TY - JOUR A1 - Winter, Carla A1 - Kern, Florian A1 - Gall, Dominik A1 - Latoschik, Marc Erich A1 - Pauli, Paul A1 - Käthner, Ivo T1 - Immersive virtual reality during gait rehabilitation increases walking speed and motivation: a usability evaluation with healthy participants and individuals with multiple sclerosis and stroke JF - Journal of Neuroengineering and Rehabilitation N2 - Background: The rehabilitation of gait disorders in patients with multiple sclerosis (MS) and stroke is often based on conventional treadmill training. Virtual reality (VR)-based treadmill training can increase motivation and improve therapy outcomes. The present study evaluated an immersive virtual reality application (using a head-mounted display, HMD) for gait rehabilitation with patients to (1) demonstrate its feasibility and acceptance and to (2) compare its short-term effects to a semi-immersive presentation (using a monitor) and a conventional treadmill training without VR to assess the usability of both systems and estimate the effects on walking speed and motivation. Methods: In a within-subjects study design, 36 healthy participants and 14 persons with MS or stroke participated in each of the three experimental conditions (VR via HMD, VR via monitor, treadmill training without VR). Results: For both groups, the walking speed in the HMD condition was higher than in treadmill training without VR and in the monitor condition. Healthy participants reported a higher motivation after the HMD condition as compared with the other conditions. Importantly, no side effects in the sense of simulator sickness occurred and usability ratings were high. No increases in heart rate were observed following the VR conditions. Presence ratings were higher for the HMD condition compared with the monitor condition for both user groups. Most of the healthy study participants (89%) and patients (71%) preferred the HMD-based training among the three conditions and most patients could imagine using it more frequently. Conclusions For the first time, the present study evaluated the usability of an immersive VR system for gait rehabilitation in a direct comparison with a semi-immersive system and a conventional training without VR with healthy participants and patients. The study demonstrated the feasibility of combining a treadmill training with immersive VR. Due to its high usability and low side effects, it might be particularly suited for patients to improve training motivation and training outcome e. g. the walking speed compared with treadmill training using no or only semi-immersive VR. Immersive VR systems still require specific technical setup procedures. This should be taken into account for specific clinical use-cases during a cost-benefit assessment. KW - rehabilitation KW - gait disorder KW - virtual reality KW - multiple sclerosis KW - stroke KW - head-mounted display KW - motivation Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-258698 SN - 1743-0003 VL - 18 IS - 1 ER - TY - JOUR A1 - Hein, Grit A1 - Gamer, Matthias A1 - Gall, Dominik A1 - Gründahl, Marthe A1 - Domschke, Katharina A1 - Andreatta, Marta A1 - Wieser, Matthias J. A1 - Pauli, Paul T1 - Social cognitive factors outweigh negative emotionality in predicting COVID-19 related safety behaviors JF - Preventive Medicine Reports N2 - Emotion-motivation models propose that behaviors, including health behaviors, should be predicted by the same variables that also predict negative affect since emotional reactions should induce a motivation to avoid threatening situations. In contrast, social cognitive models propose that safety behaviors are predicted by a different set of variables that mainly reflect cognitive and socio-structural aspects. Here, we directly tested these opposing hypotheses in young adults (N = 4134) in the context of COVID-19-related safety behaviors to prevent infections. In each participant, we collected measures of negative affect as well as cognitive and socio-structural variables during the lockdown in the first infection wave in Germany. We found a negative effect of the pandemic on emotional responses. However, this was not the main predictor for young adults’ willingness to comply with COVID-19-related safety measures. Instead, individual differences in compliance were mainly predicted by cognitive and socio-structural variables. These results were confirmed in an independent data set. This study shows that individuals scoring high on negative affect during the pandemic are not necessarily more likely to comply with safety regulations. Instead, political measures should focus on cognitive interventions