Stress Augmentation with Immersive Virtual Reality and Augmented Reality Technologies (SAIVAR-Tech)

Abstract

Eight-hours of game training/gameplay, distributed over three-weeks (Experiment 1), using head-mounted immersive virtual reality and mixed reality devices reduced self-focused attention measured by the Dundee State Stress Questionnaire.

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Document Details

Document Type
Technical Report
Publication Date
Oct 21, 2022
Accession Number
AD1183516

Entities

People

  • Amanda C Glueck

Organizations

  • University of Kentucky

Tags

Communities of Interest

  • Engineered Resilient Systems

DTIC Thesaurus Topics

  • Abstracts
  • Augmented Reality
  • Computational Science
  • Covid-19
  • Demography
  • Education
  • Health
  • Kentucky
  • Linear Regression Analysis
  • Mixed Reality
  • Neurology
  • Optimization
  • Professional Development
  • Questionnaires
  • Regression Analysis
  • Social Distancing
  • Statistical Analysis
  • Surveys
  • Training
  • United States
  • Universities
  • Virtual Reality

Fields of Study

  • Psychology

Readers

  • Agent-Based Social Robotics and Mobile-Assisted Learning in Virtual Environments.
  • Human-Computer Interaction (HCI).
  • Psychological Intervention/Treatment for Stress, Anxiety, PTSD, and Related Emotional and Cognitive Health Symptoms.