Abstract:
The current study explores whether different stressors in a virtual reality (VR) military training scenario cause increases in physiological stress. This would validate the use of VR simulation for stress training, as well as the physiological monitoring of trainees for educational purposes. Military cadets (n = 63) performed a patrol scenario (military convoy) in which they answered questions about their surroundings. Stressors (task difficulty, noise, lighting changes, social evaluations, electric muscle stimulation, and a simulated attack on the convoy) were stepwise added in four phases. Electrocardiogram, blood pressure, electrodermal activity, cortisol, and the cadets\' subjective threat/challenge appraisal were measured. We found that only the first phase caused a significant increase in physiological stress, as measured with heart rate, heart rate variability, and electrodermal activity. Physiological stress appeared to stay high in the second phase as well, but decreased to baseline level in the third and fourth phases, even though these phases were designed to be the most stressful. Cadets classified as threat responders based on physiological data (n = 3) scored significantly higher on subjective threat/challenge appraisal than those classified as challenge responders (n = 21). It seems that in the tested VR training scenario, the novelty of the scenario was the only effective stress stimuli, whereas the other implemented stressors did not cause a measurable physiological response. We conclude that if VR training scenarios are to be used for stress training, these should confront trainees with unpredictable but context-specific demands.
摘要:
当前的研究探讨了虚拟现实(VR)军事训练场景中的不同压力源是否会导致生理压力增加。这将验证使用VR模拟进行压力训练,以及出于教育目的对学员进行生理监测。军事学员(n=63)进行了巡逻场景(军事车队),他们回答了有关周围环境的问题。压力源(任务难度,噪音,照明变化,社会评价,肌肉电刺激,和对车队的模拟攻击)分四个阶段逐步增加。心电图,血压,皮肤电活动,皮质醇,并对学员的主观威胁/挑战评估进行了测量。我们发现,只有第一阶段导致生理压力的显着增加,用心率测量,心率变异性,和皮肤电活动。在第二阶段,生理压力似乎也保持较高,但在第三和第四阶段下降到基线水平,即使这些阶段被设计成压力最大的阶段。根据生理数据分类为威胁响应者的学员(n=3)在主观威胁/挑战评估中的得分明显高于分类为挑战响应者的学员(n=21)。似乎在经过测试的VR训练场景中,该场景的新颖性是唯一有效的压力刺激,而其他实施的应激源没有引起可测量的生理反应。我们得出的结论是,如果将VR训练场景用于压力训练,这些应该面对学员不可预测但特定于环境的需求。