1
|
Polizzi A, Rinella S, Ruggieri M, Gentile AE, Verrelli CM, Iosa M. Efficacy of videogames and exergames in pediatric neurorehabilitation: a systematic review. Minerva Pediatr (Torino) 2024; 76:690-702. [PMID: 37335184 DOI: 10.23736/s2724-5276.23.07146-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 06/21/2023]
Abstract
INTRODUCTION In recent years, the rehabilitation of children with neurological disorders has taken into account the possibility of using videogaming consoles and virtual reality systems to make children's therapy more enjoyable, motivating, participated and effective. This study aims at conducting a systematic review about the use and the efficacy of digital games in pediatric neurorehabilitation. EVIDENCE ACQUISITION In accordance with the PRISMA approach, a rather wide-ranging search was conducted on PubMed, Scopus, and Web of Science databases by using different combinations of keywords based on MeSH terms. EVIDENCE SYNTHESIS Fifty-five papers have been included into this review, namely, 38 original studies and 17 reviews. The total number of children and adolescents is 573, with 58% of them being affected by cerebral palsy. Despite a wide variability in the adopted protocols, devices, assessment tools, and a more frequent focus on motor aspects than on cognitive ones, the results of the majority of the analyzed studies support the safety (i.e., absence of severe adverse effects) and efficacy of the videogame-based therapy. CONCLUSIONS Videogames, when administered by means of commercial consoles or ad-hoc digital systems, seem to be a valid support for physical therapy. Further researchers are needed to deeply investigate the role of this approach in cognitive therapy and cognitive outcomes.
Collapse
Affiliation(s)
- Agata Polizzi
- Department of Educational Science, University of Catania, Catania, Italy
| | - Sergio Rinella
- Department of Educational Science, University of Catania, Catania, Italy
| | - Martino Ruggieri
- Unit of Clinical Pediatrics, Department of Clinical and Experimental Medicine, University of Catania, Catania, Italy
| | - Amalia E Gentile
- National Center for Rare Diseases, Istituto Superiore di Sanità, Rome, Italy
| | - Cristiano M Verrelli
- Department of Electronic Engineering, University of Rome Tor Vergata, Rome, Italy
| | - Marco Iosa
- Department of Psychology, Sapienza University, Rome, Italy -
- Scientific Institute for Research, Hospitalization and Healthcare (IRCCS), Santa Lucia Foundation, Rome, Italy
| |
Collapse
|
2
|
Alharbi M, Du H, Harris D, Wood G, Dodd H, Buckingham G. Evaluating the impact of virtual reality game training on upper limb motor performance in children and adolescents with developmental coordination disorder: a scoping review using the ICF framework. J Neuroeng Rehabil 2024; 21:95. [PMID: 38840217 PMCID: PMC11151681 DOI: 10.1186/s12984-024-01393-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/08/2024] [Accepted: 05/30/2024] [Indexed: 06/07/2024] Open
Abstract
OBJECTIVE This scoping review aims to explore published literature testing Virtual Reality (VR) interventions for improving upper limb motor performance in children and adolescents with Developmental Coordination Disorder (DCD). Our primary focus was on the types of VR systems used and the measurement tools employed within the International Classification of Functioning, Disability and Health Children and Youth Version (ICF-CY) domains in these studies. METHODS A comprehensive search of six electronic databases up to 11th January 2024 was conducted using predefined terms. Inclusion and exclusion criteria were applied to determine study eligibility, with two authors independently assessing titles, abstracts, and full-text articles. RESULTS Out of 788 potential studies, 14 met the eligibility criteria. Studies predominantly utilized non-immersive VR (nVR) systems, for example, commercial platforms such as Nintendo Wii. Most interventions targeted general motor coordination or balance, with only four studies specifically focusing on upper limb motor performance. The Movement Assessment Battery for Children-2 was the predominant assessment tool. However, the use of game scores and trial durations raised concerns about the accuracy of assessments. The majority of studies reported no significant improvement in upper limb motor performance following VR interventions, though some noted improvements in specific tasks or overall outcomes. CONCLUSION The findings suggest that, while nVR interventions are being explored for paediatric motor rehabilitation, their impact on enhancing upper limb motor performance in children with DCD is unclear. The variability in intervention designs, outcome measures, and the predominant focus on general motor skills rather than specific upper limb improvements highlight the need for more targeted research in this area. IMPACT This review underscores the importance of developing precise and clinically relevant measurement tools in a broader range of VR technologies to optimize the use of VR in therapy for children with DCD. Future research should aim for more rigorous study designs and emerging immersive technologies to maximize therapeutic benefits.
Collapse
Affiliation(s)
- Mohammed Alharbi
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK.
- Department of Physical Therapy, Faculty of Applied Medical Sciences, University of Hail, Hail, Kingdom of Saudi Arabia.
