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1.
Cyberpsychol Behav Soc Netw ; 26(12): 896-903, 2023 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-38032955

RESUMO

Predicting treatment response can inform treatment decisions, expectations, and optimize use of mental health treatment resources. This study examined heart rate (HR), heart rate variability (HRV), and a modified Stroop task (mStroop) to predict post-traumatic stress disorder (PTSD) treatment response. We report on an observational, longitudinal study with 45 U.S. veterans in outpatient PTSD care, who had deployed to Iraq or Afghanistan. HR and HRV were collected before, during, and after virtual reality (VR) combat and civilian scenes. HRV recovery was defined as HRV after a 3-minute VR simulation minus HRV during a VR scene. mStroop threat variables included index scores for combat and general threat. Self-report data were collected at baseline and 6 months later. The outcome variable was the 17-item Clinician Administered PTSD Scale (CAPS). Controlling for baseline CAPS and number of combat experiences, the following baseline HRV recovery variables were significant predictors of 6-month CAPS: standard deviation of normal beat to beat interval (SDNN) after combat scene minus SDNN during combat scene and low-frequency (LF HRV) after civilian scene minus LF during civilian scene. HRV at rest, HR reactivity, HR recovery, and mStroop scores did not predict treatment response. In conclusion, HRV recovery variables in the context of a standardized VR stressor were significant predictors of PTSD treatment response after controlling for baseline CAPS and number of combat experiences. The direction of this relationship indicates that greater baseline HRV recovery predicts lower 6-month PTSD symptom severity. This was an exploratory study in need of replication.


Assuntos
Transtornos de Estresse Pós-Traumáticos , Veteranos , Realidade Virtual , Humanos , Frequência Cardíaca/fisiologia , Estudos Longitudinais , Transtornos de Estresse Pós-Traumáticos/terapia , Transtornos de Estresse Pós-Traumáticos/psicologia , Teste de Stroop , Veteranos/psicologia
2.
Cureus ; 13(11): e19604, 2021 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-34926073

RESUMO

The U.S. Department of Defense (DoD) and the Department of Veterans Affairs (DVA) seek to enhance the efficacy of treatments for warriors with post-traumatic stress disorder (PTSD) secondary to their combat deployments to Iraq and/or Afghanistan. Virtual Reality Graded Exposure Therapy (VR-GET) with arousal control has shown particular promise in reducing the symptom severity of PTSD in combat veterans. In this report, we describe the outcome of VR-GET for the treatment of combat-related PTSD in two combat veterans, neither of whom had received treatment for PTSD in the initial years after their return from combat duty.

