Ultimate VR

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Last updated 9:08 PM on 3/16/26
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1
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Why train skills in XR

  • train the untrainable

  • more effective than conventional training

2
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training the untrainable

  • practically (astronauts) & theoretically untrainable (warzones)

    • issues regarding safety, difficulty & cost

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how could XR be more effective than conventional training

  • Combined technologies can provide performance feedback

  • wow factor boosts engagement

  • Everything is manipulable

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measuring performance of skills

  • interested in the transfer of skills to physical reality

  • almost all CR training is indirect

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good XR research should measure?

  • learning (how much skills has improved in XR)

  • transfer (how the training translates to physical reality)

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when should we use XR for training 

  • Feasible 

    • Can training be done without XR, is it expernsive, will the target group benefit

  • transferable

    • can training transfer to the target skill, is it more successful

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ideal process of training studies

  1. baseline measures

  2. blind participants randomisation 

  3. different levels (XR, conventional, control)

  4. post training & transfer test

  5. retention test

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probability of skills transfer in XR research depends on

  • presence

  • validity

  • individual differences

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presence in XR skills transfer

  • immersion

  • ease of interaction

  • personalisation 

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validity in XR skills transfer

  • external validity

    • enviromental matching

  • internal validity

    • thematic consistency

  • physical validity

    • reality physics

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individual differences in XR skills transfer

  • XR experience

  • cybersickness

  • experience

  • skills experience 

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things which must be considered during XR research

  • Exclude P w/high likelihood of experiencing cybersickness (e.g., previous history with similar technology)

  • Measure any outcome-relevant variables at baseline

  • Measure cybersickness symptoms throughout procedure (using biomarkers & self-report)

  • Measure transfer & task performance at baseline and post-training Include an active control condition

  • Measure presence & cognitive load throughout the procedure If possible, measure skill retention at follow-up

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Is XR training actually any good (Bateman, 2005)

  • metanalysis which used RCT that tested XR training of psychomotor skill

  • passive controls (no training, waiting list)

  • active controls (convectional training)

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findings of Is XR training actually any good (Bateman, 2025)

  • Consistent negative effect (not stat. sig.) of haptic feedback on psychomotor skill learning

  • all models found significant positive effects of XR training over non-XR training on task performance 

    • XR more effective than other training interventions

  • No clear relationships between methodological features and psychomotor skill learning

    • AR, VR

    • Type of skill (surgical, sport, music, etc.)

15
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what factors predict learning 

  • Conducted Bayesian Network analysis

16
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role of haptic feedback

  • negative feedback on learning

  • haptic was too broad 

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XR is not automatically superior in training

  • its value depends on cost–benefit trade-offs for the specific skill and context

  • it has to beat what you already do (sim labs, supervised practice, on-the-job training), not just “no training”

  • worth it when it unlocks things you can’t do cheaply or safely otherwise

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Bateman et al (2025)’s recommendations for XR training

  • Better, more standardised RCT designs (dose, timing, controls).

  • Routine pre-registration and full methodological + technical reporting.

  • Systematic measurement of cybersickness and other confounds.

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Makransky & Petersen – CAMIL (2021)

  • VR is useful when you deliberately use methods that channel presence/agency into learning & manage cognitive load

  • otherwise it can be flashy but inefficient

    • IVR can increases extraneous cognitive load compared w/flat-screen/multimedia if badly designed

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VR is cognitively demanding

  • learners must allocate attention

  • manage navigation

  • interpret unfamiliar cues

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UX design aims to reduce cognitive load in VR

  • ensuring predictable responses

  • simpler interactions

22
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emotions affect presence in VR

  • if learner feels uncertain/overwhelmed → immersion breaks instatnly

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what is good UX design

  • freeing the brain so it can learn

  • not being overwhelmed by cognitive interface

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belonging in VR

  • psychological safety + familiarity w/enviroment

  • when discomfort drop = cognitive focus for learning

  • moment headset is forgotten = absorption allowing presence

  • belonging = environmental fit

25
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safe-to-fail

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what is interoception

  • headaches, hunger proprioception

  • sensing the inside 

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interoceptive awarness

  • how we know what’s happening and how we feel inside our bodies

  • emotions

  • social behaviour e.g self awareness 

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Exteroception

  • sight, sound, smell, touch taste

  • sensing the outside

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Interception & exteroception

  • combined percept of the body in the world

  • located in various brain regions, including the insula, anterior cingulate cortex, somatosensory cortices, thalamus, and brainstem

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how do we measure interoception

  • heart rate

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motor contagion

  • involuntary imitation based on observed movements

    • e.g yawning after watching someone else yawn

  • consided behavioural manifestation of mirror neuron system

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motor contagion supports

  • communication

  • social interaction

  • interpersonal coordination

  • motor learning

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motor contagion modulated by