| | - Haoyang Du
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - David Harris
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - Greg Wood
- Department of Sport and Exercise Sciences, Manchester Metropolitan University, Manchester, UK
| | - Helen Dodd
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| | - Gavin Buckingham
- Department of Public Health and Sport and Sciences, University of Exeter, Exeter, UK
| |
Collapse
|
3
|
Meriggi P, Mandalà M, Randazzo M, Brazzoli E, Castagna A, Di Giusto V, Cavallini A, Marzegan A, Lencioni T, Olivieri I. Non-immersive virtual reality based treatment for children with unilateral cerebral palsy: Preliminary results. J Pediatr Rehabil Med 2024; 17:107-123. [PMID: 38489200 PMCID: PMC10977369 DOI: 10.3233/prm-230028] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 05/31/2023] [Accepted: 01/09/2024] [Indexed: 03/17/2024] Open
Abstract
PURPOSE Unilateral cerebral palsy (UCP) represents about 30-40% of overall cerebral palsy diagnoses. Upper limb impairment has a significant negative impact on activities of daily living (ADL), and recent studies have shown that the use of virtual reality (VR) can increase motivation and promote an improvement in ADL. This preliminary study was aimed at exploring the acceptability and usability of a VR rehabilitation treatment, using the VITAMIN Platform, for children with UCP. A secondary goal of the study was to compare the results of usual standardized clinical scales and questionnaires with kinematic results as well as with the quantitative measures acquired by the VITAMIN platform in each exercise of the rehabilitation sessions. METHODS Six children with UCP (aged 7-15) were recruited for a preliminary investigation in using a non-immersive VR system. The treatment was composed of 10 weekly sessions of 45 minutes. Each child played five types of exergames, using the impaired upper limb to hit virtual objects projected on a wide screen. Standardized clinical scales, kinematic analysis, and questionnaires were used to extensively assess upper limb function before and at the end of treatment. Five typically-developing children provided a reference for the instrumented kinematic assessment. RESULTS At the end of the treatment, Melbourne Assessment 2 (MA2) scores increased for all the participants (mean increase in range of movement (ROM) + 19.1%, accuracy + 4.6%, dexterity + 13.1%, fluency + 10.3%). Shoulder flexion-extension ROM also improved (mean increase + 10.5°), and according to the kinematic analysis, shoulder movements became more similar to reference profiles. These results were confirmed by a general improvement in performing ADL, assessed by the ABILHAND-Kids questionnaire. Finally, a general agreement among the different measures and indexes emerged from the acquired data. CONCLUSION The results show that VR treatment with the VITAMIN platform could be engaging and functional for rehabilitation of children with UCP. The good agreement among the qualitative and quantitative measures and indexes confirms the potential of such novel treatment. However, due to the limited sample size and small number of sessions, further and larger investigations are required to evaluate the effectiveness and to generalize the results.
Collapse
Affiliation(s)
| | | | | | | | | | | | | | | | | | - Ivana Olivieri
- IRCCS Fondazione Don Carlo Gnocchi, Milan, Italy
- Centro Benedetta D’Intino Onlus, Milan, Italy
| |
Collapse
|
4
|
Chiu PL, Li H, Yap KYL, Lam KMC, Yip PLR, Wong CL. Virtual Reality-Based Intervention to Reduce Preoperative Anxiety in Adults Undergoing Elective Surgery: A Randomized Clinical Trial. JAMA Netw Open 2023; 6:e2340588. [PMID: 37906193 PMCID: PMC10618840 DOI: 10.1001/jamanetworkopen.2023.40588] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/15/2023] [Accepted: 09/18/2023] [Indexed: 11/02/2023] Open
Abstract
IMPORTANCE Preoperative anxiety is common among adult patients undergoing elective surgery and is associated with negative outcomes. Virtual reality (VR)-based interventions have been considered simpler, safer, and more effective for reducing anxiety in patients undergoing surgery than conventional care. OBJECTIVE To examine the effectiveness of a VR-based intervention with preoperative education in reducing preoperative anxiety among adult patients undergoing elective surgery. DESIGN, SETTING, AND PARTICIPANTS An assessor-blinded prospective randomized clinical trial was conducted to recruit adult patients aged 18 years or older who were scheduled for their first elective surgery procedure under general anesthesia within the next 2 to 4 weeks at a preanesthesia assessment clinic in Hong Kong from July to December 2022. INTERVENTIONS Participants were randomly assigned to either an intervention group (an 8-minute immersive 360° VR video tour in the operating theater via a head-mounted display console) or a control group (standard care). MAIN OUTCOMES AND MEASURES The primary outcome of preoperative anxiety was measured using the Amsterdam Preoperative Anxiety and Information Scale (range, 6-30; higher scores indicate greater anxiety), and the secondary outcomes (ie, stress, preparedness, and pain) were assessed by Visual Analog Scale at 3 time points: baseline at beginning of clinical session (T0), at the end of the clinical session immediately after the intervention (T1), and before the surgery (T2). Pain, satisfaction levels, and postoperative length of stay were evaluated after the surgery (T3). Simulation sickness was assessed after the intervention by use of the Simulation Sickness Questionnaire. A generalized estimating equations model was applied to compare changes in outcomes over time. RESULTS A total of 74 participants (mean [SD] age, 46.34 [14.52] years; 38 men [51.4%] and 36 women [48.6%]) were recruited and randomized to the control group (37 participants) and intervention group (37 participants). Compared with the control group, the VR-based intervention group showed significantly decreased preoperative anxiety at T1 (β, -5.46; 95% CI, -7.60 to -3.32; P < .001) and T2 (β, -5.57; 95% CI, -7.73 to -3.41; P < .001), lower stress at T1 (β, -10.68; 95% CI, -16.00 to -5.36; P < .001) and T2 (β, -5.16; 95% CI, -9.87 to -0.45; P = .03), and higher preparedness at T1 (β, 6.60; 95% CI, 0.97 to 12.19; P = .02). Satisfaction levels were significantly increased in the intervention group vs the control group (mean [SD] score, 81.35 [9.24] vs 65.28 [8.16]; difference, 16.07; 95% CI, 12.00 to 20.15; P < .001). No significant differences in pain and postoperative length of stay were found. CONCLUSIONS AND RELEVANCE The findings of this study suggest that a VR-based intervention is a feasible and effective way to reduce preoperative anxiety in adult patients undergoing elective surgery. Given the promising results of this study, further study in the form of large-scale, multicenter, randomized clinical trials with broader implementation is warranted. TRIAL REGISTRATION Chinese Clinical Trial Registry Identifier: ChiCTR2100051690.