4.
Autism Adulthood ; 2(4): 325-333, 2020 Dec 01.
Artigo em Inglês | MEDLINE | ID: mdl-36600956

RESUMO

Rapid rises in autism diagnoses are increasing the demand for effective services and straining service providers. When individuals on the autism spectrum turn 18, they are faced with even greater barriers to services, since many services are delivered in school settings. Thus, there is a need for more accessible tools that teach daily life and communication skills to autistic adolescents and young adults. The current project reports findings from a pilot study using virtual reality (VR) to teach air travel skills to autistic young adults. The authors repurposed a virtual airport environment previously used to treat fear of flying for this study. Seven participants on the autism spectrum viewed a 5-minute virtual airport simulation with an overlaid narrative script using an iPhone X® and Google Cardboard® device once per week for 3 weeks. Researchers collected measures of attentiveness, language function, activity comprehension, and clinical observations on how participants interacted with the technology. Analyses revealed improvements in attentiveness, certain language functions such as labeling vocabulary, and activity comprehension in most participants. Clinical observations revealed acceptability of this technology and its capability to serve as an appealing media to deliver interventions. Thus, it is feasible to apply mobile VR trainings with autistic adolescents and young adults. We discuss ways to improve the pedagogical approach of VR-enhanced interventions in light of these findings. In the future, we plan to develop and test more virtual environments that address the needs of young adults on the autism spectrum, such as interview training and independent living skills. Lay summary: Why was this virtual reality air travel training program developed?: Each year, more and more people travel via airplane. Long lines, unexpected changes and other stressors can make air travel overwhelming and difficult, particularly for autistic people. Our goal was to develop and pilot test a program to help autistic adults learn air travel skills without needing to physically enter an airport.What does the virtual reality air travel training program do?: Our virtual reality air travel training (VR-ATT) program presents a virtual simulation of the steps that travelers go through in an airport. It guides users through entering, checking in, navigating security, waiting at the departure gate, and boarding. VR-ATT also contains a narrative to guide users by highlighting important information such as: "Look, there's the ticket counter. Let's check in with the attendant." This script was based on social stories, which are often used to help individuals on the autism spectrum learn communication and social interaction strategies. Seven autistic adolescents and adults participated in our program. They watched the VR-ATT simulation on an iPhone X® and Google Cardboard® two to three times over the course of 3 weeks. Google Cardboard is an inexpensive virtual reality (VR) headset.How did the researchers evaluate the VR-ATT program?: We evaluated the program in three ways. First, we asked each participant to retell the sequence of events of the simulation. In other research studies, participants who retold what they watched showed a greater ability to apply the skill to the real world. Second, we tracked how and what types of language participants used. Third, we measured if participants could independently view the VR-ATT simulation without side effects such as dizziness or cybersickness (common side effects of VR viewing). This helps us understand the feasibility and acceptability of using VR with autistic individuals.What were the early findings?: Early findings suggest that autistic individuals are accepting of the iPhone and Google Cardboard VR viewing method. They also provide preliminary support for the ability of the program to promote improvements in functional language skills such as labeling vocabulary, which helps individuals interact and navigate busy environments, such as an airport. Finally, the findings suggest that participants can accurately retell the sequence of events in the virtual simulation.What were the weaknesses of this project?: One weakness was that researchers could not test how participants transferred the skills they learned in the virtual training to a real-world airport. Another weakness is the small sample of participants. Finally, not every participant completed all three training sessions, making it difficult to draw precise conclusions about the program's acceptability and success.What are the next steps?: Future studies should include a larger number of participants, a real-world test, changes to the virtual simulation to encourage more language use and interaction with virtual characters, and use more accurate measurement materials.How will this work help autistic adults now or in the future?: This air travel program may someday help autistic people learn what to expect and how to communicate in a busy airport setting. This program also highlights that new technology, such as VR, could potentially improve access to services and help more people in need in the future.

5.
Cyberpsychol Behav Soc Netw ; 23(1): 10-15, 2020 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-31355673

RESUMO

Autism spectrum disorder (ASD) is categorized by deficits in social communication and interaction, alongside repetitive, restrictive behaviors or interests (RRBIs). Previous research supports the efficacy of virtual reality (VR) to train a variety of specific skills (i.e., riding a bus or crossing the street) as well as more complex social skills, such as emotion recognition and functional communication. The present reports the implementation of a VR-based air travel functional communication activity in five children diagnosed with ASD. Using an iPhone X and Google Cardboard device, researchers delivered the VR intervention once per week for 3 weeks to each participant. During these interventions, researchers measured activity completion ability on a 4-point scale. At week 4, all children participated in a real-world air travel rehearsal at the San Diego International Airport. Parents were asked to rate their child's air travel abilities before week 1 and after week 4. All children improved their air travel skills from pre- to postintervention, reflected in both the researchers' and parents' observations. All children navigated the real-world airport under their own power. This preliminary report suggests the efficacy of VR to teach basic air travel skills to young children diagnosed with autism. Clinician observations regarding attention to the VR and strategies for helping participants accept the intervention technique are discussed. Future iterations of this program will require larger sample sizes and more robust clinical measurements-such as communication samples and physiological monitoring.


Assuntos
Viagem Aérea , Transtorno do Espectro Autista/terapia , Tecnologia Assistiva , Habilidades Sociais , Realidade Virtual , Criança , Pré-Escolar , Comunicação , Feminino , Humanos , Masculino , Pais , Smartphone , Terapia de Exposição à Realidade Virtual
6.
Cyberpsychol Behav Soc Netw ; 22(2): 103-104, 2019 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-30779614

RESUMO

Though augmented reality (AR) has existed for decades, the technology's full impact is just beginning to become apparent. Since its inception, AR has shown significant promise for use in a wide variety of fields, including education, entertainment, art, and the sciences. This special issue focuses specifically on the impact of this unique technology on healthcare, particularly the areas of clinical training, patient education and treatment, and its use as a robust assessment tool. Now that technology is catching up with imagination, researchers are able to investigate these applications in earnest.


