JMIR XR and Spatial Computing (JMXR)
A new peer-reviewed journal for extended reality and spatial computing in health and health care.
Recent Articles
![Experience of Youths and Older People With Virtual Reality Games for Cognitive Assessment: Inductive Thematic Analysis and Insights for Key Stakeholders Article Thumbnail](https://asset.jmir.pub/assets/99f612a8db55d1dfdf4194558d8b692e.png 480w,https://asset.jmir.pub/assets/99f612a8db55d1dfdf4194558d8b692e.png 960w,https://asset.jmir.pub/assets/99f612a8db55d1dfdf4194558d8b692e.png 1920w,https://asset.jmir.pub/assets/99f612a8db55d1dfdf4194558d8b692e.png 2500w)
Virtual reality (VR)–based goal-oriented games for cognitive assessment are rapidly emerging and progressively being used in neuropsychological settings. These games have been validated quantitatively, but minimal qualitative insights from users currently exist. Such insights on user experience are essential to answering critical questions linked to the games’ large-scale usability, adoption in hospital settings, and game design refinement. Current qualitative studies on these games have used general questionnaires or web-based reviews to answer these questions, but direct observation from primary settings is missing. We believe that direct observation of participants playing these games and subsequent interaction with them is critical to developing a more objective, clear, and unbiased view of the games’ efficacy, usability, and acceptability.
![Barriers and Facilitators to the Implementation of Virtual Reality Interventions for People With Chronic Pain: Scoping Review Article Thumbnail](https://asset.jmir.pub/assets/9fd9d9801aee19147b5e347adb6e5f28.png 480w,https://asset.jmir.pub/assets/9fd9d9801aee19147b5e347adb6e5f28.png 960w,https://asset.jmir.pub/assets/9fd9d9801aee19147b5e347adb6e5f28.png 1920w,https://asset.jmir.pub/assets/9fd9d9801aee19147b5e347adb6e5f28.png 2500w)
Chronic pain is a growing health problem worldwide with a significant impact on individuals and societies. In regard to treatment, there is a gap between guideline recommendations and common practice in health care, especially concerning cognitive and psychological interventions. Virtual reality (VR) may provide a way to improve this situation. A growing body of evidence indicates that VR therapy has positive effects on pain and physical function. However, there is limited knowledge about barriers and facilitators to the implementation of VR interventions for people with chronic pain in health care settings.
![Exploring How Virtual Reality Could Be Used to Treat Eating Disorders: Qualitative Study of People With Eating Disorders and Clinicians Who Treat Them Article Thumbnail](https://asset.jmir.pub/assets/56696404150174d6bcb97fb019a9bfdf.png 480w,https://asset.jmir.pub/assets/56696404150174d6bcb97fb019a9bfdf.png 960w,https://asset.jmir.pub/assets/56696404150174d6bcb97fb019a9bfdf.png 1920w,https://asset.jmir.pub/assets/56696404150174d6bcb97fb019a9bfdf.png 2500w)
![Perspectives of Medical Students and Developers Regarding Virtual Reality, Augmented Reality, Mixed Reality, and 3D Printing Technologies: Survey Study Article Thumbnail](https://asset.jmir.pub/assets/5b7aa382b13bdc8714b79bfc3c92476f.png 480w,https://asset.jmir.pub/assets/5b7aa382b13bdc8714b79bfc3c92476f.png 960w,https://asset.jmir.pub/assets/5b7aa382b13bdc8714b79bfc3c92476f.png 1920w,https://asset.jmir.pub/assets/5b7aa382b13bdc8714b79bfc3c92476f.png 2500w)
Emerging technologies, such as virtual reality (VR), augmented reality (AR), mixed reality (MR), and 3D printing (3DP), have transformative potential in education and health care. However, complete integration has not yet been achieved, and routine use is limited. There may exist gaps in the perspectives of these technologies between users and developers, and improvement may be necessary in developing such technologies.
![Factors Associated With Risky Drinking Decisions in a Virtual Reality Alcohol Prevention Simulation: Structural Equation Model Article Thumbnail](https://asset.jmir.pub/assets/82c7e1b75a1d81c7c0d5f2b9596b5372.png 480w,https://asset.jmir.pub/assets/82c7e1b75a1d81c7c0d5f2b9596b5372.png 960w,https://asset.jmir.pub/assets/82c7e1b75a1d81c7c0d5f2b9596b5372.png 1920w,https://asset.jmir.pub/assets/82c7e1b75a1d81c7c0d5f2b9596b5372.png 2500w)
Risky alcohol consumption among adolescents is a significant public health concern in most Western countries. Various motives and factors (eg, sensation seeking, gender, reduced self-efficacy) known in the literature are associated with risky drinking decisions in real life. Efforts to tackle risky drinking decisions in real life through skills training to deal with social pressures have been successful. However, interventions of this nature require significant resources. Technological solutions, such as virtual reality (VR), offer advantages, as they enable immersive experiences that replicate real-life scenarios. However, a question persists pertaining to the fidelity of real-world behaviors within virtual environments.