Collapse
Affiliation(s)
- Pak Lung Chiu
- The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China
| | - Huiyuan Li
- The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China
| | - Kevin Yi-Lwern Yap
- Department of Pharmacy, Singapore General Hospital, Singapore
- School of Psychology & Public Health, La Trobe University, Melbourne, Victoria, Australia
| | - Ka-man Carmen Lam
- Department of Anaesthesia and Operating Theatre Services, Hospital Authority New Territories West Cluster, Hong Kong SAR, China
| | - Pui-ling Renee Yip
- Department of Anaesthesia and Operating Theatre Services, Hospital Authority New Territories West Cluster, Hong Kong SAR, China
| | - Cho Lee Wong
- The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China
| |
Collapse
|
5
|
Gefen N, Archambault PS, Rigbi A, Weiss PL. Pediatric powered mobility training: powered wheelchair versus simulator-based practice. Assist Technol 2023; 35:389-398. [PMID: 35737961 DOI: 10.1080/10400435.2022.2084183] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/23/2022] [Indexed: 10/17/2022] Open
Abstract
METHOD Participants included 30 children and adolescents (23 males, 13 females) with cerebral palsy and other neuromuscular diseases, aged 6-18. Data were collected and compared at baseline and after 12 weeks of home-based practice via a powered wheelchair or a simulator. Powered mobility ability was determined by the Powered Mobility Program (PMP), the Israel Ministry of Health's Powered Mobility Proficiency Test (PM-PT) and the Assessment of Learning Powered Mobility (ALP). RESULTS All participants practiced for the required amount of time and both groups reported a similar user experience. Both groups achieved significant improvement following the practice period as assessed by the PMP and PM-PT assessments, with no significant differences between them. A significant improvement was found in the ALP assessment outcomes for the powered wheelchair group only. CONCLUSIONS This is the first study, to our knowledge, that compares two different wheelchair training methods. Simulator-based practice is an effective training option for powered mobility for children with physical disabilities aged 6-18 years old, demonstrating that it is possible to provide driving skill practice opportunities safe, controlled environments.
Collapse
Affiliation(s)
- Naomi Gefen
- Deputy Director General, ALYN Hospital, Jerusalem, Israel
| | - Philippe S Archambault
- School of Physical and Occupational Therapy, McGill University, Montreal, Canada
- McGill, University of Montreal, University of Quebec in Montreal
| | - Amihai Rigbi
- Faculty of Education, Beit Berl College, Kfar-Saba, Israel
| | - Patrice L Weiss
- Department of Occupational Therapy, University of Haifa, Haifa, Israel
| |
Collapse
|
6
|
Han Y, Park S. Effectiveness of virtual reality on activities of daily living in children with cerebral palsy: a systematic review and meta-analysis. PeerJ 2023; 11:e15964. [PMID: 37667752 PMCID: PMC10475275 DOI: 10.7717/peerj.15964] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/20/2023] [Accepted: 08/04/2023] [Indexed: 09/06/2023] Open
Abstract
Background No meta-analysis has been conducted on the effect of specific virtual reality (VR) treatment modes on activities of daily living (ADL) in children with cerebral palsy (CP). Therefore, this study aimed to confirm whether VR therapy is effective in improving ADL in children with CP according to subgroups. Methodology Literature published in the Cumulated Index to Nursing and Allied Health Literature (CINAHL), Embase, the Physiotherapy Evidence Database (PEDro), and PubMed was reviewed, and Risk of Bias 2.0 (RoB 2) was used to evaluate the quality of the literature. A funnel plot was visually observed to confirm publication bias, supplemented with Egger's regression test. Data analysis was performed using R version 4.2.1. Subgroup analysis was performed according to the Gross Motor Function Classification System (GMFCS), the Manual Ability Classification System (MACS), treatment minutes per week, treatment period, age, and RoB. Results Eleven of 2,978 studies were included, and the overall effect size was 0.37 (95% confidence interval = 0.17-0.57). Regarding GMFCS, effect sizes of 0.41 and 0.33 was observed for the low- and high-function groups, respectively. For MACS, 0.27 and 0.43 were observed for the low and high-function groups. Regarding treatment minutes per week, the values were 0.22, 0.44, and 0.27 in the 1-100, 101-200, and 201-300 min groups, respectively. In the classification according to age, 0.29 was observed for school-age children and 0.98 for preschool children. Lastly, in the classification according to the RoB, 0.52, -0.01, and 0.23 indicated studies with low risk, some concern, and high risk, respectively. Conclusions The highest effect was observed when VR was applied within 6 weeks of 101-200 per week. Therefore, it is suggested that if the results of this review are applied to children with cerebral palsy in the community, it will be an effective intervention method. Systematic review registration PROPEROS (registration number CRD42023409801).
Collapse
Affiliation(s)
- YongGu Han
- Department of Physical Therapy, Yonsei University, Wonju, Kangwondo, South Korea
| | - SunWook Park
- Department of Physical Therapy, Kangwon National University, Samchuk, Kangwondo, South Korea
| |
Collapse
|
7
|
Coley C, Kovelman S, Belschner J, Cleary K, Schladen M, Evans SH, Salvador T, Monfaredi R, Fooladi Talari H, Slagle J, Rana MS. PedBotHome: A Video Game-Based Robotic Ankle Device Created for Home Exercise in Children With Neurological Impairments. Pediatr Phys Ther 2022; 34:212-219. [PMID: 35385456 PMCID: PMC9009250 DOI: 10.1097/pep.0000000000000881] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
Abstract
PURPOSE This pilot study assesses the feasibility of using PedBotHome to promote adherence to a home exercise program, the ability of the device to withstand frequent use, and changes in participant ankle mobility.PedBotHome is a robotic ankle device with integrated video game software designed to improve ankle mobility in children with cerebral palsy. METHODS Eight participants enrolled in a 28-day trial of PedBotHome. Ankle strength, range of motion, and plantar flexor spasticity were measured pre- and posttrial. Performance was monitored remotely, and game settings were modified weekly by physical therapists. RESULTS Four participants met the study goal of 20 days of use. There were statistically significant improvements in ankle strength, spasticity, and range of motion. CONCLUSIONS PedBotHome is a feasible device to engage children with static neurological injuries in ankle home exercise. This pilot study expands the paradigm for future innovative home-based robotic rehabilitation.
