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      Validation of the Virtual Reality Neuroscience Questionnaire: Maximum Duration of Immersive Virtual Reality Sessions Without the Presence of Pertinent Adverse Symptomatology

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          Abstract

          There are major concerns about the suitability of immersive virtual reality (VR) systems (i.e., head-mounted display; HMD) to be implemented in research and clinical settings, because of the presence of nausea, dizziness, disorientation, fatigue, and instability (i.e., VR induced symptoms and effects; VRISE). Research suggests that the duration of a VR session modulates the presence and intensity of VRISE, but there are no suggestions regarding the appropriate maximum duration of VR sessions. The implementation of high-end VR HMDs in conjunction with ergonomic VR software seems to mitigate the presence of VRISE substantially. However, a brief tool does not currently exist to appraise and report both the quality of software features and VRISE intensity quantitatively. The Virtual Reality Neuroscience Questionnaire (VRNQ) was developed to assess the quality of VR software in terms of user experience, game mechanics, in-game assistance, and VRISE. Forty participants aged between 28 and 43 years were recruited (18 gamers and 22 non-gamers) for the study. They participated in 3 different VR sessions until they felt weary or discomfort and subsequently filled in the VRNQ. Our results demonstrated that VRNQ is a valid tool for assessing VR software as it has good convergent, discriminant, and construct validity. The maximum duration of VR sessions should be between 55 and 70 min when the VR software meets or exceeds the parsimonious cut-offs of the VRNQ and the users are familiarized with the VR system. Also, the gaming experience does not seem to affect how long VR sessions should last. Also, while the quality of VR software substantially modulates the maximum duration of VR sessions, age and education do not. Finally, deeper immersion, better quality of graphics and sound, and more helpful in-game instructions and prompts were found to reduce VRISE intensity. The VRNQ facilitates the brief assessment and reporting of the quality of VR software features and/or the intensity of VRISE, while its minimum and parsimonious cut-offs may appraise the suitability of VR software for implementation in research and clinical settings. The findings of this study contribute to the establishment of rigorous VR methods that are crucial for the viability of immersive VR as a research and clinical tool in cognitive neuroscience and neuropsychology.

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          Most cited references39

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          Reporting practices in confirmatory factor analysis: an overview and some recommendations.

          Reporting practices in 194 confirmatory factor analysis studies (1,409 factor models) published in American Psychological Association journals from 1998 to 2006 were reviewed and compared with established reporting guidelines. Three research questions were addressed: (a) how do actual reporting practices compare with published guidelines? (b) how do researchers report model fit in light of divergent perspectives on the use of ancillary fit indices (e.g., L.-T. Hu & P. M. Bentler, 1999; H. W. Marsh, K.-T., Hau, & Z. Wen, 2004)? and (c) are fit measures that support hypothesized models reported more often than fit measures that are less favorable? Results indicate some positive findings with respect to reporting practices including proposing multiple models a priori and near universal reporting of the chi-square significance test. However, many deficiencies were found such as lack of information regarding missing data and assessment of normality. Additionally, the authors found increases in reported values of some incremental fit statistics and no statistically significant evidence that researchers selectively report measures of fit that support their preferred model. Recommendations for reporting are summarized and a checklist is provided to help editors, reviewers, and authors improve reporting practices.
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            Virtual reality in neuroscience research and therapy.

            Virtual reality (VR) environments are increasingly being used by neuroscientists to simulate natural events and social interactions. VR creates interactive, multimodal sensory stimuli that offer unique advantages over other approaches to neuroscientific research and applications. VR's compatibility with imaging technologies such as functional MRI allows researchers to present multimodal stimuli with a high degree of ecological validity and control while recording changes in brain activity. Therapists, too, stand to gain from progress in VR technology, which provides a high degree of control over the therapeutic experience. Here we review the latest advances in VR technology and its applications in neuroscience research.
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              A discussion of cybersickness in virtual environments

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                Author and article information

                Contributors
                Journal
                Front Hum Neurosci
                Front Hum Neurosci
                Front. Hum. Neurosci.
                Frontiers in Human Neuroscience
                Frontiers Media S.A.
                1662-5161
                26 November 2019
                2019
                : 13
                : 417
                Affiliations
                [1] 1Human Cognitive Neuroscience, Department of Psychology, University of Edinburgh , Edinburgh, United Kingdom
                [2] 2Department of Psychology, University of Edinburgh , Edinburgh, United Kingdom
                [3] 3Lab of Experimental Psychology, Suor Orsola Benincasa University of Naples , Naples, Italy
                [4] 4Interdepartmental Centre for Planning and Research “Scienza Nuova”, Suor Orsola Benincasa University of Naples , Naples, Italy
                Author notes

                Edited by: Valerio Rizzo, University of Palermo, Italy

                Reviewed by: Eugene Nalivaiko, University of Newcastle, Australia; Mark Dennison, United States Army Research Laboratory, United States; Justin Maximilian Mittelstädt, Institute of Aerospace Medicine, German Aerospace Center (DLR), Germany

                *Correspondence: Panagiotis Kourtesis, pkourtes@ 123456exseed.ed.ac.uk

                This article was submitted to Cognitive Neuroscience, a section of the journal Frontiers in Human Neuroscience

                Article
                10.3389/fnhum.2019.00417
                6901952
                31849627
                3c065095-26a1-47c1-965b-d8e7b5eada54
                Copyright © 2019 Kourtesis, Collina, Doumas and MacPherson.

                This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.

                History
                : 12 August 2019
                : 11 November 2019
                Page count
                Figures: 3, Tables: 8, Equations: 0, References: 50, Pages: 13, Words: 0
                Categories
                Neuroscience
                Original Research

                Neurosciences
                virtual reality,vrise,vr sickness,cybersickness,neuroscience,neuropsychology,psychology,motion sickness

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