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        <identifier>oai:figshare.com:article/33718807</identifier>
        <datestamp>2026-09-14T05:38:04Z</datestamp>
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          <dc:title>Table 1_Developing a spherical video-based virtual reality program to facilitate embodiment: a proof-of-concept study.docx</dc:title>
          <dc:creator>Nancy A. Baker (17447031)</dc:creator>
          <dc:creator>Alexandro Guerrero (24868168)</dc:creator>
          <dc:creator>Robert R. Edwards (16945344)</dc:creator>
          <dc:subject>Virtual Reality and Related Simulation</dc:subject>
          <dc:subject>clinical rehabilitation</dc:subject>
          <dc:subject>embodiment</dc:subject>
          <dc:subject>engagement</dc:subject>
          <dc:subject>fully immersive virtual reality</dc:subject>
          <dc:subject>multimodal stimulation</dc:subject>
          <dc:subject>pain management</dc:subject>
          <dc:subject>spherical video-based virtual reality</dc:subject>
          <dc:subject>usability</dc:subject>
          <dc:description>&lt;p&gt;There is increasing evidence that embodying patients in fully immersive virtual reality (FIVR) can enhance clinical outcomes such as pain management and motor control. However, developing appropriate embodied virtual reality experiences for clinical use may be beyond the skill level of most clinicians. In this two-phase iterative proof-of-concept study, we developed and assessed the embodiment, engagement, and usability of spherical video-based virtual reality (SVVR) experiences as a potential way to simplify the development of embodied experiences. In Phase 1 six participants trialed beta SVVR experiences, providing qualitative feedback to inform developmental changes. In Phase 2 four participants trialed the redeveloped SVVRs. Quantitative data was collected for both phases to assess changes for user embodiment, engagement, and usability. Data revealed that developmental changes had a positive effect on embodiment, increasing this score from 3.5 ± 0.7 in Phase 1 to 5.2 ± 0.7 in Phase 2, but did not improve the effect of the SVVR on engagement and usability as the SVVRs were rated well in Phase 1. The resulting SVVRs had moderate levels of embodiment. Results suggest that incorporating multimodal stimulation may facilitate embodiment.&lt;/p&gt;</dc:description>
          <dc:date>2026-09-14T05:38:04Z</dc:date>
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          <dc:type>Dataset</dc:type>
          <dc:identifier>10.3389/frvir.2026.1878621.s001</dc:identifier>
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          <dc:rights>CC BY 4.0</dc:rights>
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