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Published on BioPortfolio: 2019-04-18T12:14:32-0400
The purpose of this study is to test the efficacy of computer generated imagery (CGI) 360° Video Virtual Reality (360° VVR) versus newly developed live-action 360° VVR film versions of ...
This study seeks to examine a Virtual Reality Exposure Therapy (VRET) using the 360° Video Virtual Reality (VR) technology for the fear of heights and fear of spiders.
Investigating how neuropathic limb pain, including phantom limb pain or complex regional pain syndrome, is affected by virtual reality. While several studies have looked into virtual reali...
Randomized clinical trial about the evaluation of the impact of the virtual reality intervention on the experience of pain, physical and psychological discomfort, well-being and anxiety of...
The study is looking at whether wearing a virtual reality device will help reduce pain and anxiety during minor procedures
A virtual reality (VR) tour of the operating theatre could reduce preoperative anxiety by providing a realistic experience for children. This randomized clinical trial was designed to determine whethe...
Background and aims The present study was designed to evaluate the relative efficacy of two video game display modalities - virtual reality (VR) assisted video game distraction, in which the game is p...
Virtual reality involves the creation of an interactive three-dimensional virtual world which the user can navigate. This technology is proposed for anxiety disorders as an alternative to the in vivo ...
The attention control video has been frequently applied to test the ego depletion effect. However, its validity has never been tested, a shortcoming we address in this preregistered study. In the firs...
To determine the effects of a 5-day virtual reality (VR)-based intervention on anticipatory and reactive mechanisms of postural control in children and adolescents with cerebral palsy (CP).
Treatment technique in a virtual environment which allows the participant to experience a sense of presence in an immersive, computer-generated, three-dimensional, interactive environment that minimizes avoidance behavior and facilitates emotional involvement. (from Curr Psychiatry Rep (2010) 12:298)
Using computer technology to create and maintain an environment and project a user's physical presence in that environment allowing the user to interact with it.
The use of biological mechanisms, usually involving living organisms such as bacteria, for the reduction or regulation of the population of noxious, destructive, or dangerous pests. Environmental concerns have focused attention on natural forms of disease control as potentially safe and effective alternatives to chemical pesticides. This has led to increased efforts to develop control strategies that rely on natural predators and parasites or that involve genetically engineered microbial pest control agents.
Those forms of control which are exerted in less concrete and tangible ways, as through folkways, mores, conventions, and public sentiment.
Control which is exerted by the more stable organizations of society, such as established institutions and the law. They are ordinarily embodied in definite codes, usually written.