Assuntos
Tecnologia , Interface Usuário-Computador , Humanos
7.
Cyberpsychol Behav Soc Netw ; 22(2): 122-126, 2019 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-30657331

RESUMO

Augmented reality (AR) is a versatile tool that is changing the way we interact with the world. One way is through exergaming, integrating AR, and gaming with traditional exercise programs. This study aimed to test three different AR systems to determine their ability to elicit physiological responses similar to those experienced while exercising or performing rehabilitation exercises. The systems tested included a head-mounted display experience (Teapots), a Sony EyeToy game (Slap Stream), and a prototype of a PC-camera-based system (Drums). Physiological recordings show that Slap Stream and Drums produced significant increases (p < 0.05) in heart rate (HR) and skin conductance, and all three games produced nonsignificant increase in respiratory rate. Of the three games, Slap Stream produced the highest rates of low- (∼28 percent), moderate- (17 percent), and high-intensity (∼22 percent) HRs. This study successfully showed that inexpensive easy-to-use AR systems can effectively contribute to exercise programs. Future game design recommendations, including feedback, mixed reality, and stress tracking, are discussed.


Assuntos
Terapia por Exercício , Exercício Físico , Resposta Galvânica da Pele/fisiologia , Frequência Cardíaca/fisiologia , Taxa Respiratória/fisiologia , Jogos de Vídeo , Adulto , Feminino , Nível de Saúde , Humanos , Masculino , Monitorização Fisiológica , Adulto Jovem
8.
Cyberpsychol Behav Soc Netw ; 22(1): 15-21, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30256662

RESUMO

Virtual reality (VR) pain distraction has been applied across medical, surgical, and behavioral healthcare domains, marking a shift in pain attenuation practices. However, there is little research that has been performed to compare the efficacy of traditional head-mounted displays (HMDs) versus portable VR devices. The present study evaluated 44 outpatients in need of lipoma resection. Randomized into two groups-HMD versus mobile phone VR-participants navigated pain distraction virtual environments while undergoing surgery. Vital signs and subjective pain measurements via a visual analog scale were taken before, during, and after the surgery. Results indicate that the HMD group reported greater pain reduction than the Mobile group. Overall, this study points to the efficacy of nonpharmacological pain attenuation practices. Although both systems reduced pain during surgery, the clinically validated VR environments seen in the HMD group were more effective. This study does show that inexpensive solutions can work in surgical settings. Future research should be performed to identify the most effective VR pain distraction systems.


Assuntos
Procedimentos Cirúrgicos Ambulatórios , Telefone Celular , Manejo da Dor , Realidade Virtual , Procedimentos Cirúrgicos Ambulatórios/efeitos adversos , Procedimentos Cirúrgicos Ambulatórios/métodos , Humanos , Lipoma/cirurgia , Manejo da Dor/instrumentação , Manejo da Dor/métodos , Medição da Dor
9.
Mil Med ; 184(1-2): e124-e132, 2019 01 01.
Artigo em Inglês | MEDLINE | ID: mdl-30020511

RESUMO

Introduction: There is a long history of pre-deployment PTSD prevention efforts in the military and effective pre-deployment strategies to prevent post-deployment PTSD are still needed. Materials and Methods: This randomized controlled trial included three arms: heart rate variability biofeedback (HRVB), cognitive bias modification for interpretation (CBM-I), and control. The hypothesis was that pre-deployment resilience training would result in lower post-deployment PTSD symptoms compared with control. Army National Guard soldiers (n = 342) were enrolled in the Warriors Achieving Resilience (WAR) study and analyzed. The outcome was PTSD symptom severity using the PTSD Checklist - Military version (PCL) measured at pre-deployment, 3- and 12-month post-deployment. Due to the repeated measures for each participant and cluster randomization at the company level, generalized linear mixed models were used for the analysis. This study was approved by the Army Human Research Protection Office, Central Arkansas Veterans Healthcare System Institutional Review Board (IRB), and Southeast Louisiana Veterans Health Care System IRB. Results: Overall, there was no significant intervention effect. However, there were significant intervention effects for subgroups of soldiers. For example, at 3-months post-deployment, the HRVB arm had significantly lower PCL scores than the control arm for soldiers with no previous combat zone exposure who were age 30 and older and for soldiers with previous combat zone exposure who were 45 and older (unadjusted effect size -0.97 and -1.03, respectively). A significant difference between the CBM-I and control arms was found for soldiers without previous combat zone exposure between ages 23 and 42 (unadjusted effect size -0.41). Similarly, at 12-months post-deployment, the HRVB arm had significantly lower PCL scores in older soldiers. Conclusion: Pre-deployment resilience training was acceptable and feasible and resulted in lower post-deployment PTSD symptom scores in subgroups of older soldiers compared with controls. Strengths of the study included cluster randomization at the company level, use of iPod device to deliver the resilience intervention throughout the deployment cycle, and minimal disruption of pre-deployment training by using self-paced resilience training. Weaknesses included self-report app use, study personnel not able to contact soldiers during deployment, and in general a low level of PTSD symptom severity throughout the study. In future studies, it would important for the study team and/or military personnel implementing the resilience training to be in frequent contact with participants to ensure proper use of the resilience training apps.


