Creating Biofeedback-Based Virtual Reality Applications to Enhance Coherence Of

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Creating Biofeedback-Based Virtual Reality Applications to Enhance Coherence Of Creating Biofeedback-Based Virtual Reality Applications to Enhance Coherence of Mindfulness Practice Thesis Presented in Partial Fulfillment of the Requirements for the Degree Master of Fine Arts in the Graduate School of The Ohio State University By Kevin Bruggeman Graduate Program in Design The Ohio State University 2019 Thesis Committee Susan Melsop Matthew Lewis Maria Palazzi Copyrighted by Kevin James Bruggeman © 2019 All Rights Reserved Abstract This MFA thesis paper is an in-depth analysis of the creation of The Hiatus System, a biofeedback-based virtual reality (VR) stress reduction application using mindfulness-based stress reduction (MBSR). This paper introduces key terms and concepts such as MBSR, biofeedback/neurofeedback, and VR simulation training that informed the design decisions made during the creation of this application. The paper also describes three iterative design projects that led to the creation of The Hiatus System. A breakdown of the design process for the creation of The Hiatus System is described in detail, technically and conceptually. This VR application was developed for use in healthcare as a system that can teach patients the concept of mindfulness using mindfulness-based stress reduction (MBSR) training, through a biofeedback- based interactive learning module. While the framework for a pilot study testing the effectiveness of The Hiatus System is described in this paper, the results of this study will be evaluated in a follow-up publication to this MFA thesis paper. iii Dedication This thesis is dedicated to my mother, Cindy Bruggeman, who fought and struggled through breast cancer and depression. Because of her, I found my passion for helping people in her situation that are struggling to get through the difficult curveballs life throws at them. Her strength motivated me to always strive to become better and persevere. I also want to dedicate this thesis to my aunt, Linda Hodge, who continuously supported my family and me countless times. Linda always treated me as if I was a son of her own and I am forever grateful for her kindness and compassion. Finally, I would like to dedicate this thesis to Shantel Swift who has remained by my side throughout my graduate years and supported me along the way. I would not have been able to accomplish everything I have without her and I am excited to start the next chapter in my life with her. iv Acknowledgments I would like to offer my warmest gratefulness to The Ohio State University for their constant and support. Thank you to my advisor Prof. Susan Melsop, for her dedication to me and my work. Susan went above and beyond what is required of professors. She helped me on a weekly basis review, revise, and improve my thesis project and paper and for that I am incredibly lucky and grateful. Susan has been the best advisor I could have asked for so again, thank you. Thank you, Prof. Maria Palazzi for helping me through my first few years becoming a designer and finding my designer’s voice. Thank you, Dr. Matthew Lewis for walking me through the technical aspects of my thesis paper and project, and for helping me translate technical aspects of my work into an understandable language. Thank you to Dr. Ruchika Prakash and Dr. Marcia Bockbrader for their collaborative efforts on the pilot study. Thank you to Skylar Wurster, my partner in development whom without, this thesis project would not have been possible. Skylar is one of the most intelligent and hardworking individuals I have ever known, and I am proud to continue working with him in the future. Thank you to the Collaboration for Humane Technologies, Chronic Brain Injury Association and Innovation Studio at Ohio State University for financially supporting the project for the ACM SIGGRAPH presentation. Finally, thank you Dr. Jason Stoner for the support and time he provided to generate this thesis direction during my undergraduate studies at Ohio University. v Vita Jan 2014 - May 2016…………....Mentor, Ohio University Game Developers Association May - Aug 2018…………………......3D Visualization Artist Intern, Chute Gerdeman Inc. Aug 2016 - Dec 2018………………...Graduate Teaching Assistant, Ohio State University May 2016 - present……………………………………………...3D Artist, Guesswork VR Jan 2019 - present………......Graduate Research Assistant, Design, Ohio State University Publications Kevin J. Bruggeman and Skylar W. Wurster. 2018. The Hiatus system: virtual healing spaces: low dose mindfulness-based stress reduction virtual reality application. In ACM SIGGRAPH 2018 Appy Hour (SIGGRAPH '18). ACM, New York, NY, USA, Article 8, 2 pages. DOI: https://doi.org/10.1145/3213779.3213785 Fields of Study Major Field: Design Concentration: Digital Animation and Interactive Media vi Table of Contents Abstract .......................................................................................................................................... iii Dedication ...................................................................................................................................... iv Acknowledgments........................................................................................................................... v Vita ................................................................................................................................................. vi Publications .................................................................................................................................... vi Fields of Study ............................................................................................................................... vi List of Figures ................................................................................................................................ ix Chapter 1: Introduction ................................................................................................................... 1 1.1: Background .......................................................................................................................... 6 Chapter 2: Current Research Background .................................................................................... 11 2.1: Introduction: ....................................................................................................................... 11 2.2: Mindfulness and Meditation .............................................................................................. 11 2.3: Virtual Reality Biofeedback/Neurofeedback Based Studies .............................................. 15 2.4: VR Simulation Training ..................................................................................................... 21 2.5: Conclusion.......................................................................................................................... 23 Chapter 3: Designing a VR Based MBSR User Experience......................................................... 26 Chapter 3: Introduction ............................................................................................................. 26 3.2: Original Zen Temple .......................................................................................................... 28 3.3: Heartbeat VR ...................................................................................................................... 36 vii 3.4: Tree Flight VR ................................................................................................................... 39 3.5 Conclusion ........................................................................................................................... 45 Chapter 4: The Hiatus System ...................................................................................................... 47 4.1: Introduction ........................................................................................................................ 47 4.2: Visual Design ..................................................................................................................... 48 4.3: User Experience Design ..................................................................................................... 66 4.4: Conclusion.......................................................................................................................... 69 Chapter 5: Scientific Study and Hypothesis ................................................................................. 71 5.1: Background and Rationale ................................................................................................. 73 5.2: Scientific Premise for Aim #1 ............................................................................................ 74 5.3: Scientific Premise for Aim #2 ............................................................................................ 75 5.4: Procedure............................................................................................................................ 76 Chapter 6: Conclusion................................................................................................................... 78 Works Cited .................................................................................................................................. 81 viii List of Figures Figure 1 Daitoku-Ji rock garden ......……………………………………………………………..30 Figure 2 Daitoku-Ji moss garden ...………………………………………………………………30 Figure 3 Diorama Space A ......…………………………………………………………………...31 Figure 4 Diorama Space B ……………………………………………………………………….32 Figure
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