Abstract

The current proof of concept case study was designed to determine if a consumer-grade neurofeedback system (Muse) could be used in conjunction with specially designed VR environments (Positivity by Healium) to impact gamma frontal asymmetry as well as create positive changes in mood states. Four firefighters served as subjects and completed pre-post mood rating scales as well as 19-channel EEG recordings. An examination of sLORETA frontal lobe ROI’s demonstrated a post-intervention gamma asymmetry shift to the left in 3 of the 4 subjects. In addition, subjects generally reported changes in mood consistent with the frontal asymmetry changes. Overall, these results provide initial support for the idea that a consumer grade BCI/VR intervention can potentially have therapeutic utility and deserve further study.

Highlights

  • Virtual reality (VR) is a computer-generated environment that simulates a realistic experience in three-dimensional space

  • Subject 2 This subject began with a slight gamma asymmetry to the left, which became more prominent after the intervention, shifting from 1.10 to 1.20, an increase of nearly 9%

  • While the Positive and Negative Affect Schedule (PANAS) ratings showed a significant increase in positive affect (10%), there was very little change in negative affect (-4.0%)

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Summary

Introduction

Virtual reality (VR) is a computer-generated environment that simulates a realistic experience in three-dimensional space. This illusion is accomplished by having the user wear headgear, which covers the eyes and utilizes a stereoscopic display, displaying two slightly different angles of the scene to each eye, providing the experience of depth. This, in combination with other strategies, such as parallax and shading, creates a very realistic experience. While this technology has been primarily associated with the video game industry, it is increasingly being utilized as a clinical intervention for a variety of medical and mental health concerns (Rizzo & Koenig, 2017).

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