Collapse
Affiliation(s)
- Catherine Coley
- Physical Therapy (Drs Coley, Kovelman, and Belschner), Children's National Hospital, Washington, District of Columbia; Sheikh Zayed Research Institute (Drs Cleary and Monfaredi and Messrs Salvador, Fooladi Talari, Slagle, and Rana), Children's National Hospital, Washington, District of Columbia; Georgetown University (Dr Schladen), Washington, District of Columbia; Physical Medicine and Rehabilitation (Dr Evans), Children's Hospital of Philadelphia, Philadelphia, Pennsylvania; Center for Surgical Care (Mr Rana), Children's National Hospital, Washington, District of Columbia
| | | | | | | | | | | | | | | | | | | | | |
Collapse
|
8
|
Hashim SSR, Sau N, Trickett T, Jaggi A, Eastwood DM. Medical Interactive Recovery Assistant: a useful clinical tool in paediatric shoulder rehabilitation? INTERNATIONAL JOURNAL OF THERAPY AND REHABILITATION 2021. [DOI: 10.12968/ijtr.2019.0129] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
Background/aims Outpatient physical therapy is the mainstay of treatment in shoulder instability, but lack of motivation and intermittent monitoring of progress is associated with poor compliance. ‘Exergames’ (a combination of videogames and physical exercise) may provide an additional or alternative motivational factor. The aim of this study was to determine the applicability of the Medical Interactive Recovery Assistant Xbox Kinect gaming software in the management of adolescent atraumatic shoulder instability. Methods Patients completed six 30-minute sessions playing games using the Medical Interactive Recovery Assistant while participating in a therapy programme. Pain and fatigue questionnaires, functional assessments and a framework analysis of free-text comments were used. Results A total of 20 female patients (15 unilateral, five bilateral pathology, mean age 14.1 years) completed the sessions. An average session length was 10.8 mins (range 0–24 mins). After each session using the Medical Interactive Recovery Assistant, 80% were neither in pain, nor overly tired. At 2 weeks, the Stanmore Percentage of Normal Shoulder Assessment scores had improved by a mean 17.9% and 10 (50%) patients showed improvements in Oxford Shoulder Instability Scores. Overall, 15 participants (75%) liked the technology; however six (32%) preferred standard physiotherapy, because of software limitations and lack of personal interaction. Conclusions Medical Interactive Recovery Assistant gamification is applicable for this patient cohort and could be integrated into adolescent atraumatic shoulder instability rehabilitation programmes; however, results emphasise the importance of personal contact.
Collapse
Affiliation(s)
| | - Nasreen Sau
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Toni Trickett
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Anju Jaggi
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
| | - Deborah M Eastwood
- Department of Physiotherapy, Royal National Orthopaedic Hospital, London, UK
- Division of Surgery and Interventional Science, University College London, London, UK
| |
Collapse
|
9
|
Phelan I, Furness PJ, Matsangidou M, Carrion-Plaza A, Dunn H, Dimitri P, Lindley SA. Playing your pain away: designing a virtual reality physical therapy for children with upper limb motor impairment. VIRTUAL REALITY 2021; 27:173-185. [PMID: 36915630 PMCID: PMC9998555 DOI: 10.1007/s10055-021-00522-5] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 06/01/2020] [Accepted: 03/30/2021] [Indexed: 06/16/2023]
Abstract
Children with upper limb motor impairment often undergo repetitive therapeutic physiotherapy sessions to minimize functional disabilities of the affected area. Even though therapeutic processes can improve functional outcomes and minimize persistent disabilities, patients often neglect to participate fully in physical therapies due to the associated procedural pain. Over recent decades, there has been a growing interest in designing non-pharmacological interventions which aim to minimize pain during physical therapies and improve functional outcomes. Via two interrelated studies, we explored the use of virtual reality (VR) as a tool to provide therapeutic physiotherapy for child patients in an out-patient hospital department. We found that VR is an effective solution for children with upper limb motor impairment undergoing painful therapeutic process within a hospital environment. VR can improve functional disabilities, alleviate perceived pain, reduce the perceived difficulty of rehabilitation exercises, increase exercise duration and produce positive emotions towards the therapy. Trial registration number and date of registration Protocol ID NCT03998995. Release Date: June 25, 2019.
Collapse
Affiliation(s)
- Ivan Phelan
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Penny Jayne Furness
- Department of Psychology, Sociology and Politics, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Maria Matsangidou
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Alicia Carrion-Plaza
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Heather Dunn
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| | - Paul Dimitri
- Sheffield Children’s NHS Foundation Trust, Sheffield, S10 2TH UK
| | - Shirley A. Lindley
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, S1 1WB UK
| |
Collapse
|
10
|
Cook NE, Huebschmann NA, Iverson GL. Safety and Tolerability of an Innovative Virtual Reality-Based Deep Breathing Exercise in Concussion Rehabilitation: A Pilot Study. Dev Neurorehabil 2021; 24:222-229. [PMID: 33126815 DOI: 10.1080/17518423.2020.1839981] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
Abstract
To examine the safety and tolerability of a virtual reality-based deep breathing exercise for children and adolescents who are slow to recover from concussion. Methods: Fifteen participants (ages 11 to 22; mean = 16.9 years) were recruited from a specialty concussion clinic within a tertiary care medical center. Participants completed a 5-min paced deep breathing exercise administered via a virtual reality headset. Results: Nearly all participants (93.3%) reported the experience was either positive or extremely positive. No participants reported significant discomfort or discontinued the exercise. Three participants reported a mild increase in headache, dizziness, or nausea. Participants reported significant decreases in stress (r =.57), tension (r =.73), fatigue (r =.73), and confusion (r =.67), with large effect sizes, following the deep breathing exercise. Conclusion: A brief, virtual reality-based deep breathing exercise is worthy of additional study as a rehabilitation component for children and adolescents with prolonged concussion recoveries.
