after the intervention]
general emotional level, measured with the PANAS scale
- measured stress baseline [15min, before the intervention]
This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale
- embodiment evaluation [20 min after the intervention]
measuring the level of embodiment experienced by the user
- plausibility illusion and place illusion [20 min after intervention]
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.
Eligibility Criteria
Criteria
Inclusion Criteria:
- working in the office building where the study will be conducted
Exclusion Criteria:
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neurologic disorder precluding the use of VR goggles (epilepsy, …),
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facial wounds precluding the use of VR goggles.
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a preliminary test evaluating the stress level will be conducted, DASS -21: stress levels above moderate is an exclusion criteria
Contacts and Locations
Locations
No locations specified.Sponsors and Collaborators
- Clinique Saint-Jean, Bruxelles
- Universitair Ziekenhuis Brussel
Investigators
None specified.Study Documents (Full-Text)
None provided.More Information
Publications
None provided.- VRSTEVAR01