  • embodiment perspective

  • congruency 

34
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body ownership

  • phenomenological sense of ‘this is me’

  • integrates multisensorial signals

  • studies through behavioural, neuropsychological & neurophysiological methods

  • e.g rubber hand illusion

35
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motor contagion effects on biological movement actions during humanoid robot mirrored & embodied experiences

  • previous work shows motor contagion with humanoids (face-to-face, 2nd person) & virtual hands (1st & 3rd person)

  • gap on whether there is a sense of self vs sense of other 

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research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot

  • examined: Perspective (1PP vs F2F), Motion congruency, Motor variability

  • Participants stand in front of robot & mimic its motion

  • consistent motor contagion 

    • congruent = lower variance

    • incongruent = higher variance

  • 1st person perspective amplifies variance

    • suggests stronger motor resonance + altered ownership/agency relationship

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interpretation of research on the relationship between sense of self vs. sense of other when embodying a physically present humanoid robot

  • suggests flexible self-other boundaries 

  • provides partial evidence toward

    • body ownership shift

    • Potential delusion of control framework

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Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)

  • Do interoceptive traits (and alexithymia) modulate embodiment in VR

    • especially when motor cues are congruent vs. incongruent?

  • Measures

    • interoceptive awareness (Heartbeat Counting Task),

    • Alexithymia (TAS-20)

    • Body Ownership (questionnaire)

  • VR

    • Hand-tracking; seated

    • congruent = avatar mirrors picture

    • incongruent = avatar performs opposition while user pinches

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Body ownership (EBO) emerges from

  • integrating interoceptive + exteroceptive cues

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results of Interception, alexithymia & motor congruency in VR (Savickaite, Gupta, Kannan)

  • Motor congruency effect

    • Higher ownership in congruent

  • Interoception was positively related to ownership under congruent feedback

  • Alexithymia didnt have a significant predictor of ownership; negatively related to interoceptive awareness

  • Greater SD in the incongruent condition → heterogeneous responses to sensory–motor mismatch.

  • Congruent visual–motor cues robustly enhance embodiment.

  • Interoceptive awareness appears to support ownership when cues align

    • less influence when cues conflict

  • Alexithymia may have a lesser impact on embodiment in motor-driven VR than in visuo-tactile illusions.

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Limits of Interception, alexithymia & motor congruency in VR

  • Modest sample; HCT validity debated

  • questionnaire included some “third hand” items not perfectly matched to the display

  • heterogeneous sample (incl. ADHD/ASD) without subgroup power.

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implications of Interception, alexithymia & motor congruency in VR

  • ensure motor congruency to strengthen embodiment in VR interventions 

  • Training interoceptive awareness could enhance VR-based rehabilitation/therapy relying on body ownership

  • Larger, balanced samples; multi-axis interoception (cardiac/respiratory/GSR); refined embodiment scales;

  • full-body avatars - limited to hands

  • objective motor accuracy; test motor contagion paradigms - limited studies

43
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User engagement

  • Smooth navigation and intuitive design are essential for keeping users engaged

  • Tailoring the interface to user needs boosts satisfaction and compliance

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Cross-Device Adaptability

  • Responsive design ensures functionality across various devices

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FrameVR, UX & accessibility 

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Designing for the brain not the headset

  • our job is to observe before we build

  • understand their motivations, fears and mental models

  • design the experience in their language at their pace through reality

47
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UX/UI designer

  • develop the future and what it would look like

  • designing for the brain/person

  • working closely with developers and the company

48
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user persona

  • a fictional, realistic character created from research to represent a specific segment of a target audience

  • Behaviourally designed user persona = what would motivate them

  • allows designs to develop scale

  • wont always be told what people want

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creating user persona

  1. professional goals

  2. behavioural lense & cognitve motivators

  3. behavioural pains

  4. descion making patterns 

  5. adaptability & learning behaviour 

  6. upspoken wishes

  7. influnce opporunites 

50
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rule of belonging

  • Don’t focus on technology → focus on people

  • helping users forget the hardware and feel at home in VR world

  • humanise the journey of learning VR through a story

  • Immersion starts when discomfort ends

  • When they forget the headset exists, thats when the design begins to work 

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Cinderella’s story 

52
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safe to fail learning

  • allows for improved confidence

  • create checkpoints & clear progress cues to prevent feeling stuck

  • predict frustration points & provide gentle help

  • allow mistakes

  • safety isn’t absence of risk = presence of trust

53
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emotional connection in VR

  • leads to stronger memory & retention

  • brain suspends disbelief when tasks are meaningful & achievable

  • When learner act in a professional rhythm, their focus narrows

    • flow state

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rule of alignment

  • when analytics look great but emotion disagrees

  • a learner could complete all tasks but not want to do it again due to emotional detachment

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Data shows performance; psychology reveals experience