Collapse
Affiliation(s)
- Nathan E Cook
- Department of Physical Medicine and Rehabilitation, Harvard Medical School, Boston, MA, USA.,Spaulding Rehabilitation Hospital, Spaulding Research Institute, Charlestown, MA, USA.,MassGeneral Hospital for Children Sports Concussion Program, Boston, MA, USA
| | - Nathan A Huebschmann
- Spaulding Rehabilitation Hospital, Spaulding Research Institute, Charlestown, MA, USA.,MassGeneral Hospital for Children Sports Concussion Program, Boston, MA, USA
| | - Grant L Iverson
- Department of Physical Medicine and Rehabilitation, Harvard Medical School, Boston, MA, USA.,Spaulding Rehabilitation Hospital, Spaulding Research Institute, Charlestown, MA, USA.,MassGeneral Hospital for Children Sports Concussion Program, Boston, MA, USA.,Center for Health and Rehabilitation Research, Charlestown, MA, USA
| |
Collapse
|
11
|
Alqithami S. A serious-gamification blueprint towards a normalized attention. Brain Inform 2021; 8:6. [PMID: 33856585 PMCID: PMC8050194 DOI: 10.1186/s40708-021-00127-3] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2020] [Accepted: 02/19/2021] [Indexed: 12/16/2022] Open
Abstract
Attention is an important commodity in the human skills set. It can be trained to overcome deficits in the short term which might be based on multiple cognitive complications to entail inability to keep focus and mined wondering. On the long term, however, it might be a symptom of chronic diseases that acquire attention to include the spectra of many mental health disorders, e.g., attention deficit hyperactivity disorder (ADHD). This paper, therefore, introduces a generic reference model that guides in the design of proper treatment method for patients in short of attention to engage in a game-based environment in order to enhance the behavior of their current state of attention which may hopefully lead to a better focus. When considering the volatility of traditional cognitive behavioral therapies (CBTs), the model reflects and analyzes evolving serious games design directed for the treatment of ADHD. It serves as an instrument that spawn over a specific treatment design since it introduces essential components that depicts essential units of traditional CBT when they are modularly combined. The components will be introduced and the processes of the reference model will be elaborated as a roadmap for the formation and the operation of augmented reality treatment games.
Collapse
Affiliation(s)
- Saad Alqithami
- Department of Computer Science, Albaha University, Al Bahah, Saudi Arabia.
| |
Collapse
|
12
|
Felnhofer A, Fischer-Grote L. [Using new media in pediatric psychosomatic medicine]. Monatsschr Kinderheilkd 2021; 169:628-632. [PMID: 33875897 PMCID: PMC8048327 DOI: 10.1007/s00112-021-01184-y] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 03/17/2021] [Indexed: 11/28/2022]
Abstract
Neue Medien wie Smartphone-Apps oder virtuelle Realitäten (VR) finden zunehmend Anwendung in der pädiatrischen Psychosomatik. In der Diagnostik liegen die Vorteile in der Erfassung von Daten im Alltag sowie in der realitätsnahen und zugleich standardisierten Erfassung mithilfe der VR. In der Behandlung lassen sich selbstadministrierte und hybride Technologien von computerassistierten und computerspielbasierten Interventionen unterscheiden, die allesamt zunehmend in der pädiatrischen Psychosomatik zum Einsatz kommen, so z. B. bei Schmerzerkrankungen, Enkopresis, chronischen Erkrankungen oder auch begleitenden Depressionen und Ängsten. Durch das Auslösen alltagsnaher Reaktionen bei gleichzeitiger maximaler Kontrolle bieten VR auch in der Forschung große Vorteile. Nichtsdestotrotz sind Kontraindikationen wie Psychosen, Epilepsie und Migräne zu beachten. Eine umfassende Schulung des Fachpersonals ist daher für die Nutzung neuer Medien in der Diagnostik, Behandlung und Forschung essenziell.
