This study was conducted as per the Human Subjects Ethics Committee approval of the Hong Kong Polytechnic University Institutional Review Board (Reference number: HSEARS20230502008). The recruited participants provided informed consent before participation.
VR system setup
The virtual reality system consisted of a virtual reality headset connected to a high-performance laptop for rendering 360-degree virtual environments (Figure 1 and Figure 2) created in a game engine (version 2021.3.9f1). Four base stations were positioned at room corners, angled at 30°, covering a 5m × 5m space for room-scale interaction (Figure 3). Two 4-min 360-degree videos were prepared: a forest landscape recorded in Zeisigwald, Germany (Figure 1), and a marine environment recorded at Clear Water Bay, Hong Kong (Figure 2), both captured using a 360-degree camera and processed using video editing software for stitching multiple angles of landscape scenes. The videos included ambient audio recordings from the natural environments (e.g., bird calls, wind, and wave sounds) presented via stereo headphones integrated with the headset. The 360-degree videos were mapped onto a spherical surface fixed to the scene's coordinate system in the game engine, allowing participants to look around via head rotation. For standing conditions, participants could move naturally within the tracked space, but locational movement did not alter the video perspective (i.e., no parallax shift).
Participant recruitment and preparation
Thirty-one healthy participants (mean age 22.5 years, SD 2.1; 18 female, 13 male; no prior VR experience reported by 74%) were recruited and provided informed consent before participation. Prior to VR exposure, participants completed baseline assessments using standardized questionnaires: the Profile of Mood States (POMS) measuring anger, confusion, depression, fatigue, tension, and vigor; the Experience of Embodiment Scale (EES) assessing six embodiment dimensions including Positive Body Connection and Comfort (PBCC), Body Unencumbered Adjustment (BUA), Agency and Functionality (AF), Experience and Expression of Sexual Desire (EESD), Attuned Self-care (ASC), and Resisting Objectification (RO); the Presence Questionnaire (PQ) evaluating sense of presence in virtual environments; the Connectedness to Nature Scale (CNS) measuring participants' connection to nature for both forest and marine environments; and the Simulator Sickness Questionnaire (SSQ) assessing nausea, oculomotor disturbance, and disorientation symptoms.
Experimental procedure
The experimental procedure involved four conditions conducted in a fixed sequence: seated forest viewing, seated marine viewing, standing forest viewing, and standing marine viewing (Figure 4). Each VR session lasted 4 min, during which participants experienced immersive 360-degree natural sceneries. For seated conditions, participants remained in a comfortable chair throughout the experience. For standing conditions, participants stood within the tracked play area and could move naturally within the 5 m × 5 m space. After each condition, participants immediately completed the same standardized assessments used at baseline to capture post-exposure changes in mood, embodiment, presence, nature connectedness, and simulator sickness.
Data analysis
Data analysis was conducted using statistical software. The Friedman Test was applied for pre- to post-exposure comparisons to assess overall changes across all conditions. Wilcoxon Signed Rank Tests were used for pairwise condition comparisons to examine specific effects of posture (sitting vs. standing) and environment type (forest vs. marine). Descriptive statistics, including means, medians, modes, and variances, were calculated for presence, connectedness, and sickness measures. Statistical significance was set at p < 0.05, with Bonferroni correction applied for multiple comparisons where appropriate. Effect sizes (r for Wilcoxon tests, Kendall's W for Friedman) were calculated to assess practical significance.