scholarly journals Virtual Reality and Web-Based Growth Mindset Interventions for Adolescent Depression: Protocol for a Three-Arm Randomized Trial

10.2196/13368 ◽  
2019 ◽  
Vol 8 (7) ◽  
pp. e13368 ◽  
Author(s):  
Jessica Lee Schleider ◽  
Michael C Mullarkey ◽  
John R Weisz
2019 ◽  
Author(s):  
Jessica Lee Schleider ◽  
Michael C Mullarkey ◽  
John R Weisz

BACKGROUND Depression is the leading cause of disability in youth, with a global economic burden of US >$210 billion annually. However, up to 70% of youth with depression do not receive services. Even among those who do access treatment, 30% to 65% fail to respond and many dropout prematurely, demonstrating a need for more potent, accessible interventions. In a previous trial, a single-session Web-based growth mindset (GM) intervention significantly reduced depressive symptoms in high-symptom adolescents; however, this intervention did not benefit adolescents uniformly. For instance, the intervention reduced depression in adolescents who reported post intervention increases in perceived control, but it did not lead to significant depression reductions in adolescents who reported no significant post intervention increases in perceived control. OBJECTIVE The goal of this project is to test the acceptability and efficacy of a novel, single-session, virtual reality (VR) depression intervention—the VR Personality Project—teaching GM, the belief that personal attributes are malleable rather than fixed. The VR Personality Project was designed to systematically target and increase adolescents’ perceived control by offering a more immersive, engaging, user-directed intervention experience than the Web-based intervention can provide. By targeting an identified predictor of intervention response, the VR Personality Project may lead to larger reductions in depressive symptoms than existing Web-based mindset interventions. METHODS Adolescents with elevated depressive symptoms or a recent history of depression (N=159; ages 12 to 16 years) will be randomized to one of 3 intervention conditions: the VR Personality Project; the Web-based GM intervention tested previously; or an active, Web-based control. Adolescents and their parents will report on the adolescents’ depression symptoms, perceived control, and related domains of functioning at preintervention, postintervention, and at 3- and 9-month follow-up assessments. RESULTS We predict that the VR and Web-based mindset interventions will both lead to larger reductions in adolescent symptoms than the control intervention. Additionally, we predict that the VR-based single session intervention will lead to larger reductions in depression than the online mindset intervention and that these symptom reductions will be mediated by increases in adolescents’ perceived control from pre- to postintervention. CONCLUSIONS The results may suggest an efficient strategy for reducing adolescent depressive symptoms: One that is mechanism-targeted, relatively affordable (less than US $200 for a commercially available VR headset, a fraction of the cost of long-term psychotherapy) and potentially engaging to adolescents experiencing mood-related distress. CLINICALTRIAL ClinicalTrials.gov NCT0385881; https://clinicaltrials.gov/ct2/show/NCT03858881 (Archived by WebCite at http://www.webcitation.org/78C3roDgA). INTERNATIONAL REGISTERED REPOR DERR1-10.2196/13368


2020 ◽  
Vol 11 (1) ◽  
pp. 99-106
Author(s):  
Marián Hudák ◽  
Štefan Korečko ◽  
Branislav Sobota

AbstractRecent advances in the field of web technologies, including the increasing support of virtual reality hardware, have allowed for shared virtual environments, reachable by just entering a URL in a browser. One contemporary solution that provides such a shared virtual reality is LIRKIS Global Collaborative Virtual Environments (LIRKIS G-CVE). It is a web-based software system, built on top of the A-Frame and Networked-Aframe frameworks. This paper describes LIRKIS G-CVE and introduces its two original components. The first one is the Smart-Client Interface, which turns smart devices, such as smartphones and tablets, into input devices. The advantage of this component over the standard way of user input is demonstrated by a series of experiments. The second component is the Enhanced Client Access layer, which provides access to positions and orientations of clients that share a virtual environment. The layer also stores a history of connected clients and provides limited control over the clients. The paper also outlines an ongoing experiment aimed at an evaluation of LIRKIS G-CVE in the area of virtual prototype testing.


2016 ◽  
Vol 14 (2) ◽  
pp. 64-78 ◽  
Author(s):  
Yong Sang ◽  
Yu Zhu ◽  
Honghua Zhao ◽  
Mingyan Tang

The modern web-based distance education overcomes space-time restriction of the traditional teaching forms. However, being short of specifically observable and operable experimental equipment makes the web-based education lack advantages in the knowledge learning progress, which needs strong stereoscopic effect and operability. Truck crane is the most widely used crane installed on ordinary or tailor-made chassis with strong operability. This paper introduces a kind of interactive truck crane simulation platform based on the virtual reality technology, on which can complete the simulation experiment of the crane's movement. The framework and working principle of the interactive truck crane simulation platform are discussed in the paper, while landing leg and hook are used as an example to show the motion control mechanism of truck crane components. The interactive truck crane simulation platform uses the browser-based structure, Java3D, virtual reality and Java Applet, etc. to develop a Web3D virtual reality learning environment, which has the advantages of good interaction, strong sense of reality, simple update, less investment and so on. This learning environment can meet the needs that many students study online at the same time, so it has important application in the distance education of mechanical profession and remote training of vocational skills.


2010 ◽  
Vol 35 (5) ◽  
pp. 2112-2118 ◽  
Author(s):  
Younghee Lee ◽  
Jinkyung Kim ◽  
Junghwan Kim ◽  
Eun Jung Kim ◽  
Young Gyu Kim ◽  
...  

2011 ◽  
Vol 17 (1) ◽  
pp. 5-13 ◽  
Author(s):  
Deborah M. Miller ◽  
Shirley M. Moore ◽  
Robert J. Fox ◽  
Ashish Atreja ◽  
Alex Z. Fu ◽  
...  

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