| Literature DB >> 35383263 |
G Calogiuri1,2, B J Keegan3, S L Birkheim4, T L Rydgren5, O E Flaten6, F Fröhlich6, S Litleskare7.
Abstract
The salutogenic effects of green exercise are widely recognised, yet many individuals do not engage in this health-related behaviour. Using a convergent mixed methods approach, this study explored the impact of experiencing nature through Virtual Reality (VR) on the decision-making process relating to green exercise. Three experimental trials were conducted (overall n = 136), in which healthy adults were exposed to different VR scenarios reproducing a virtual walk in an existing urban green area. Participants reported medium-high rating of intent to visit the location. Significant pre-to-post increments in future green exercise intention were observed after the VR exposure, though a significance difference was not achieved in comparison with a control condition. Qualitative analysis revealed the impact of the VR experience on behaviour regulation, and highlighted the pivotal role of anticipated emotional benefits. Despite scepticism, the VR experience was effective in arousing curiosity to explore natural environments, which was associated with environmental perceptions as well as nostalgic and socio-cultural perspectives.Entities:
Mesh:
Year: 2022 PMID: 35383263 PMCID: PMC8983725 DOI: 10.1038/s41598-022-09622-x
Source DB: PubMed Journal: Sci Rep ISSN: 2045-2322 Impact factor: 4.379
Overview of experimental conditions in the different studies.
| Study | Design | Condition’s name ( | Description | Duration | Activity level | Cybersickness |
|---|---|---|---|---|---|---|
Study 1[ | RCT with cross-over design and counterbalanced administration of conditions (15- to 30-min wash-out period). Participants visited the location in reality prior the experimentation | Sedentary*unstable 360° video ( | VR exposure while sitting on a chair | 10 min | Sedentary (RPE = 8.00 [6.00–11.00]) | Severe (11pt scale = 8.50 [3.75–10.00]) |
Active*unstable video ( | VR exposure while walking on a manually-driven treadmill | 10 min | Light-intensity (RPE = 11.00 [9.00–13.00]) | Severe (11pt scale = 7.50 [6.00–9.00]) | ||
Study 2[ | Single blind RCT with parallel groups (randomization based on pre-established order) | Sedentary*unstable 360° video ( | VR containing oscillations on the horizontal and vertical axis (e.g., due to cameramen locomotion and unwanted vibrations) | 10 min | Sedentary | Severe (SSQ = 33.66 [14.96–99.11]) |
| Sedentary*stable 360° video ( | VR containing almost no oscillations by using a dolly and an electronic gimbal while recording | 10 min | Sedentary | Concerning (SSQ = 18.70 [1.87–35.53]) | ||
Study 3[ | Single blind RCT with parallel groups (“pick from a hat” randomization). Participants were exposed to stress-elicitation prior the condition by viewing a 2′50’’ film clip (Ray & Gross, 2007) | Active*stable 360° video ( | VR developed as a 360° video whilst walking on a manually-driven treadmill | 10 min | Light-intensity (RPE = 9.50 [7.00–13.00]) | Severe (SSQ = 24.31 [15.43–33.66]) |
Active*stable 3D model ( | VR developed as a 3D model whilst walking on a manually-driven treadmill | 10 min | Light-intensity (RPE = 12.00 [10.00–13.00]) | Some. symptoms (SSQ = 14.96 [11.22–33.66]) | ||
Control ( | Walk on a treadmill whilst staring a blank wall | 10 min | Light-intensity (RPE = 11.00 [8.00–13.00]) | Some symptoms (SSQ = 11.22 [3.74- 22.44]) |
RPE = Ratings of perceived exertion (6 = “Rest”, 9 = “Very light”, 13 = “Somewhat hard”). 11pt scale = Single item “I got dizzy during the virtual walk”, 11-point Likerst scale (0 = Not at all; 5 = Neutral; 10 = Absolutely). SSQ = Simulator-Sickness Questionnaire (10–15 = Some symptoms; 15–20 = Concerning, > 20 = Severe [Kennedy et al., 2003]). NB: the SQQ include “fatigue” and “sweating” as symptoms, which may have inflated the total score for the “Active” conditions as well as the “Control”.
aParticipants are the same in both conditions as according to cross-over design.