Assuntos
Terapia Cognitivo-Comportamental/normas , Retroalimentação , Frequência Cardíaca , Transtornos de Estresse Pós-Traumáticos/prevenção & controle , Veteranos/psicologia , Adaptação Psicológica , Adolescente , Adulto , Arkansas , Terapia Cognitivo-Comportamental/métodos , Feminino , Humanos , Louisiana , Masculino , Pessoa de Meia-Idade , Militares/psicologia , Militares/estatística & dados numéricos , Monitorização Fisiológica/métodos , Fatores de Risco , Transtornos de Estresse Pós-Traumáticos/psicologia , Veteranos/estatística & dados numéricos , Guerra/psicologia
10.
Cyberpsychol Behav Soc Netw ; 22(1): 22-30, 2019 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-30457355

RESUMO

We evaluated the effect of dichoptic visual training based on a unique virtual reality (VR) platform mounted display in patients with intermittent exotropia (IXT). A total of 25 IXT patients (8 men, 17 women) with a mean age of 12.3 years (range, 5-39 year) were recruited. The Hirschberg test, prism and alternate cover testing (with accommodative targets for fixation at 33 cm in all patients), perceptual eye position (PEP), and stereopsis were evaluated after 1, 3, and 6 months of dichoptic visual neuroplasticity training with a computer-controlled perceptual examination evaluation system. Data collected before and after training were evaluated using SPSS software. After 6 months of perceptual training, a new order stereopsis was established, and eye positions were improved in all 25 patients. After training for 1 and 6 months, the horizontal PEP pixels were much lower than those pretraining, respectively (Δ1-0 = -0.53, p = 0.028; Δ6-0 = -0.80, p = 0.018). There was no statistically significant difference between pretraining and 3 months after training in horizontal PEP (Δ3-0 = -0.29, p = 0.370). There was no significant difference between pretraining and post-training in vertical PEP (p > 0.05). There were significant differences between pretraining and post-training in the cornea's optical reflection and prism diopters (p < 0.01). Dichoptic visual neuroplasticity training based on a VR platform is an effective nonsurgical treatment in patients with IXT. With the VR treatment, the degree of strabismus and stereopsis was improved in IXT patients. Perceptual training with VR can remove obstacles in the visual processing channel and repair defects in visual function. The clinical manifestations of improvement were the decrease in the degree of strabismus and the re-establishment of stereopsis.


Assuntos
Exotropia/terapia , Terapia Assistida por Computador , Realidade Virtual , Adolescente , Adulto , Criança , Pré-Escolar , Feminino , Humanos , Masculino , Adulto Jovem
11.
Biol Psychol ; 121(Pt A): 91-98, 2016 12.
Artigo em Inglês | MEDLINE | ID: mdl-27773678

RESUMO

Heart rate variability is a physiological measure associated with autonomic nervous system activity. This study hypothesized that lower pre-deployment HRV would be associated with higher post-deployment post-traumatic stress disorder (PTSD) symptoms. Three-hundred-forty-three Army National Guard soldiers enrolled in the Warriors Achieving Resilience (WAR) study were analyzed. The primary outcome was PTSD symptom severity using the PTSD Checklist - Military version (PCL) measured at baseline, 3- and 12-month post-deployment. Heart rate variability predictor variables included: high frequency power (HF) and standard deviation of the normal cardiac inter-beat interval (SDNN). Generalized linear mixed models revealed that the pre-deployment PCL*ln(HF) interaction term was significant (p<0.0001). Pre-deployment SDNN was not a significant predictor of post-deployment PCL. Covariates included age, pre-deployment PCL, race/ethnicity, marital status, tobacco use, childhood abuse, pre-deployment traumatic brain injury, and previous combat zone deployment. Pre-deployment heart rate variability predicts post-deployment PTSD symptoms in the context of higher pre-deployment PCL scores.


