As a result of the health emergency, there has been a growing desire to understand how to use and make the most of the potential of virtual reality in the medical-health field to use it as a support in people’s daily lives. Specific therapeutic practices, such as biofeedback, have been developed and improved to address the problem of anxiety and stress, with the aim of teaching patients to manage anxiety or stress independently. Since VR has the ability to make specific circumstances accessible and experiential, the attempt becomes to combine traditional practices with the new tools available. This is how the first experiments of biofeedback applied to virtual reality are born, a practice that is effective as it allows to control both the experience administered, and the physiological and psychological response of the user. With this thesis we want to investigate and examine the literature produced to date, so as to define a complete and structured theoretical basis, which also includes the technology and experiential principles of users related to biofeedback in VR. The intent is therefore to find and highlight the recurring elements and criteria with which these experiences have been developed, and identify on the one hand any design cues for future implementations, On the other hand, the category of users best suited to these experiments, identifying the reasons.
A seguito dell’emergenza sanitaria è cresciuto il desiderio di capire come utilizzare e sfruttare al massimo le potenzialità della realtà virtuale in ambito medico-sanitario per di utilizzarla come supporto nella vita quotidiana delle persone. Per far fronte al problema correlato all’ansia e allo stress sono state sviluppate e migliorate delle specifiche pratiche terapeutiche, come ad esempio quelle dei biofeedback, il cui scopo è insegnare al paziente a gestire autonomamente stati di ansia o stress. Dal momento quindi che il VR ha la capacità di rendere accessibili e sperimentabili circostanze specifiche, il tentativo diventa quello di unire le pratiche tradizionali con i nuovi strumenti a disposizione. Nascono così le prime sperimentazioni dei biofeedback applicati alla realtà virtuale, pratica che risulta essere efficace in quanto permette di controllare sia l’esperienza somministrata, che la risposta fisiologica e psicologica dell’utente. Con questa tesi si vuole quindi andare ad indagare ed esaminare la letteratura ad oggi prodotta, così da poter definire una base teorica completa e strutturata, che comprenda anche la tecnologia e i principi esperienziali degli utenti correlati ai biofeedback in VR. L’intento è quindi quello di trovare ed evidenziare gli elementi ricorrenti e i criteri con cui tali esperienze sono state sviluppate, ed identificare da un lato eventuali spunti progettuali per future implementazioni, dall’altro la categoria di utenti che meglio si presterebbe a queste sperimentazioni, individuando i motivi.
I biofeedback in realtà virtuale : uno strumento per migliorare il benessere mentale
Dalla Ricca, Letizia
2021/2022
Abstract
As a result of the health emergency, there has been a growing desire to understand how to use and make the most of the potential of virtual reality in the medical-health field to use it as a support in people’s daily lives. Specific therapeutic practices, such as biofeedback, have been developed and improved to address the problem of anxiety and stress, with the aim of teaching patients to manage anxiety or stress independently. Since VR has the ability to make specific circumstances accessible and experiential, the attempt becomes to combine traditional practices with the new tools available. This is how the first experiments of biofeedback applied to virtual reality are born, a practice that is effective as it allows to control both the experience administered, and the physiological and psychological response of the user. With this thesis we want to investigate and examine the literature produced to date, so as to define a complete and structured theoretical basis, which also includes the technology and experiential principles of users related to biofeedback in VR. The intent is therefore to find and highlight the recurring elements and criteria with which these experiences have been developed, and identify on the one hand any design cues for future implementations, On the other hand, the category of users best suited to these experiments, identifying the reasons.File | Dimensione | Formato | |
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https://hdl.handle.net/10589/198756