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Hamideh Hosseini-Toudeshky

dblp:357/3562 · DBLP profile ↗
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1ranked-venue papers
1as first author
1since 2021 · last 2025
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Health and well-being technologies · 77% Wearable and physiological sensing · 12% Immersive interaction · 12%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Health and well-being technologies › mental health › mental healthcare
anxiety reduction
0.912025
Evaluating the Impact of Immersiveness in Virtual Reality Simulations on Anxiety Reduction for MRI Procedures: A Preliminary Study · VR 2025
Health and well-being technologies › mental health technology
virtual reality exposure therapy
0.912025
Evaluating the Impact of Immersiveness in Virtual Reality Simulations on Anxiety Reduction for MRI Procedures: A Preliminary Study · VR 2025
Wearable and physiological sensing › physiological computing
biofeedback
0.312025
Evaluating the Impact of Immersiveness in Virtual Reality Simulations on Anxiety Reduction for MRI Procedures: A Preliminary Study · VR 2025
Immersive interaction
virtual reality
0.312025
Evaluating the Impact of Immersiveness in Virtual Reality Simulations on Anxiety Reduction for MRI Procedures: A Preliminary Study · VR 2025

Methods — techniques the papers use, named apart from their topics

self-reported anxiety assessment · 0.9physiological monitoring · 0.9
YearPublicationVenuePosition
2025 Evaluating the Impact of Immersiveness in Virtual Reality Simulations on Anxiety Reduction for MRI Procedures: A Preliminary Study
abstract
Magnetic Resonance Imaging (MRI) examinations are frequently associated with significant anxiety and phobias in patients, negatively impacting imaging quality and patient compliance. In this study, we explore the use of Virtual Reality Exposure Therapy (VRET) to reduce MRI-related anxiety by examining physiological and subjective responses across three virtual scenarios: a 2D video, a 360° video, and a fully immersive VR environment. The study aimed to determine how different levels of immersion and the order in which scenarios are experienced impact anxiety. Thirteen participants engaged in all three scenarios, with heart rate (HR), skin temperature (SKT), and electrodermal activity (EDA) monitored, and self-reported anxiety assessments collected before, during, and after the study. Results showed no significant differences in average or maximum heart rates between the three scenarios. However, the fully immersive VR environment generally elicited higher HR peaks, higher EDA, and lower SKT, suggesting stronger physiological responses in some participants. Self-reported anxiety decreased after the VR experience, particularly for participants with moderate to high anxiety levels prior to the sessions, independent of the scenario order. These findings suggest that individual responses to VRET vary, emphasizing the need for personalized approaches rather than a one-size-fits-all solution. While larger studies are necessary to validate these outcomes, the results suggest that incorporating real-time biofeedback monitoring in VRET could allow for dynamic adjustments to exposure levels based on participants’ physiological responses, creating a more adaptive and therapeutic environment.
Hamideh Hosseini-Toudeshky, Sarah Seidnitzer, Sebastian Bickelhaupt, Rola Harmouche, Marta Kersten-Oertel
VR1