Collapse
Affiliation(s)
- A Felnhofer
- Univ.-Klinik für Kinder- und Jugendheilkunde, Pädiatrische Psychosomatik, Medizinische Universität Wien, Währinger Gürtel 8-20, Fach 27, 1090 Wien, Österreich.,Comprehensive Center for Pediatrics, CCP, Medizinische Universität Wien, Wien, Österreich
| | - L Fischer-Grote
- Univ.-Klinik für Kinder- und Jugendheilkunde, Pädiatrische Psychosomatik, Medizinische Universität Wien, Währinger Gürtel 8-20, Fach 27, 1090 Wien, Österreich.,Comprehensive Center for Pediatrics, CCP, Medizinische Universität Wien, Wien, Österreich
| |
Collapse
|
13
|
Phelan I, Furness PJ, Dunn HD, Carrion-Plaza A, Matsangidou M, Dimitri P, Lindley S. Immersive virtual reality in children with upper limb injuries: Findings from a feasibility study. J Pediatr Rehabil Med 2021; 14:401-414. [PMID: 34151871 PMCID: PMC9108569 DOI: 10.3233/prm-190635] [Citation(s) in RCA: 6] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/15/2022] Open
Abstract
PURPOSE Children who sustain Upper Limb Injuries (ULIs), including fractures and burns, may undergo intensive rehabilitation. The discomfort of therapy can reduce their compliance, limit their range of motion (ROM) and lead to chronic pain. Virtual Reality (VR) interventions have been found to reduce anticipated and procedural pain.This feasibility study aimed to explore perceptions and impacts of a custom-made, fully immersive Head-Mounted Display VR (HMD-VR) experience within a United Kingdom (UK) National Health Service (NHS) outpatient rehabilitation service for children with ULIs. METHODS Ten children aged 9-16 in one UK Children's hospital trialled HMD-VR during one rehabilitation session. They, their parents (n = 10), and hospital physiotherapy staff (n = 2) were interviewed about their perceptions of pain, difficulty, enjoyability, therapeutic impacts, benefits, and limitations. Children rated the sessions on enjoyability, difficulty, and pain compared to usual rehabilitation exercises. Physiotherapists were asked to provide range of motion readings. RESULTS Inductive thematic analysis of interview data generated three themes, 'Escape through Engagement'; 'Enhanced Movement'; and 'Adaptability and Practicality'. Children rated the session as more enjoyable, less difficult and painful than their usual rehabilitation exercises. Findings suggested that HMD-VR was an engaging, enjoyable experience that distracted children from the pain and boredom of therapy. Also, it seemed to enhance the movement they achieved. Participants perceived it was useful for rehabilitation and adaptable to individual needs and other patient groups. Suggestions were made to increase adaptability and build in practical safeguards. CONCLUSION Findings from this small-scale feasibility study suggested HMD-VR was perceived as usable, acceptable, and effective with potential for further development. Future work could include larger scale trials.
Collapse
Affiliation(s)
- Ivan Phelan
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| | - Penny J Furness
- Centre for Behavioural Sciences and Applied Psychology (CeBSAP), Department of Psychology, Sociology and Politics, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| | - Heather D Dunn
- Centre for Behavioural Sciences and Applied Psychology (CeBSAP), Department of Psychology, Sociology and Politics, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| | - Alicia Carrion-Plaza
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| | - Maria Matsangidou
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| | - Paul Dimitri
- NIHR Children & Young People MedTech Cooperative, Sheffield Children's NHS Foundation Trust, Sheffield, United Kingdom.,Sheffield Hallam University, Sheffield, United Kingdom
| | - Shirley Lindley
- Centre for Culture, Media and Society, College of Social Sciences and Arts, Sheffield Hallam University, Sheffield, United Kingdom
| |
Collapse
|
14
|
Chang HJ, Ku KH, Park YS, Park JG, Cho ES, Seo JS, Kim CW, O SH. Effects of Virtual Reality-Based Rehabilitation on Upper Extremity Function among Children with Cerebral Palsy. Healthcare (Basel) 2020; 8:healthcare8040391. [PMID: 33050396 PMCID: PMC7711757 DOI: 10.3390/healthcare8040391] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/24/2020] [Revised: 09/27/2020] [Accepted: 10/08/2020] [Indexed: 12/25/2022] Open
Abstract
Background: Deterioration in upper extremity function has been a common problem among children with cerebral palsy (CP). The present study evaluated the effects of virtual reality (VR)-based rehabilitation combined with conventional occupational therapy (COT) on upper extremity function and caregiver assistance among children with CP. Methods: Medical records of 17 children with CP who regularly participated in a rehabilitation program at Samsung Changwon Hospital were retrospectively reviewed. Ten children received VR-based rehabilitation, which utilized RAPAEL Smart Kids and video games combined with COT. Seven children received COT alone, which was provided by a trained occupational therapist and focused on their upper extremities. Clinical outcomes were determined using the Quality of Upper Extremity Skills Test (QUEST) and Pediatric Evaluation of Disability Inventory (PEDI), which were administered before and 8 weeks after the first intervention session. Results: The smart glove (SG) group showed significant improvements in all QUEST domains and five PEDI domains (p < 0.05), whereas the COT group showed a significant change only in total QUEST scores. A comparison between both groups revealed that the SG group had significantly greater improvements in five QUEST domains and two PEDI domains (p < 0.05). Conclusions: Our results suggest that VR-based rehabilitation combined with COT may improve the upper extremity functions and decrease caregiver burden among children with CP.
Collapse
Affiliation(s)
| | - Kyo Hun Ku
- Correspondence: ; Tel.: +82-10-4843-1379
| | | | | | | | | | | | | |
Collapse
|
15
|
Modi N, Singh J. A survey of research trends in assistive technologies using information modelling techniques. Disabil Rehabil Assist Technol 2020; 17:605-623. [PMID: 32996798 DOI: 10.1080/17483107.2020.1817992] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/05/2023]
Abstract
BACKGROUND Despite the rapid proliferation and emphasis on technology, the use of assistive technology among individuals with varying disabilities and age is different. This situation instigates the need for a systematic review to gain a realistic understanding of prominent issues, research trends and assistive technology applications with minimal bias. OBJECTIVE Identification of leading researchers and prominent publications in assistive technologies. Subsequently, semantic relation between qualitative and quantitative research literature on assistive technologies was explored to future research directions. METHODS A manual search across reputed research databases was done to find out relevant literature from January 2005 to April 2020. In this paper, latent semantic analysis (LSA) was done to develop an information model for achieving defined objectives. RESULTS A corpus of 367 research papers published during 2005-2020 was processed using LSA. Term frequency, inverse document frequency of high loading terms provided five major topic solutions. Marcia Scherer, Rory Cooper and Stefano Federici are most noticed authors in assistive technology research. "Smart Assistive Technologies" and "Wearable Technologies for Rehabilitation" came out as contemporary research trends within assistive technologies. CONCLUSIONS The manuscript concludes the fact that assistive technologies for rehabilitation are experiencing a transition from standalone mechanical devices towards smart, wearable and connected devices.Implications for RehabilitationCustomized assistive devices could be programmed for multiple uses.User data privacy and internet dependency of smart assistive technologies must be taken care of while designing smart assistive devices for rehabilitation.Fog devices could eliminate the latency issues associated with cloud-based rehabilitation services.