Assuntos
Distúrbios de Guerra/psicologia , Frequência Cardíaca/fisiologia , Militares/psicologia , Transtornos de Estresse Pós-Traumáticos/fisiopatologia , Adulto , Sistema Nervoso Autônomo/fisiopatologia , Distúrbios de Guerra/complicações , Feminino , Humanos , Guerra do Iraque 2003-2011 , Modelos Lineares , Estudos Longitudinais , Masculino , Valor Preditivo dos Testes , Estados Unidos , Adulto Jovem
12.
Stud Health Technol Inform ; 220: 454-8, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27046622

RESUMO

Creating a significant negative impact on both their quality of life and the quality of patient care with an evident economical burden for the healthcare system, there is a growing concern over physician burnout. The range of interventions and treatments that have been used to address this problem, however, appear quite fragmented and lack compelling efficacy. We describe the main factors known to contribute to the development of physician burnout as well as currently available treatments. Studies seem to indicate that both specialisation area as well as personality traits may contribute to the manifestation. The highest risk specialties appear to be critical care physicians, emergency physicians, oncologists and internal medicine physicians, while the highest risk personality attributes are high neuroticism, low agreeableness, introversion, and negative affectivity. In addition, being exceedingly enthusiastic about one's work and having high aspirations at work, with an idealistic approach, also serve as factors which contribute to increased risk of burnout, and in particular for those who are new to the occupation.


Assuntos
Terapia Comportamental/métodos , Esgotamento Profissional/psicologia , Esgotamento Profissional/reabilitação , Médicos/psicologia , Terapia Assistida por Computador/métodos , Interface Usuário-Computador , Humanos , Reabilitação Vocacional/métodos , Reabilitação Vocacional/psicologia , Autocuidado/métodos , Autocuidado/psicologia
14.
Cyberpsychol Behav Soc Netw ; 17(6): 346-52, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24892196

RESUMO

We explored the use of virtual reality distraction techniques for use as adjunctive therapy to treat chronic pain. Virtual environments were specifically created to provide pleasant and engaging experiences where patients navigated on their own through rich and varied simulated worlds. Real-time physiological monitoring was used as a guide to determine the effectiveness and sustainability of this intervention. Human factors studies showed that virtual navigation is a safe and effective method for use with chronic pain patients. Chronic pain patients demonstrated significant relief in subjective ratings of pain that corresponded to objective measurements in peripheral, noninvasive physiological measures.


Assuntos
Atenção , Dor Crônica/psicologia , Dor Crônica/terapia , Manejo da Dor/métodos , Psicoterapia/métodos , Jogos de Vídeo , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Idoso , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Medição da Dor/métodos , Inquéritos e Questionários , Adulto Jovem
15.
Cyberpsychol Behav Soc Netw ; 17(6): 359-65, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24892198

RESUMO

Virtual reality (VR) has been used by clinicians to manage pain in clinical populations. This study examines the use of VR as a form of distraction for dental patients using both subjective and objective measures to determine how a VR system affects patients' reported anxiety level, pain level, and physiological factors. As predicted, results of self-evaluation questionnaires showed that patients experienced less anxiety and pain after undergoing VR treatment. Physiological data reported similar trends in decreased anxiety. Overall, the favorable subjective and objective responses suggest that VR distraction systems can reduce discomfort and pain for patients with mild to moderate fear and anxiety.


Assuntos
Atenção , Procedimentos Cirúrgicos Bucais/efeitos adversos , Medição da Dor/métodos , Dor/etiologia , Dor/prevenção & controle , Psicoterapia/métodos , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Ansiedade/etiologia , Ansiedade/prevenção & controle , Ansiedade/psicologia , Feminino , Humanos , Masculino , Dor/psicologia , Percepção da Dor
16.
Cyberpsychol Behav Soc Netw ; 17(6): 371-8, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24892200

RESUMO

Surgical anxiety creates psychological and physiological stress, causes complications in surgical procedures, and prolongs recovery. Relaxation of patients in postoperative intensive care units can moderate patient vital signs and reduce discomfort. This experiment explores the use of virtual reality (VR) cybertherapy to reduce postoperative distress in patients that have recently undergone cardiac surgery. Sixty-seven patients were monitored at IMSS La Raza National Medical Center within 24 hours of cardiac surgery. Patients navigated through a 30 minute VR simulation designed for pain management. Results were analyzed through comparison of pre- and postoperative vital signs and Likert scale survey data. A connection was found in several physiological factors with subjective responses from the Likert scale survey. Heavy positive correlation existed between breathing rate and Likert ratings, and a moderate correlation was found between mean arterial pressure and Likert ratings and heart rate and Likert ratings, all of which indicated lower pain and stress within patients. Further study of these factors resulted in the categorization of patients based upon their vital signs and subjective response, providing a context for the effectiveness of the therapy to specific groups of patients.