  • a perfect run in metrics may feel lonely

  • align analytics w/emotional truth

    • Pair data dashboard with qualitative debriefs or sentiment surveys

    • watch body language

    • use trust indicators

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trust indicators

  • voluntary re-engagement 

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behavioural designs 

  • anticipating behaviour before it happens 

  • every prompt should add

  • subtle design interventions influence better descions without persuasion 

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Use of AI

  • designed to guide & not control to support confidence

  • goal is to make users feel as though they are talking with a subject matter expert

  • trained on verified souces

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VR is cognitively demanding

  • learners must allocate attention, manage navigation, & interpret unfamiliar cues

  • UX design is to reduce cognitive load

    • predictable simple interactions

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Emotions affect presence

  • if a learner feels uncertain,self-conscious, or overwhelmed, immersion breaks instantly.

61
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Good UX

  • Freeing the brain so it can learn

  • not cognitively overloading

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Belonging in VR

  • psychological safety + familiarity with the environment

  • discomfort prevents learning

  • forgetting HMD exists allows for attentional absorption

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Safe-to-fail VR

  • mistakes are expected and supported, not punished

  • Predictability reduces anxiety

    • consistent interactions → learners explore more

  • error based learning strenghtens memory

  • trust stabilises attention

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Flow

  • psychological state of focus where a person becomes fully immersed in a task & loses awareness of time

65
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data ≠ feeling

  • Metrics show performance

  • Emotions reveal learning potential

  • may have flow during complex tasks but may no have high presence

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Key Conditions for Flow

  • The learner knows exactly what to do

  • Actions produce meaningful responses

  • Not too easy, not too difficult

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Why Flow Matters in VR

  • Enhances learning by sustaining attention

  • Reduces cognitive noise & supports presence

  • Improves motivation, engagement, & memory retention

  • Encourages exploration & problem-solving in immersive environments.

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Behavioural design in VR

  • Familiar patterns reduce cognitive barriers

  • Emotional engagement improves encoding specificity → stronger memory

  • Narrative + urgency + closure = deeper learning

  • UX shapes learning by shaping emotion

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Claustrophobia & MRI

  • sight of scanner

  • 62% experience anxitey 

  • coil placement

  • entry in the scanner

  • results in reduced scan quality

  • means delayed diagnosis, poor experience and additional costs

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How is Claustrophobia & MRI usually aided

  • being shown around the scanner

  • reliance on anxiolytics

    • overuse of drugs & don’t want to give

  • lack of time pressure

    • arent ableto look around

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what we know about MRI & claustrophobia (Hudson et al, 2022)

  • Overall failure to scan rate 0.76%

  • Equipment-related failure

    • Open scanner 3.72

    • UpRight scanner OR 0.59

  • Exam related

    • Head-first 2.06

    • Head/Neck scan 8.40

  • Patient related

    • 45-64yrs old 1.63

    • Female 1.25

    • NHS OR 1.44 – motivation!

  • Cost: £549,760 in review

    • Potential £3.2 million + to NHS

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Patient journey through MRI

  • Many patients note the moment of positioning as memorable, as it is an opportunity for human interaction with another person at a time when they feel most vulnerable

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Phobia

  • an overwhelming and debilitating fear of anobject, place, situation, feeling or animal

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Claustrophobia

  • Fear of confined spaces

    • restriction

    • suffocation

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Cleithrophobia

  • Fear of being trapped and unable to escape

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What Matters to Patients? (MRI)

  • make it personal

  • reduce noise

  • need more support if they are panicked

  • support with coping

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How can we improve MRI

  • contact whilst having scan and conversations

  • vist before doesnt happen often and doesn’t help

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why can VR help MRI phobias

  • provides exposure/distraction

  • accurate representation of sights & sounds

  • shown to be as effective in vivo exposure therapy for many phobias

  • opportunity to familiare/practice away from actual scanning lists without pressure

  • potential for delivery of relaxation exercises

  • non-pharmacological option

  • shown to reduce anxiety

  • more accesible

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Modal model (Gross, 2015)

  • how do we generate emotions

  • sitaution = scan 

  • attention = draws attention to whats happening

  • appraisal = i cant do this

  • response = leave or move too much

  • usually fear or anxitey 

  • strategies that may be applied can be regarded as ¼ types

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BPSM Challenge & Threat

  • individual assessment of

    • demands of situation (primary)

      • this is scary 

    • resources to cope (secondary)

      • can i cope with it 

  • will result in 

    • challenge = high resource to cope & low demands

      • what do i do 

    • threat = low resources to cope & high demands

      • they leave

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Fear to familiarisation - how can a virtual MRI scan experience support emotional regulation (Hudson, 2025)

