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Mostajeran, F.

Publications and source records attributed to Mostajeran, F..

2 recordsLinked to original sources

Stereoscopic Rendering in a Head Mounted Display Elicits Higher Functional Connectivity During Virtual Reality

Virtual reality (VR) simulates real world scenarios by creating a presence in users. Such immersive scenarios lead to more similar behaviour to that displayed in real world settings, which may facilitate the transfer of knowledge and skills acquired in VR to real world situations. VR has already been used in education, psychotherapy, rehabilitation and it is an appealing choice for training intervention. The aim was to investigate to what extend VR technology can be used in a magnetic resonance imaging scanner(MRI), addressing the question of whether brain connectivity differs between VR and screen via mirror projection presentations. Moreover, we investigate whether stereoscopic goggle stimulation, where eyes receive different input, would elicit more brain connectivity than stimulation where both eyes receive the same input (monoscopic). To our knowledge, there is no previous research addressing this question. Multiple analyses were performed to cover different aspects of brain connectivity: fractional low frequency fluctuation, independent component analysis, seed-based functional connectivity and graph analysis. In goggles (mono and stereoscopic) vs. screen, we found connectivity differences in cerebellum and postcentral gyrus and in visual and frontal inferior cortex in visual/default-mode networks. Considering specific areas, we found higher connectivity between superior frontal cortex and temporal lobe, as well as inferior parietal cortex with calcarine and lingual. Furthermore, superior frontal cortex and insula/putamen were more strongly connected in stereoscopic, in line with our hypothesis. We assume that conditions eliciting most connectivity should be suited for long-term interventions as extended training under these conditions could permanently improve functional/structural connectivity.

neuroscience↗

Evaluation of FlowVR: a virtual reality game for improvement of depressive mood

ObjectiveThis study evaluated the efficacy of FlowVR, a virtual reality (VR) game designed to improve mood and reduce feelings of depression. The aim is to contribute to the question of whether and how VR could be used for depression therapy, as research in this area is quite rare.\n\nMethod18 healthy participants (9 female; Mage = 25.9) underwent three conditions, playing FlowVR in VR with a head-mounted display, playing FlowVR on a tablet or reading a text on a tablet. For each condition, they were tested on a separate day at the same time of day within a two-week period. Before and after every condition participants completed the Becks Depression Inventory II (BDI-II), the state part of the State-Trait-Anxiety-Depression-Inventory (STADI(S)) and the Positive Affect Negative Affect Schedule-Expanded Form (PANAS-X).\n\nResultsWhile the participants showed only a reduction in acute anxiety in the control and the tablet conditions, they showed improved affectivity in all variables measured in the VR condition. In addition, VR had significantly better results than the control condition in improving positive affectivity, negative affectivity and acute feelings of depression. Using a less conservative statistical approach, these significant differences could also be found between the tablet and the VR condition. There were no significant differences between the tablet and the control condition.\n\nConclusionThe results indicate that due to its immersive nature, VR can be used effectively to improve mood and temporarily reduce feelings of depression. Long-term effects of FlowVR on participants with depression must be investigated in consecutive research.

neuroscience↗