The purpose of the present study was to examine the clinical validation of a Virtual Reality Environment (VRE) designed to normalize eating patterns in Eating Disorders (ED). The efficacy of VR in eliciting emotions, sense of presence and reality of the VRE were explored in 22 ED patients and 37 healthy eating individuals. The VRE (non-immersive) consisted of a kitchen room where participants had to eat a virtual pizza. In order to assess the sense of presence and reality produced by the VRE, participants answered seven questions with a Likert scale (0-10) during the experience, and then filled out the Reality Judgment and Presence Questionnaire (RJPQ) and ITC-Sense of Presence Inventory (ITC-SOPI). The results showed that the VRE induced a...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
AbstractThe aim of the present study was to analyze the effects of a virtual reality (VR) component ...
The aim of this study was to assess the usefulness of virtual environments representing situations t...
The aim of this study was to examine the influence of several modulating variables on subjective dis...
In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and ex...
A high percentage of patients with eating disorders (ED) respond to treatments such as cognitive-beh...
Purpose: Virtual reality (VR) technologies have been proposed as a new tool able to improve on in vi...
Purpose: Virtual reality (VR) technologies have been proposed as a new tool able to improve on in vi...
Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disord...
Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disord...
Cue exposure therapy has been reported to be an effective intervention for reducing binge eating beh...
This study shows preliminary data on the validity of a new virtual reality-based application for cue...
AbstractThe aim of the present study was to analyze the effects of a virtual reality (VR) component ...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
AbstractThe aim of the present study was to analyze the effects of a virtual reality (VR) component ...
The aim of this study was to assess the usefulness of virtual environments representing situations t...
The aim of this study was to examine the influence of several modulating variables on subjective dis...
In the last twenty years researchers have embraced virtual reality (VR) in order to integrate and ex...
A high percentage of patients with eating disorders (ED) respond to treatments such as cognitive-beh...
Purpose: Virtual reality (VR) technologies have been proposed as a new tool able to improve on in vi...
Purpose: Virtual reality (VR) technologies have been proposed as a new tool able to improve on in vi...
Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disord...
Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disord...
Cue exposure therapy has been reported to be an effective intervention for reducing binge eating beh...
This study shows preliminary data on the validity of a new virtual reality-based application for cue...
AbstractThe aim of the present study was to analyze the effects of a virtual reality (VR) component ...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
International audienceBackground: Patients with eating disorders are characterized by pathological e...
AbstractThe aim of the present study was to analyze the effects of a virtual reality (VR) component ...