  • MRI can provoke anxitey due to unfamiliarity/claustophobia

  • VR allievate prescan distress as its immersive

  • Study examines efficacy of VR for reducing MRI anxitey

  • All p lessended anxitey, increased confidence & decreased concern

  • Repeated exposure lowered perceived anxitey & indicated faster progression through espcerience increasing familiarity and reducing avoidance

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Results of MRI & VR study

  • presence = feeling of being somewhere else

  • interactivity = high engagement & control

  • immersion = levels of sensory inputs

  • behavioural consistency 

  • made them feel real but improvements can be made

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concern of VR & MRI

  • Greatest concern over Restriction, less so over Suffocation

  • ‘Unable to escape if I had to’

  • Importance of being able to escape and see an escape route, even in VR– Cleithrophobia

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confidence of VR & MRI

  • Improved self-efficacy to cope

  • greatest improvement in ‘being able to control fearful thoughts whilst in an MRI scanner’

  • able to experience without being in a scanner

  • useful preparation to understand what to expect

  • provision of additional support 

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MR in VR, demand resource evaluation – Challenge vs Threat

  • significantly improved

  • 6 p were originally in a state of threat 

  • Put some did experience a rise in threat after 1st but not after the 2nd  

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MR in VR – confidence (Hudson, 2025)

  • greatest improvement was ability to control fearful thoughts

  • able to experience without stress

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MR in VR – avoidant behaviour (Hudson, 2025)

  • p were quicker getting into the scanner the 2nd time around

  • improvement

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VR experience enhancement of MRI experience - future considerations

  • sensory inputs

    • scanner noise, headphones

  • engagement strategies

    • gamification, instructional content

  • coping strategies

    • breathing & mediatation

  • avatars

    • personalisation, embodiment

  • passive haptics

    • couch use

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Student Perspective –In Their Shoes

  • found it useful for students to understand the experience of patients

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Barriers to VR Implementation (Rizzo, 2017)

  • awareness

  • accessibility

  • availability

  • acceptability

  • adaptability

  • adherence

  • affordability

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conclusion of VR & MRI

  • High level of realism & acceptance by participants

  • Elicits emotional response which can be managed through reducing concern but mainly increasing confidence to cope

  • Knowing what to expect and familiarise with environment

  • Not for everyone – targeted use

  • Provides a conduit for providing support away from clinical pressure –establish rapport and build trust

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VR for MRI Preparation (Hudson, 2025)

  • explored the acceptability of a VE as an alternative method to prepare patients, with a focus on participant feedback to inform future development

  • 15 P underwent two exposures to the VE

  • Feedback obtained supported perception of the VE to have been engaging, safe, and of benefit, with a willingness to use in the future.

  • considered realistic, fostering acceptance & tolerance of the tool with a number of suggestions for improvement made

    • prefer use in a clinical setting w/staff support, rather than at home

  • VR could become a commonplace means of patient preparation & help facilitate coping strategies before an actual scan

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mixed methods study on practitioner perspectives on the acceptance of a VR tool for preparation in MRI (Hudson, 2023)

  • A key part of a radiographer's role within MRI is providing the required emotional support to help patients succeed with a scan

  • A mixed methods study was conducted looking at the use of a virtual scan experience for patients prior to MRI.

  • 9 radiographers attended 2 focus group sessions to see the tool and undergo a virtual experience.

  • Perceived usefulness, ease of use, attitude and intention to use were all positive towards the virtual scan tool

  • All practitioners saw value in such a tool and how it could be implemented within practice, highlighting areas for improvement and development.

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Understanding the human questions 

  • collective of arts practitioners, academics and p w/lived experience of hearing, seeing and sensing thing other dont

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Disruptive text 

  • educational movement, which encourages teachers to challenge traditional literature curricula by centering culturally responsive and anti-racist texts and pedagogy.

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Disrupting the disruptors

  • Disruptive tech is more conservative than radical

    • a retrograde set of mechanisms for reproducing and imprinting the basic ideological assumptions of the age

  • when applied to mental distress

    • techs regurgiate old delusions and norms 

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methodology, ethics, politics 

  • using creative methodologies in health research as a democratic mode for engaged research erodes the hierarchy between researchers and p 

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AI acts as an actor

  • programmed to recognise and respond to prompts

  • creates hallucinations in sense of generation of false info, while in humans is perceived in something that isnt in reality

  • both involve a disconnect in reality

  • can express emotions it doesnt have

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Weixbaum (1976)

  • therapist not seeing their own presence and reality as forming part of the human interaction 

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AVATAR therapy

  • novel form of psychological therapy for voice hearing individuals 

  • clinicians ventriloquise a hearer’s voice whilst operating a digital puppet (avatar)

  • has human operators but created empathy allowing

  • build an avatar to match what they can hear  

  • series of interactions are staged 

    • based on things that the voices say

  • individual is encouarged to push back and make it nicer

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