![Immediate Impact of an 8-Week Virtual Reality Educational Program on Burnout and Work Engagement Among Health Care Professionals: Pre-Post Pilot Study Article Thumbnail](https://asset.jmir.pub/assets/8de1d4a929f9c80b182757ab33aba3bd.png 480w,https://asset.jmir.pub/assets/8de1d4a929f9c80b182757ab33aba3bd.png 960w,https://asset.jmir.pub/assets/8de1d4a929f9c80b182757ab33aba3bd.png 1920w,https://asset.jmir.pub/assets/8de1d4a929f9c80b182757ab33aba3bd.png 2500w)
Health care professionals globally face increasing levels of burnout characterized by emotional exhaustion, depersonalization, and a reduced sense of accomplishment, and it has been notably exacerbated during the COVID-19 pandemic. This condition not only impacts the well-being of health care workers but also affects patient care and contributes to significant economic burden. Traditional approaches to mitigating burnout have included various psychosocial interventions, with mindfulness being recognized for its effectiveness in enhancing mental health and stress management. The emergence of virtual reality (VR) technology offers a novel immersive platform for delivering mindfulness and emotional management training.
![Using Virtual Reality to Reduce Stress in Adolescents: Mixed Methods Usability Study Article Thumbnail](https://asset.jmir.pub/assets/34274e8f73d7ba33742ab338660b6724.png 480w,https://asset.jmir.pub/assets/34274e8f73d7ba33742ab338660b6724.png 960w,https://asset.jmir.pub/assets/34274e8f73d7ba33742ab338660b6724.png 1920w,https://asset.jmir.pub/assets/34274e8f73d7ba33742ab338660b6724.png 2500w)
![Virtual Reality for Basic Life Support Training in High School Students: Thematic Analysis of Focus Group Interviews Article Thumbnail](https://asset.jmir.pub/assets/bfab56d179c0697cf439c5a67db74b8f.png 480w,https://asset.jmir.pub/assets/bfab56d179c0697cf439c5a67db74b8f.png 960w,https://asset.jmir.pub/assets/bfab56d179c0697cf439c5a67db74b8f.png 1920w,https://asset.jmir.pub/assets/bfab56d179c0697cf439c5a67db74b8f.png 2500w)
High-quality and engaging cardiopulmonary resuscitation (CPR) training of both health care professionals and members of the public is necessary to provide timely and effective CPR to maximize survival and minimize injuries. Virtual reality (VR) is a novel method to enhance CPR engagement and training. However, a near-peer mentoring framework has not been applied in such training to date.
![What is Diminished Virtuality? A Directional and Layer-Based Taxonomy for the Reality-Virtuality Continuum Article Thumbnail](https://asset.jmir.pub/assets/916666c4eec43f0d74eeda0f7b712942.png 480w,https://asset.jmir.pub/assets/916666c4eec43f0d74eeda0f7b712942.png 960w,https://asset.jmir.pub/assets/916666c4eec43f0d74eeda0f7b712942.png 1920w,https://asset.jmir.pub/assets/916666c4eec43f0d74eeda0f7b712942.png 2500w)
The concept of reality-virtuality (RV) continuum was introduced by Paul Milgram and Fumio Kishino in 1994. It describes a spectrum that ranges from a purely physical reality (the real world) to a purely virtual reality (a completely computer-generated environment), with various degrees of mixed reality in between. This continuum is “realized” by different types of displays to encompass different levels of immersion and interaction, allowing for the classification of different types of environments and experiences. What is often overlooked in this concept is the act of diminishing real objects (or persons, animals, etc) from the reality, that is, a diminution, rather than augmenting it, that is, an augmentation. Hence, we want to propose in this contribution an update or modification of the RV continuum where the diminished reality aspect is more prominent. We hope this will help users, especially those who are new to the field, to get a better understanding of the entire extended reality (XR) topic, as well as assist in the decision-making for hardware (devices) and software or algorithms that are needed for new diminished reality applications. However, we also propose another, more sophisticated directional and layer-based taxonomy for the RV continuum that we believe goes beyond the mediated and multimediated realities. Furthermore, we initiate the question of whether the RV continuum truly ends on one side with physical reality.
![Brain Activation During Virtual Reality Symptom Provocation in Obsessive-Compulsive Disorder: Proof-of-Concept Study Article Thumbnail](https://asset.jmir.pub/assets/d1fb879ad84f2bc98eee1e22df7db4fd.png 480w,https://asset.jmir.pub/assets/d1fb879ad84f2bc98eee1e22df7db4fd.png 960w,https://asset.jmir.pub/assets/d1fb879ad84f2bc98eee1e22df7db4fd.png 1920w,https://asset.jmir.pub/assets/d1fb879ad84f2bc98eee1e22df7db4fd.png 2500w)
Obsessive-compulsive disorder (OCD) is a psychiatric disorder characterized by obsessions and compulsions. We previously showed that a virtual reality (VR) game can be used to provoke and measure anxiety and compulsions in patients with OCD. Here, we investigated whether this VR game activates brain regions associated with symptom provocation.