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A Short Virtual Reality Mindfulness Meditation Training For Regaining Sustained Attention

Minkesh Asati, Taizo Miyachi

arXiv Preprint Archive July 10, 2019 via arXiv

Summary

AI-generated from the abstract

A 10-minute virtual reality mindfulness meditation session, featuring a relaxing environment and an archery game, improved sustained attention in 12 adults. After the session, game scores increased by 275% for beginners, 107% for intermediate players, and 17% for experts. Calm points measured by a Muse EEG headband rose by 250% regardless of gaming experience. All participants reported feeling recharged.

Study at a glance

Characteristics Pre-post experiment Peer reviewed
Sample size 12
Population Adults
Intervention VR mindfulness meditation
Duration 10-minute session
Keywords Virtual-reality-meditation Attention-enhancement Human-computer-interaction-cs.hc Mindfulness-training Biofeedback-EEG
Key finding A 10-minute VR mindfulness session increased game scores and calm points, indicating improved attention and relaxation.

Abstract

The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead to improved attention in children and adults. a major goal of recent research is to create a short (10 minutes) and effective VR Mindfulness meditation particularly designed for regaining or improving sustained attention. In this study, we have created a custom virtually relaxing environment including an archery game with multiple targets. In the experiment, the attention span of 12 adults are tested before and after the virtual reality session by a non-action video game ([19]) score and Muse headband EEG-signals. After the 10-minute virtual reality session participants' game scores increased (according to game experience): for the beginner by 275%, for intermediate by 107%, and for an expert by 17%. For Muse headband data, calm points increased by 250% irrespective of the participants gaming experiences. After the experiment, all participants reported feeling recharged to continue their daily activities.

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