Overview of technology and techniques employed to develop and deliver the VR scenarios in the different studies.
| Study | Type of VR | Development of the VR scenario | Soundscape | Playback | Interactivity |
|---|---|---|---|---|---|
| Study 1[ | 360° video | Samsung gear 360 sm-c200 camera mounted on a modified Yelangu s60t handheld stabilizer. Post-production editing done in Adobe After Effects CC 2017, Warp Stabilizer VFX, and in Samsung Gear 360 ActionDirector, build 1.0.0.2423 | Audio recorded simultaneously by the camera’s microphone | Samsung S7, with Android 7.0, mounted on a Samsung Gear VR mask with Sennheiser HD 201 headset. In the “active” exposure, the participants walked on a manually-driven treadmill (Woodway, Curve) at a self-paced speed | The participants could not influence the speed of the “virtual walk” No avatar |
| Study 2[ | 360° video | Unstable 360° video: Montage based on the 360° video developed for Study 1 Stable 360° video: Samsung gear 360 sm-c200 camera mounted on a Guru 360 camera stabilizer, with the cameraman standing on a dolly pushed by an assistant Both conditions: video montage and colour editing done in the VeeR Editor (VeeR, ZhongGuanCun, China) application directly on the Samsung S7 | Audio recorded simultaneously by the camera’s microphone | Samsung S7, with Android 7.0, mounted on a Samsung Gear VR mask with Sennheiser HD 201 headset | The participants could not influence the speed of the “virtual walk” No avatar |
| Study 3[ | 360° video | GoPro Fusion (5228 × 2624, resolution, 30 frames per second; GoPro, San Mateo, California, USA), with the cameraman standing on an electric hoverboard (AAG, MADD gear electric, Victoria, USA). Post-production editing done in GoPro Fusion Studio (to apply the Full Stabilization filter) and Adobe Premier (to adjust over-saturated colours) | Audio recorded using a surround microphone with four channels (Zoom H2, Zoom Coorporation, Chiyoda-ku, Japan) | HTC Vive Pro HMD (field of view of 110˚; resolution of 2880 × 1600; refresh rate of 90 Hz) connected to a computer (Intel(R) i7-8700 k processor, 16 gigabytes of RAM, NVIDIA Geforce RTX 2080 graphics card), and Sony WH-1000X M3 noise-cancelling headphones (Sony Corporation, Tokyo, Japan). The VR system was connected with a manually-driven treadmill (Woodway, Curve) through a USB output, so that the participants’ pace was in sync with the movements in the virtual world | The participants could control the movements in the virtual world through the treadmill No avatar |
| Computer-generated (3D model) | Terrain model obtained from hoydedata.no. Path and immediate surroundings scanned with a drone (Phantom 4 Pro UAV, DJI, Shenzhen, China) in 4 K resolution. 3D model reconstructed from the aerial photographs with the photogrammetry software RealityCapture (Capturing Reality, Bratislava, Slovakia) |
Demo videos of all VR scenarios are available online at https://www.youtube.com/channel/UCbzH1x--keKGwlnpwNRWUxA/videos.
Figure 1Intention to visit the location shown in the VR scenario (agreement with the statement “After the ‘virtual walk’, I now want to visit that place in the reality”). The intention to visit the location was rated on a 0–10 scale, but for the sake of simplicity the ratings were here conflates as “Positive intention” (rating 0 to 4), “Neutral” (raing point 5, which corresponds to the varbal cue “neither agree neither disagree”), and “Negative intention” (ratings 6 to 10).
Figure 2Changes from baseline in general green exercise intention, measured using the Intention to Perform Green Exercise Questionnaire[41] before and after the VR exposure, in relation to different experimental conditions (EMM ± SE, as corrected for PA-levels). Left = Study 2; Right = Study 3.
Figure 3Example of second order themes and aggregate dimensions emerging from qualitative data.