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Updated: May 22, 2025

The use of Biofeedback in Clinical Virtual Reality: The INTREPID Project
Published on: November 12, 2009
User-centered qualitative evaluation of a fully immersive, head-mounted virtual reality application prototype to
1Faculty of Business Management and Social Sciences, Section of Speech and Language Therapy, University of Applied Sciences, Osnabrueck, Germany.
Purpose:
Virtual reality offers a wide range of possible healthcare applications thanks to the realistic simulation of any environment. Employing a user-centered design, this study evaluates a prototype application that is intended to help bridge the gap between the settings of voice therapy and vocally stressful everyday situations. The study aims to evaluate the applicability and benefits of a fully immersive virtual reality application in voice therapy from a user perspective and to identify future development directions.
Method:
Semi-structured interviews were conducted in which seven voice speech-language pathologists (therapists) and 13 voice patients shared their experiences with the virtual reality application during a practical trial phase. The qualitative data were evaluated using content analysis to gain a comprehensive understanding of user experiences and views.
Result:
Three main potentials for the use of the application in voice therapy were identified: a) Implementation and consolidation of voice-relevant behaviours in a controlled and realistic environment, b) identification of individual treatment goals by observing patients in realistic situations, and c) simplified possibility of using biofeedback to support therapy.
Conclusion:
Important development needs were identified for the application prototype used. Overall, the results indicate that fully immersive virtual reality systems are a promising tool in voice therapy.

