VR Embodiment for Stress Evaluation in a Return to Work Simulation

Study Overview
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Brief Summary
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Comparing the emotional effect of two different versions of one VR experience. The VR experience will simulate a typical return to work situation after an absence due to burnout. The difference of the VR scenario is the point of view. In the first version, the 'standard' version, the user is looking at the VR experience from a neutral point of view, as if s/he was watching a 2D screen. In the second version, the 'embodiment' version, a VR features is added to have the user feeling incarnated in a digital human. This will enhance the feeling of being present in the virtual world and will enhance the emotional answer. The measured endpoint will be the evoked emotions, in particular stress.

Official Title
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A Randomized Controlled Single Blind Parallel Study, Evaluating Embodiment in a VR Scenario Designed to Elicit Stress in a Return to Work E-vironment.

Conditions
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Virtual Reality, Stress, Burnout

Intervention / Treatment
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* Other: Embodiment
* Other: Observation


Participation Criteria
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Eligibility Criteria
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Inclusion Criteria: working in the office building where the study will be conducted Exclusion Criteria: neurologic disorder precluding the use of VR goggles (epilepsy, …), facial wounds precluding the use of VR goggles. a preliminary test evaluating the stress level will be conducted, DASS -21: stress levels above moderate is an exclusion criteria

Ages Eligible for Study
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Minimum Age: 18 Years
Maximum Age: 65 Years

Sexes Eligible for Study
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All

Accepts Healthy Volunteers
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Accepts Healthy Volunteers

Study Plan
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How is the study designed?
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Design Details

Primary Purpose: Other
Allocation: Randomized
Intervention Model: Parallel Assignment
Interventional Model Description: Parallel single blind randomised controlled trial
Masking: Double


Arms and Interventions

| Participant Group/Arm | Intervention/Treatment |
| --- | --- |
| Experimental: Embodiment group<br>This group this group will view the VR scenario being 'embodied' in the avatar who is experiencing the VR scenario. This implies first persons perspective, agency over the avatar, multi-sensorial integration and co-location. | Other: Embodiment<br>* Embodiment of a real human in a virtual human (avatar) means that the real human feels incarnated in the avatar. This happens when the real human sees the VRscenario from first person perspective, that the real human can make the avatar move (=agency over the avatar), multi-sensorial integration (=there is a link between the brain of the real human and the avatar. Example, when the avatar sits on a chair, the real human will too and he feels that he is sitting on a chair. Or when the avatar is moving the real human is doing the same movement (and of course the brain of the real human is aware of this movement)) and co-location (= avatar and real human have the sane posture).<br>|
| Sham Comparator: observation group<br>This group will view the VR scenario from a third persons perspective , as an observer. | Other: Observation<br>* The person is looking at the VR scenario as if s/he was looking at a TV<br>|

What is the study measuring?
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Primary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| measured stress level | This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale stress | this will be evaluated after the intervention and will take 15 min. | 

Secondary Outcome Measures

| Outcome Measure | Measure Description | Time Frame |
| --- | --- | --- |
| measured Emotional level | general emotional level, measured with the PANAS scale | 15 min, before (baseline) and after the intervention | 
| measured stress baseline | This is measured with a Visual Analogue Scale from 1-10 and with the DASS-21, subscale | 15min, before the intervention | 
| embodiment evaluation | measuring the level of embodiment experienced by the user | 20 min after the intervention | 
| plausibility illusion and place illusion | Answering the question: is it possible that it happens and that it happens here?. Assessed together with the level of embodiment, also with a questionnaire. | 20 min after intervention | 

 Terms related to the study
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Keywords Provided by Centre Hospitalier Valida
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Virtual reality, stress, embodiment, Burnout