Assuntos
Procedimentos Cirúrgicos Cardíacos/efeitos adversos , Manejo da Dor/métodos , Terapia de Exposição à Realidade Virtual , Feminino , Humanos , Masculino , Monitorização Fisiológica
17.
Cyberpsychol Behav Soc Netw ; 17(6): 385-9, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24892202

RESUMO

Approximately 108 million people in North America and Europe suffer from chronic pain. Virtual reality (VR) is a promising method for pain management in a clinical setting due to the distracting properties of an immersive virtual environment. In this study, we demonstrated the potential use of mobile phones as a means of delivering an easily accessible, immersive experience. Thirty-one patients tested VR pain distraction. Objective measurements of heart rate correlated to decreased anxiety, while, subjectively, patients also reported reduced levels of discomfort. The positive results of this study indicate that mobile phones can provide an immersive experience sufficient to deliver pain management distraction. Because mobile devices are widely available, the potential for developing pain management programs that are accessible has become a realistic possibility.


Assuntos
Atenção , Telefone Celular , Dor Crônica/terapia , Manejo da Dor/métodos , Adolescente , Adulto , Idoso , Europa (Continente) , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Resultado do Tratamento , Adulto Jovem
18.
Cyberpsychol Behav Soc Netw ; 17(6): 414-22, 2014 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-24892206

RESUMO

Pain symptoms have been addressed with a variety of therapeutic measures in the past, but as we look to the future, we begin encountering new options for patient care and individual health and well-being. Recent studies indicate that computer-generated graphic environments--virtual reality (VR)--can offer effective cognitive distractions for individuals suffering from pain arising from a variety of physical and psychological illnesses. Studies also indicate the effectiveness of VR for both chronic and acute pain conditions. Future possibilities for VR to address pain-related concerns include such diverse groups as military personnel, space exploration teams, the general labor force, and our ever increasing elderly population. VR also shows promise to help in such areas as drug abuse, at-home treatments, and athletic injuries.


Assuntos
Manejo da Dor/métodos , Terapia de Exposição à Realidade Virtual/tendências , Atenção , Humanos , Interface Usuário-Computador , Terapia de Exposição à Realidade Virtual/métodos
19.
Stud Health Technol Inform ; 199: 88-93, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24875697

RESUMO

Chronic stress in young adults has become a growing problem within recent decades and many are unable to find cost-effective and accessible treatment for psychological stress in their daily lives. We analyze the market of using a mobile application, Positive Technology, as a solution. Eleven participants, aged between 18 and 24, participated in the exercise. Self-reported stress reduction was measured via an online marketing survey, while physiological measurements were monitored via peripheral devices. Secondary goals assessed the app's ease-of-use, accessibility, and cost. Results indicate that participants enjoyed the availability of the mobile solution and found the app to be fun and easy to learn. Stress levels were reduced in 73% of the participants, with higher effects in females and in participants aged 18-24. We conclude that the mobile platform is an effective means of delivering psychological stress reduction, and could provide an accessible, cost-effective solution.


Assuntos
Doença Crônica/prevenção & controle , Aplicativos Móveis , Educação de Pacientes como Assunto/métodos , Autocuidado/métodos , Estresse Psicológico/prevenção & controle , Telemedicina/métodos , Realidade Virtual , Adolescente , Instrução por Computador , Feminino , Humanos , Masculino , Adulto Jovem
20.
Stud Health Technol Inform ; 199: 94-7, 2014.
Artigo em Inglês | MEDLINE | ID: mdl-24875698

RESUMO

Sensory pathways, consisting of chains of neurons, which spread from the receptor organ to the cerebral cortex, are responsible for the perception of sensations (including pain). In this study, we set out to determine how effective virtual reality (VR) could be in distracting patients from pain experienced through thermoreceptors on the skin. Six healthy subjects were exposed to uncomfortable pain stimuli with and without VR distraction. Subjects reported a drop in pain while in the VR environment, and mean pain rating was significantly lower than the session with no VR distraction. These results indicate that VR distraction can diminish pain experienced by subjects, thus we conclude by eliciting future directions for quantifying effectiveness of VR as a pain management solution.


Assuntos
Simulação por Computador , Manejo da Dor/métodos , Manejo da Dor/psicologia , Telemedicina/métodos , Interface Usuário-Computador , Realidade Virtual , Humanos , Projetos Piloto
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