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1.
Psychiatry Res ; 334: 115834, 2024 Apr.
Article in English | MEDLINE | ID: mdl-38452499

ABSTRACT

BACKGROUND: A large group of psychiatric patients suffer from auditory hallucinations (AH) despite relevant treatment regimens. In mental health populations, AH tend to be verbal (AVH) and the content critical or abusive. Trials employing immersive virtual reality (VR) to treat mental health disorders are emerging. OBJECTIVE: The aim of this scoping review is to provide an overview of clinical trials utilizing VR in the treatment of AH and to document knowledge gaps in the literature. METHODS: PubMed, Cochrane Library, and Embase were searched for studies reporting on the use of VR to target AH. RESULTS: 16 papers were included in this PRISMA scoping review (ScR). In most studies VR therapy (VRT) was employed to ameliorate treatment resistant AVH in schizophrenia spectrum disorders. Only two studies included patients with a diagnosis of affective disorders. The VRT was carried out with the use of an avatar to represent the patient's most dominant voice. DISCUSSION: The research field employing VR to treat AH is promising but still in its infancy. Results from larger randomized clinical trials are needed to establish substantial evidence of therapy effectiveness. Additionally, the knowledge base would benefit from more profound qualitative data exploring views of patients and therapists.


Subject(s)
Schizophrenia , Therapy, Computer-Assisted , Virtual Reality Exposure Therapy , Virtual Reality , Humans , Hallucinations/therapy , Hallucinations/psychology , Schizophrenia/complications , Schizophrenia/therapy , Therapy, Computer-Assisted/methods , Mental Health , Virtual Reality Exposure Therapy/methods
2.
IEEE Trans Haptics ; PP2023 Jul 27.
Article in English | MEDLINE | ID: mdl-37498752

ABSTRACT

New interactions are often developed by mimicking the real world. Therefore, many researchers in haptics have focused on creating a realistic experience of contact between users and objects. However, dispensing with mimicry may allow us to develop novel haptic interactions. We present Haptic Magnetism, an interaction modality that delivers sensations of distant objects through tactile stimulation and enables interactions through pseudo-magnetic attraction and repulsion. To show the feasibility of Haptic Magnetism, we designed 12 pseudo-magnetic stimuli and assessed them in two studies. In the first study, we show that participants gain a sense of distant objects. In the second study, we evaluate a subset of stimuli to show that participants can interact with the objects based on experiences of pseudo-magnetic attraction and repulsion. Finally, we discuss how Haptic Magnetism supports guiding movements, nudging users, and revealing affordances.

3.
J Med Internet Res ; 25: e45210, 2023 06 06.
Article in English | MEDLINE | ID: mdl-37279049

ABSTRACT

BACKGROUND: Many junior doctors must prepare to manage acutely ill patients in the emergency department. The setting is often stressful, and urgent treatment decisions are needed. Overlooking symptoms and making wrong choices may lead to substantial patient morbidity or death, and it is essential to ensure that junior doctors are competent. Virtual reality (VR) software can provide standardized and unbiased assessment, but solid validity evidence is necessary before implementation. OBJECTIVE: This study aimed to gather validity evidence for using 360-degree VR videos with integrated multiple-choice questions (MCQs) to assess emergency medicine skills. METHODS: Five full-scale emergency medicine scenarios were recorded with a 360-degree video camera, and MCQs were integrated into the scenarios to be played in a head-mounted display. We invited 3 groups of medical students with different experience levels to participate: first- to third-year medical students (novice group), last-year medical students without emergency medicine training (intermediate group), and last-year medical students with completed emergency medicine training (experienced group). Each participant's total test score was calculated based on the number of correct MCQ answers (maximum score of 28), and the groups' mean scores were compared. The participants rated their experienced presence in emergency scenarios using the Igroup Presence Questionnaire (IPQ) and their cognitive workload with the National Aeronautics and Space Administration Task Load Index (NASA-TLX). RESULTS: We included 61 medical students from December 2020 to December 2021. The experienced group had significantly higher mean scores than the intermediate group (23 vs 20; P=.04), and the intermediate group had significantly higher scores than the novice group (20 vs 14; P<.001). The contrasting groups' standard-setting method established a pass-or-fail score of 19 points (68% of the maximum possible score of 28). Interscenario reliability was high, with a Cronbach α of 0.82. The participants experienced the VR scenarios with a high degree of presence with an IPQ score of 5.83 (on a scale from 1-7), and the task was shown to be mentally demanding with a NASA-TLX score of 13.30 (on a scale from 1-21). CONCLUSIONS: This study provides validity evidence to support using 360-degree VR scenarios to assess emergency medicine skills. The students evaluated the VR experience as mentally demanding with a high degree of presence, suggesting that VR is a promising new technology for emergency medicine skills assessment.


Subject(s)
Clinical Competence , Virtual Reality , United States , Humans , Reproducibility of Results , Workload , Software
4.
Front Neurosci ; 16: 949138, 2022.
Article in English | MEDLINE | ID: mdl-36172040

ABSTRACT

Human-computer integration is an emerging area in which the boundary between humans and technology is blurred as users and computers work collaboratively and share agency to execute tasks. The sense of agency (SoA) is an experience that arises by a combination of a voluntary motor action and sensory evidence whether the corresponding body movements have somehow influenced the course of external events. The SoA is not only a key part of our experiences in daily life but also in our interaction with technology as it gives us the feeling of "I did that" as opposed to "the system did that," thus supporting a feeling of being in control. This feeling becomes critical with human-computer integration, wherein emerging technology directly influences people's body, their actions, and the resulting outcomes. In this review, we analyse and classify current integration technologies based on what we currently know about agency in the literature, and propose a distinction between body augmentation, action augmentation, and outcome augmentation. For each category, we describe agency considerations and markers of differentiation that illustrate a relationship between assistance level (low, high), agency delegation (human, technology), and integration type (fusion, symbiosis). We conclude with a reflection on the opportunities and challenges of integrating humans with computers, and finalise with an expanded definition of human-computer integration including agency aspects which we consider to be particularly relevant. The aim this review is to provide researchers and practitioners with guidelines to situate their work within the integration research agenda and consider the implications of any technologies on SoA, and thus overall user experience when designing future technology.

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