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| Name | Class |
|---|---|
| Universitair Ziekenhuis Brussel | OTHER |
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Comparing the emotional effect of two different versions of one VR experience. The VR experience will simulate a typical return to work situation after an absence due to burnout.
The difference of the VR scenario is the point of view. In the first version, the 'standard' version, the user is looking at the VR experience from a neutral point of view, as if s/he was watching a 2D screen. In the second version, the 'embodiment' version, a VR features is added to have the user feeling incarnated in a digital human. This will enhance the feeling of being present in the virtual world and will enhance the emotional answer. The measured endpoint will be the evoked emotions, in particular stress.
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| Label | Type | Description | Intervention Names |
|---|---|---|---|
| Embodiment group | Experimental | This group this group will view the VR scenario being 'embodied' in the avatar who is experiencing the VR scenario. This implies first persons perspective, agency over the avatar, multi-sensorial integration and co-location. |
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| observation group | Sham Comparator | This group will view the VR scenario from a third persons perspective , as an observer. |
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| Name | Type | Description | Arm Group Labels | Other Names |
|---|---|---|---|---|
| Embodiment | Other | Embodiment of a real human in a virtual human (avatar) means that the real human feels incarnated in the avatar. This happens when the real human sees the VRscenario from first person perspective, that the real human can make the avatar move (=agency over the avatar), multi-sensorial integration (=there is a link between the brain of the real human and the avatar. Example, when the avatar sits on a chair, the real human will too and he feels that he is sitting on a chair. Or when the avatar is moving the real human is doing the same movement (and of course the brain of the real human is aware of this movement)) and co-location (= avatar and real human have the sane posture). |
| Measure | Description | Time Frame |
|---|---|---|
| measured stress level | This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale stress | this will be evaluated after the intervention and will take 15 min. |
| Measure | Description | Time Frame |
|---|---|---|
| measured Emotional level | general emotional level, measured with the PANAS scale | 15 min, before (baseline) and after the intervention |
| measured stress baseline | This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale |
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Inclusion Criteria:
Exclusion Criteria:
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| Name | Role | Phone | Extension | |
|---|---|---|---|---|
| Arnaud Bosteels, MD | Contact | 02 221 97 62 | + 32 | abosteels@clstjean.be |
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| ID | Term |
|---|---|
| D000077062 | Burnout, Psychological |
| ID | Term |
|---|---|
| D013315 | Stress, Psychological |
| D001526 | Behavioral Symptoms |
| D001519 | Behavior |
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| ID | Term |
|---|---|
| D019370 | Observation |
| ID | Term |
|---|---|
| D008722 | Methods |
| D008919 | Investigative Techniques |
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Parallel single blind randomised controlled trial
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The principal investigator and outcome assessor will have no idea who is in what arm. It will be another investigator who is randomising the participant.
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| Observation | Other | The person is looking at the VR scenario as if s/he was looking at a TV |
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| 15min, before the intervention |
| embodiment evaluation | measuring the level of embodiment experienced by the user | 20 min after the intervention |
| plausibility illusion and place illusion | Answering the question: is it possible that it happens and that it happens here?. Assessed together with the level of embodiment, also with a questionnaire. | 20 min after intervention |