Pawełczyk Witold, Olejarz Dorota, Gaweł Zofia, Merta Magdalena, Nowakowska Aleksandra, Nowak Magdalena, Rutkowska Anna, Batalik Ladislav, Rutkowski Sebastian
Faculty of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland.
Descartes' Error Student Research Association, Department of Physical Education and Physiotherapy, Opole University of Technology, 45-758 Opole, Poland.
J Clin Med. 2025 Apr 15;14(8):2718. doi: 10.3390/jcm14082718.
To assess the spatial presence and impact of an immersive virtual reality (VR) walk on symptoms of cybersickness, emotions, and participant engagement, with the aim of providing insights applicable to future therapeutic VR interventions for individuals with limited mobility. The experiment involved 30 healthy individuals who used VR headsets while seated on chairs to experience a 360° virtual tour of the Venice Canals in Los Angeles. The effect of immersion was evaluated using the Virtual Reality Sickness Questionnaire (VRSQ) to measure cybersickness symptoms, the International Positive and Negative Affect Schedule-Short Form (I-PANAS-SF) to assess emotions, the Spatial Presence Experience Scale (SPES) to evaluate spatial presence, and the Flow State Scale (FSS) to quantify the flow state. The results indicated that the virtual walk elicited both positive and negative reactions. The increase in eye strain (+0.66), general discomfort (+0.6), and headache (+0.43) was achieved in the VRSQ scale. Despite experiencing nausea and oculomotor symptoms, participants reported a high level of flow (range of scale items from 3.47 to 3.70), suggesting a beneficial impact of immersion on their well-being. Furthermore, the analysis of the I-PANAS-SF results revealed a predominance of positive emotions, indicating a favorable perception of the experience. However, the SPES scores exhibited variability in the perception of spatial presence (mean spatial presence score 3.74, SD 2.06), likely influenced by the characteristics of the visual material used. Overall, the immersive VR walk, despite the potential risk of cybersickness symptoms, as a seated passive exploration still promoted feelings of satisfaction and fulfillment, allowing the participants to actively engage with the virtual environment. These findings suggest that seated VR experiences hold promise as a tool for promoting well-being, but further research is needed to address cybersickness and optimize VR content for therapeutic use in populations with limited mobility.
为评估沉浸式虚拟现实(VR)漫步对晕动症症状、情绪及参与者参与度的空间呈现和影响,旨在为未来针对行动不便个体的治疗性VR干预提供适用见解。该实验涉及30名健康个体,他们坐在椅子上使用VR头显体验洛杉矶威尼斯运河的360°虚拟游览。使用虚拟现实晕动症问卷(VRSQ)测量晕动症症状、国际正负性情绪量表简版(I-PANAS-SF)评估情绪、空间临场感体验量表(SPES)评估空间临场感、心流状态量表(FSS)量化心流状态来评估沉浸效果。结果表明,虚拟漫步引发了积极和消极反应。VRSQ量表中眼疲劳(+0.66)、全身不适(+0.6)和头痛(+0.43)有所增加。尽管参与者出现了恶心和动眼症状,但他们报告的心流水平较高(量表项目范围为3.47至3.70),表明沉浸对他们的幸福感有有益影响。此外,对I-PANAS-SF结果的分析显示积极情绪占主导,表明对该体验的良好感知。然而,SPES得分在空间临场感感知方面存在差异(平均空间临场感得分3.74,标准差2.06),可能受所用视觉材料特征的影响。总体而言,沉浸式VR漫步尽管存在晕动症症状的潜在风险,但作为一种坐着的被动探索方式仍促进了满足感和成就感,使参与者能够积极参与虚拟环境。这些发现表明,坐着的VR体验有望成为促进幸福感的工具,但需要进一步研究来解决晕动症问题,并优化VR内容以便在行动不便人群中用于治疗。