Abstract

BackgroundVirtual reality (VR) has shown to be an effective distraction method in health care. However, questions remain regarding individual and VR-related factors that may modulate the effect of VR.PurposeTo explore the effect of VR distraction on tactile perception thresholds in healthy volunteers, in relation to personal characteristics and interactivity of VR applications.MethodsA randomized three way cross-over study was conducted to investigate the effects of active and passive VR applications in 50 healthy participants. Main outcome measures were monofilament detection thresholds (MDT) and electrical detection thresholds (EDT). Personal characteristics (e.g. age, gender, susceptibility for immersion) and immersion in the VR conditions were analyzed for their effect on VR induced threshold differences.ResultsThe use of VR caused a significant increase in both MDT and EDT compared to the control condition (MDT: F (2, 76) = 20.174, p < 0.001; EDT F (2, 76) = 6.907, p = 0.002). Furthermore, a significant difference in favour of active VR compared to passive VR was found in MDT (p = 0.012), but not in EDT. No significant gender effect was found. There was a significant positive correlation between age and active VR distraction (r = 0.333, p = 0.018). Immersion in the VR world was positively correlated with the effect of VR, whereas visualization and daydreaming were negatively correlated with VR effects.ConclusionVR increased tactile perception thresholds, with active VR having the largest effect. Results indicate that the efficacy of VR may increase with increasing age. Gender did not affect VR susceptibility.

Highlights

  • Virtual Reality (VR) is a computer technology which creates a realistic experience in a virtual world and immerses the user in a three-dimensional (3D) environment

  • The use of Virtual reality (VR) caused a significant increase in both monofilament detection thresholds (MDT) and electrical detection thresholds (EDT) compared to the control condition (MDT: F (2, 76) = 20.174, p < 0.001; EDT F (2, 76) = 6.907, p = 0.002)

  • A significant difference in favour of active VR compared to passive VR was found in MDT (p = 0.012), but not in EDT

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Summary

Introduction

Virtual Reality (VR) is a computer technology which creates a realistic experience in a virtual world and immerses the user in a three-dimensional (3D) environment. Conscious sensory perception and pain perception require attention, but due to restricted cognitive attention capacity, there is ‘competition for attention’ between distractive stimuli and perceptive stimuli [8,9,10]. This theory was first described by McCaul and Malott in 1984[11]. VR is thought to require a large amount of conscious attention since, in contrast to non-VR 2D or 3D games, the user is fully immersed in the virtual world through a Head-Mounted Display (HMD).

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