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1.
Front Psychiatry ; 8: 26, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-28503155

RESUMO

The present paper explores the benefits and the capabilities of various emerging state-of-the-art interactive 3D and Internet of Things technologies and investigates how these technologies can be exploited to develop a more effective technology supported exposure therapy solution for social anxiety disorder. "DJINNI" is a conceptual design of an in vivo augmented reality (AR) exposure therapy mobile support system that exploits several capturing technologies and integrates the patient's state and situation by vision-based, audio-based, and physiology-based analysis as well as by indoor/outdoor localization techniques. DJINNI also comprises an innovative virtual reality exposure therapy system that is adaptive and customizable to the demands of the in vivo experience and therapeutic progress. DJINNI follows a gamification approach where rewards and achievements are utilized to motivate the patient to progress in her/his treatment. The current paper reviews the state of the art of technologies needed for such a solution and recommends how these technologies could be integrated in the development of an individually tailored and yet feasible and effective AR/virtual reality-based exposure therapy. Finally, the paper outlines how DJINNI could be part of classical cognitive behavioral treatment and how to validate such a setup.

2.
J Med Internet Res ; 16(8): e183, 2014 Aug 12.
Artigo em Inglês | MEDLINE | ID: mdl-25116416

RESUMO

BACKGROUND: PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. OBJECTIVE: The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). METHODS: Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). RESULTS: Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. CONCLUSIONS: These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances.


Assuntos
Encéfalo/fisiologia , Bulimia Nervosa/terapia , Terapia Cognitivo-Comportamental/métodos , Emoções , Frequência Cardíaca , Jogos de Vídeo , Adulto , Ansiedade , Bulimia Nervosa/fisiopatologia , Bulimia Nervosa/psicologia , Feminino , Humanos , Tempo de Reação
3.
PLoS One ; 9(7): e101639, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24987853

RESUMO

Expression of emotional state is considered to be a core facet of an individual's emotional competence. Emotional processing in BN has not been often studied and has not been considered from a broad perspective. This study aimed at examining the implicit and explicit emotional expression in BN patients, in the acute state and after recovery. Sixty-three female participants were included: 22 BN, 22 recovered BN (R-BN), and 19 healthy controls (HC). The clinical cases were drawn from consecutive admissions and diagnosed according to DSM-IV-TR diagnostic criteria. Self reported (explicit) emotional expression was measured with State-Trait Anger Expression Inventory-2, State-Trait Anxiety Inventory, and Symptom Check List-90 items-Revised. Emotional facial expression (implicit) was recorded by means of an integrated camera (by detecting Facial Feature Tracking), during a 20 minutes therapeutic video game. In the acute illness explicit emotional expression [anxiety (p<0.001) and anger (p<0.05)] was increased. In the recovered group this was decreased to an intermediate level between the acute illness and healthy controls [anxiety (p<0.001) and anger (p<0.05)]. In the implicit measurement of emotional expression patients with acute BN expressed more joy (p<0.001) and less anger (p<0.001) than both healthy controls and those in the recovered group. These findings suggest that there are differences in the implicit and explicit emotional processing in BN, which is significantly reduced after recovery, suggesting an improvement in emotional regulation.


Assuntos
Bulimia Nervosa/psicologia , Emoções , Doença Aguda , Adulto , Ira , Ansiedade/complicações , Bulimia Nervosa/complicações , Emoções Manifestas , Feminino , Humanos , Adulto Jovem
4.
Eur Eat Disord Rev ; 21(6): 493-9, 2013 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-24092598

RESUMO

Although standard psychological treatments have been successful in treating several core features in eating disorders (ED), other characteristics such as emotional regulation or impulsivity appear to be more resistant to change. There is a growing body of evidence to support the efficacy of cognitive remediation for cognitive and emotional difficulties in ED. Playmancer/ Islands is a video game (VG) designed to specifically treat mental disorders, characterized by problems in impulse control. The objective of the game is to increase self-control over emotions, decision making and behaviours. The aim of this study is to describe the results from a consecutive series of nine bulimia nervosa patients who were treated with the VG in addition to cognitive behaviour therapy (CBT). The outcomes included clinical and psychopathological questionnaires, and physiological measures were obtained during the VG. Emotional regulation improved, heart rate variability increased, and respiratory rate and impulsivity measures reduced after the treatment. These findings suggest that VG training may enhance treatment for ED.


Assuntos
Bulimia Nervosa/terapia , Emoções , Comportamento Impulsivo/terapia , Jogos de Vídeo , Adulto , Bulimia Nervosa/psicologia , Terapia Cognitivo-Comportamental/métodos , Feminino , Humanos , Comportamento Impulsivo/psicologia , Escalas de Graduação Psiquiátrica , Resultado do Tratamento , Jogos de Vídeo/psicologia
5.
IEEE Comput Graph Appl ; 29(2): 20-9, 2009.
Artigo em Inglês | MEDLINE | ID: mdl-19462631

RESUMO

The search for the perfect virtual character is on, but the moment users interact with characters, any illusion that we've found it is broken. Adding memory capabilities to models of human emotions, personality, and behavior traits is a step toward a more natural interaction style.


Assuntos
Emoções , Interface Usuário-Computador , Afeto , Instrução por Computador , Humanos , Memória , Modelos Psicológicos , Personalidade , Psicologia Social
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