and the societal relevance of the health issue. These findings provide important insights into the basis of health-related concerns and feelings as well as behavioral adaptations. KW - social cognitive KW - negative affect KW - safety behavior KW - survey KW - COVID-19 Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-265008 VL - 24 ER - TY - JOUR A1 - Gall, Dominik A1 - Roth, Daniel A1 - Stauffert, Jan-Philipp A1 - Zarges, Julian A1 - Latoschik, Marc Erich T1 - Embodiment in Virtual Reality Intensifies Emotional Responses to Virtual Stimuli JF - Frontiers in Psychology N2 - Modulating emotional responses to virtual stimuli is a fundamental goal of many immersive interactive applications. In this study, we leverage the illusion of illusory embodiment and show that owning a virtual body provides means to modulate emotional responses. In a single-factor repeated-measures experiment, we manipulated the degree of illusory embodiment and assessed the emotional responses to virtual stimuli. We presented emotional stimuli in the same environment as the virtual body. Participants experienced higher arousal, dominance, and more intense valence in the high embodiment condition compared to the low embodiment condition. The illusion of embodiment thus intensifies the emotional processing of the virtual environment. This result suggests that artificial bodies can increase the effectiveness of immersive applications psychotherapy, entertainment, computer-mediated social interactions, or health applications. KW - embodiment KW - virtual body ownership KW - avatars KW - agency KW - immersive interfaces KW - human-computer interaction KW - affective computing KW - emotions Y1 - 2021 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-245624 SN - 1664-1078 VL - 12 ER - TY - THES A1 - Gall, Dominik T1 - Increasing the effectiveness of human-computer interfaces for mental health interventions T1 - Steigerung der Effektivität von Mensch-Computer-Schnittstellen für Interventionen im Bereich der psychischen Gesundheit N2 - Human-computer interfaces have the potential to support mental health practitioners in alleviating mental distress. Adaption of this technology in practice is, however, slow. We provide means to extend the design space of human-computer interfaces for mitigating mental distress. To this end, we suggest three complementary approaches: using presentation technology, using virtual environments, and using communication technology to facilitate social interaction. We provide new evidence that elementary aspects of presentation technology affect the emotional processing of virtual stimuli, that perception of our environment affects the way we assess our environment, and that communication technologies affect social bonding between users. By showing how interfaces modify emotional reactions and facilitate social interaction, we provide converging evidence that human-computer interfaces can help alleviate mental distress. These findings may advance the goal of adapting technological means to the requirements of mental health practitioners. N2 - Mensch-Computer-Schnittstellen haben das Potenzial, psychosoziale Fachkräfte bei der Linderung von psychischen Problemen zu unterstützen. Die Adaption solcher Technologien in der Praxis verläuft jedoch langsam. Wir stellen Mittel zur Verfügung, um den Gestaltungsraum von Mensch-Computer-Schnittstellen zur Linderung von psychischen Belastungen zu erweitern. Zu diesem Zweck schlagen wir drei komplementäre Ansätze vor: die Verwendung von Präsentationstechnologie, die Verwendung virtueller Umgebungen und die Verwendung von Kommunikationstechnologie zur Erleichterung sozialer Interaktion. Wir liefern neue Belege dafür, dass elementare Aspekte der Präsentationstechnologie die emotionale Verarbeitung virtueller Stimuli beeinflussen, dass die Wahrnehmung unserer Umgebung die Art und Weise beeinflusst, wie wir unsere Umgebung bewerten, und dass Kommunikationstechnologien die soziale Bindung zwischen Nutzern beeinflussen. Indem wir zeigen, wie Benutzerschnittstellen emotionale Reaktionen modifizieren und soziale Interaktion erleichtern, liefern wir konvergierende Hinweise dafür, dass Mensch-Computer-Schnittstellen die Linderung von psychischen Belastungen unterstützen können. Diese Erkenntnisse können das Vorhaben unterstützen, technologische Möglichkeiten an die Bedürfnisse von psychosozialen Fachkräften anzupassen. KW - Mensch-Maschine-Kommunikation KW - Human-Computer Interaction KW - Mensch-Maschine-Schnittstelle KW - Psychische Gesundheit Y1 - 2022 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:bvb:20-opus-230120 ER -