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Developing a Dyadic Immersive Virtual Environment Technology Intervention for Persons Living With Dementia and Their Caregivers: Multiphasic User-Centered Design Study

Developing a Dyadic Immersive Virtual Environment Technology Intervention for Persons Living With Dementia and Their Caregivers: Multiphasic User-Centered Design Study

Immersive virtual environment technology (IVET) is one such option for engaging person living with dementia–caregiver dyads in an intervention together. IVET exists under the umbrella of virtual and augmented reality [20] and is defined as an artificial sensory experience that users actively engage with as if it were a real experience [21]. IVET promotes active engagement between users and computer-simulated environments through multisensory user-driven experiences [13,21,22].

Elizabeth A Rochon, Ayush Thacker, Mirelle Phillips, Christine Ritchie, Ana-Maria Vranceanu, Evan Plys

JMIR Aging 2025;8:e66212

Speech and Language Therapists’ Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey

Speech and Language Therapists’ Perspectives of Virtual Reality as a Clinical Tool for Autism: Cross-Sectional Survey

This can be achieved through different technologies, such as Computer Automated Virtual Environments (CAVE) and immersive head mounted displays (HMDs). These facilitate different levels of interaction, presence, and immersion, such as the perception of being in the real world. In the context of this paper, VR refers to HMDs and CAVE, with the idea of integrating HMDs into speech and language therapists’ clinical toolkits.

Jodie Mills, Orla Duffy

JMIR Rehabil Assist Technol 2025;12:e63235

Extended Reality Interventions for Health and Procedural Anxiety: Panoramic Meta-Analysis Based on Overviews of Reviews

Extended Reality Interventions for Health and Procedural Anxiety: Panoramic Meta-Analysis Based on Overviews of Reviews

These simulations can feel realistic, enabling users to practice skills or experience environments in a controlled and immersive setting that can ultimately aid the therapeutic process. For example, XR can gradually expose patients to anxiety-inducing cues, to elicit realistic emotional responses that can become habituated over time, and they can also supply experiential patient education material about a procedure or condition.

Tom Arthur, GJ Melendez-Torres, David Harris, Sophie Robinson, Mark Wilson, Sam Vine

J Med Internet Res 2025;27:e58086

The Journey From Nonimmersive to Immersive Multiuser Applications in Mental Health Care: Systematic Review

The Journey From Nonimmersive to Immersive Multiuser Applications in Mental Health Care: Systematic Review

Videoconferencing provides a more immersive experience, by allowing participants to see each other’s facial expressions, gestures, and partially, their body language, all in real time. Videoconferencing is also simple to use, and therefore, it has become a popular platform in remote health care group interactions.

Iveta Fajnerova, Lukáš Hejtmánek, Michal Sedlák, Markéta Jablonská, Anna Francová, Pavla Stopková

J Med Internet Res 2024;26:e60441

Virtual Reality–Based Food and Beverage Marketing: Potential Implications for Young People of Color, Knowledge Gaps, and Future Research Directions

Virtual Reality–Based Food and Beverage Marketing: Potential Implications for Young People of Color, Knowledge Gaps, and Future Research Directions

VR equipment can provide immersive experiences that are low-immersive (eg, computer desktop), semi-immersive (eg, video wall that includes images projected onto a large screen), or full (eg, head-mounted displays that engulf the field of view and present continually updated visual stimuli based on the users’ movements and selections) [58].

Omni Cassidy, Marie Bragg, Brian Elbel

JMIR Public Health Surveill 2024;10:e62807

Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality–Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial

Examining the Feasibility, Acceptability, and Preliminary Efficacy of an Immersive Virtual Reality–Assisted Lower Limb Strength Training for Knee Osteoarthritis: Mixed Methods Pilot Randomized Controlled Trial

Within VR applications, an important distinction can be made between immersive and nonimmersive media, which differs in spatial presences [13]. With immersive technology, participants view the full panorama and are essentially inside the created environment. In a nonimmersive environment, virtual content is based on how the device (PC, smartphone, or tablet) is moved or rotated, and participants are only external observers.

Hermione Hin Man Lo, Marques Ng, Pak Yiu Hugo Fong, Harmony Hoi Ki Lai, Bo Wang, Samuel Yeung-shan Wong, Regina Wing Shan Sit

JMIR Serious Games 2024;12:e52563

Immersive and Nonimmersive Virtual Reality–Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis

Immersive and Nonimmersive Virtual Reality–Assisted Active Training in Chronic Musculoskeletal Pain: Systematic Review and Meta-Analysis

Of the 28 RCTs, 7 (25%; n=316, 6.9%, participants) [49-53,65,69] were eligible for pooling for immersive VR. Pooled results favored immersive VR over conventional active training in reducing pain intensity in the short term (SMD –0.55, 95% CI –1.02 to –0.08; P=.02), with high heterogeneity (I2=75%), as shown in Figure 6. Short-term effects of immersive VR–assisted vs conventional active training in neck pain intensity. VR: virtual reality.

Hermione Hin Man Lo, Mengting Zhu, Zihui Zou, Cho Lee Wong, Suzanne Hoi Shan Lo, Vincent Chi-Ho Chung, Samuel Yeung-Shan Wong, Regina Wing Shan Sit

J Med Internet Res 2024;26:e48787

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

Effect of Elastic Resistance on Exercise Intensity and User Satisfaction While Playing the Active Video Game BoxVR in Immersive Virtual Reality: Empirical Study

The past few years have seen a rapid development of technologies related to immersive virtual reality (VR). With immersive VR, the user is cut off from the visual and auditory stimuli of the surrounding reality and instead receives artificially produced images, sounds, and even tactile sensations using information technology, which is finding increasing applications in various areas of human life.

Jacek Polechoński, Alan Przepiórzyński, Piotr Polechoński, Rajmund Tomik

JMIR Serious Games 2024;12:e58411

The Use of Immersive Virtual Reality Training for Developing Nontechnical Skills Among Nursing Students: Multimethods Study

The Use of Immersive Virtual Reality Training for Developing Nontechnical Skills Among Nursing Students: Multimethods Study

VR can be delivered in immersive or nonimmersive modes to establish a varied perception of reality [7]. Examples of nonimmersive modes include online or computer learning and video games. In contrast, IVR education tools or systems are usually delivered using a head-mounted device (HMD) to provide full immersion and interaction in a virtual environment.

Kitty Chan, Patrick Pui Kin Kor, Justina Yat Wa Liu, Kin Cheung, Timothy Lai, Rick Yiu Cho Kwan

Asian Pac Isl Nurs J 2024;8:e58818