Collapse
Affiliation(s)
- Nandini Modi
- Chitkara University Institute of Engineering and Technology, Chitkara University, Rajpura, India
| | - Jaiteg Singh
- Chitkara University Institute of Engineering and Technology, Chitkara University, Rajpura, India
| |
Collapse
|
16
|
Ioannou A, Papastavrou E, Avraamides MN, Charalambous A. Virtual Reality and Symptoms Management of Anxiety, Depression, Fatigue, and Pain: A Systematic Review. SAGE Open Nurs 2020; 6:2377960820936163. [PMID: 33415290 PMCID: PMC7774450 DOI: 10.1177/2377960820936163] [Citation(s) in RCA: 55] [Impact Index Per Article: 13.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/22/2019] [Revised: 05/06/2020] [Accepted: 05/19/2020] [Indexed: 11/16/2022] Open
Abstract
In recent years, virtual reality (VR) has become an interesting alternative to traditional exposure-based therapies for many symptoms. VR involves immersion in a computer-generated virtual environment that minimizes avoidance and facilitates emotional processing. The objective of this systematic review is to evaluate evidence on the intervention effect of VR on anxiety, depression, fatigue, and pain. The research strategy of this systematic review included three electronic databases (MEDLINE/PubMed, Cochrane Library, and ScienceDirect) based on predetermined inclusion and exclusion criteria. Published quantitative studies from 2000 to 2020 were identified, which examined the effect of VR intervention on four different symptoms related to symptoms experienced by cancer patients. Quality assessments, data extractions, and analysis were completed on all included studies. A total of 882 titles and abstracts were screened, and 23 studies were included in the review. The studies were grouped according to the symptoms: anxiety and depression, fatigue, and pain. The review showed that VR intervention is more effective compared with the control (i.e., standard care) for anxiety, depression, fatigue, and pain. VR can reduce effectively these symptoms in different contexts and diseases, including cancer. The evidence suggests that there is value in exploring this intervention as a potential crossover treatment for these symptoms in patients. This study contributes to evidence that distraction is an effective symptom management mechanism. The findings are congruent with the theoretical framework, supporting the premise that VR, as an emotion-focused distraction intervention, decreases the severity of these symptoms.
Collapse
Affiliation(s)
| | | | - Marios N Avraamides
- Department of Psychology, University of Cyprus.,Silversky3D Virtual Reality Technologies Ltd., Nicosia, Cyprus
| | | |
Collapse
|
17
|
Cieślik B, Mazurek J, Rutkowski S, Kiper P, Turolla A, Szczepańska-Gieracha J. Virtual reality in psychiatric disorders: A systematic review of reviews. Complement Ther Med 2020; 52:102480. [PMID: 32951730 DOI: 10.1016/j.ctim.2020.102480] [Citation(s) in RCA: 73] [Impact Index Per Article: 18.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/19/2020] [Revised: 06/01/2020] [Accepted: 06/08/2020] [Indexed: 12/11/2022] Open
Abstract
BACKGROUND Virtual reality (VR) is being used more and more often as a therapeutic tool in psychology or psychiatry. In recent years, VR interventions appear more extensively also in disorders such as depression, anxiety and phobia. However, there has yet to be a comprehensive synthesis and critical review of the literature to identify future directions to advance the field in this area. OBJECTIVES To broadly characterize the literature to date on the application of VR in psychiatric disorders by conducting a systematic review of reviews, describe the limitations of existing research, suggest avenues for future research to address gaps in the current literature and provide practical recommendations for incorporating VR into various treatments for psychiatric disorders. METHODS PubMed and Web of Science databases were searched for reviews on VR use in psychiatric disorders (e.g. various pain perceptions, post-traumatic stress disorder, phobias, attention deficit hyperactivity disorder, psychosis, depression). The methodological quality of each literature review was assessed using AMSTAR. RESULTS The original search identified 848 reviews, of which 70 were included in the systematic review of reviews. Broadly, the literature indicates that various VR interventions could be useful in different psychiatric disorders. CONCLUSION This study provides evidence supporting the positive impact of VR therapy in psychiatric disorders. However, the impact is defined differently according to the studied area. Nevertheless, due to the continuous development of VR hardware and software, it is essential to conduct further research in the area of psychiatric disorders, especially as no review has concluded that VR does not work.
Collapse
Affiliation(s)
- Błażej Cieślik
- Faculty of Health Sciences, Jan Dlugosz University in Czestochowa, Czestochowa, Poland.
| | - Justyna Mazurek
- Department and Division of Medical Rehabilitation, Wroclaw Medical University, Wroclaw, Poland.
| | - Sebastian Rutkowski
- Faculty of Physical Education and Physiotherapy, Opole University of Technology, Opole, Poland.
| | - Paweł Kiper
- Laboratory of Neurorehabilitation Technologies, San Camillo IRCCS S.r.l., Venice, Italy.
| | - Andrea Turolla
- Laboratory of Neurorehabilitation Technologies, San Camillo IRCCS S.r.l., Venice, Italy.
| | | |
Collapse
|
18
|
Tennant M, Youssef GJ, McGillivray J, Clark TJ, McMillan L, McCarthy MC. Exploring the use of Immersive Virtual Reality to enhance Psychological Well-Being in Pediatric Oncology: A pilot randomized controlled trial. Eur J Oncol Nurs 2020; 48:101804. [PMID: 32949941 DOI: 10.1016/j.ejon.2020.101804] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/25/2020] [Revised: 06/16/2020] [Accepted: 07/14/2020] [Indexed: 01/21/2023]
Abstract
PURPOSE To investigate whether Immersive Virtual Reality (VR) has a greater positive influence on oncology patients' physical and emotional mood states when compared to an iPad attentional control condition. Our secondary objective was to understand what factors influenced VR effectiveness. METHOD Participants were 90 oncology inpatients, aged 7-19 years, and their primary parent caregiver. Using a randomized controlled study design patients were allocated to VR (three content groups) or an iPad control condition. Pre-post-intervention self-report state measures were collected using visual analogue scales and an objective measure of physiological arousal (pulse rate). Post-intervention, patients reported on level of immersion, enjoyment and simulator sickness. RESULTS Patients benefited from both Immersive VR and novel iPad intervention with no statistically significant differences found between conditions on child outcomes. However, patients accessing Immersive VR consistently reported greater positive shifts in mood state and reductions in negative symptoms when compared with iPad. No change was observed in physiological arousal levels (pulse rate) in either condition before, during or immediately after intervention. Moderation analysis showed that the degree of child illness (PedsQL), sex, age, and level of immersion were important in influencing the magnitude of differences between the VR and iPad conditions on mood, anxiety and pain. CONCLUSIONS These preliminary findings support the use of Immersive VR in clinical oncology settings to improve patient well-being. Further studies examining the application of Immersive VR in supporting children adjusting to hospitalization and cancer treatment are therefore warranted. Factors found to moderate VR effectiveness provide important clinical implications.
Collapse
Affiliation(s)
- Michelle Tennant
- School of Psychology, Faculty of Health, Deakin University, Geelong, Victoria, 3220, Australia; Clinical Sciences, Murdoch Children's Research Institute, Parkville, Victoria, 3052, Australia; Children's Cancer Centre, The Royal Children's Hospital, Parkville, Victoria, 3052, Australia.
| | - George J Youssef
- School of Psychology, Faculty of Health, Deakin University, Geelong, Victoria, 3220, Australia; Centre for Adolescent Health, Murdoch Children's Research Institute, Parkville, Victoria, 3052, Australia
| | - Jane McGillivray
- School of Psychology, Faculty of Health, Deakin University, Geelong, Victoria, 3220, Australia; Deakin Child Study Centre, School of Psychology, Deakin University, Burwood, Victoria, 3125, Australia
| | - Tara-Jane Clark
- Children's Cancer Centre, The Royal Children's Hospital, Parkville, Victoria, 3052, Australia
| | - Laura McMillan
- Clinical Sciences, Murdoch Children's Research Institute, Parkville, Victoria, 3052, Australia
| | - Maria C McCarthy
- Clinical Sciences, Murdoch Children's Research Institute, Parkville, Victoria, 3052, Australia; Children's Cancer Centre, The Royal Children's Hospital, Parkville, Victoria, 3052, Australia; Department of Paediatrics, University of Melbourne, Parkville, Victoria, 3052, Australia
| |
Collapse
|
19
|
Darnall BD, Krishnamurthy P, Tsuei J, Minor JD. Self-Administered Skills-Based Virtual Reality Intervention for Chronic Pain: Randomized Controlled Pilot Study. JMIR Form Res 2020; 4:e17293. [PMID: 32374272 PMCID: PMC7381022 DOI: 10.2196/17293] [Citation(s) in RCA: 69] [Impact Index Per Article: 17.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/03/2019] [Revised: 04/12/2020] [Accepted: 05/05/2020] [Indexed: 01/18/2023] Open
Abstract
Background Patients with chronic pain often have limited access to comprehensive care that includes behavioral pain management strategies. Virtual reality (VR) is an immersive technology and emerging digital behavioral pain therapy with analgesic efficacy for acute pain. We found no scientific literature on skills-based VR behavioral programs for chronic pain populations. Objective The primary aim of this study is to evaluate the feasibility of a self-administered VR program that included content and skills informed by evidence-based behavioral treatment for chronic pain. The secondary aim is to determine the preliminary efficacy of the VR program in terms of average pain intensity and pain-related interference with activity, stress, mood, and sleep, and its impact on pain-related cognition and self-efficacy. The tertiary aim was to conduct a randomized controlled trial (RCT) and compare the VR treatment with an audio-only treatment. This comparison isolated the immersive effects of the VR program, thereby informing potential mechanisms of effect. Methods We conducted an RCT involving a web-based convenience sample of adults (N=97) aged 18-75 years with self-reported chronic nonmalignant low back pain or fibromyalgia, with an average pain intensity >4 over the past month and chronic pain duration >6 months. Enrolled participants were randomly assigned to 1 of 2 unblinded treatments: (1) VR: a 21-day, skills-based VR program for chronic pain; and (2) audio: an audio-only version of the 21-day VR program. The analytic data set included participants who completed at least 1 of 8 surveys administered during the intervention period: VR (n=39) and audio (n=35). Results The VR and audio groups launched a total of 1067 and 1048 sessions, respectively. The majority of VR participants (n=19/25, 76%) reported no nausea or motion sickness. High satisfaction ratings were reported for VR (n=24/29, 83%) and audio (n=26/33, 72%). For VR efficacy, symptom improvement over time was found for each pain variable (all P<.001), with results strengthening after 2 weeks. Importantly, significant time×group effects were found in favor of the VR group for average pain intensity (P=.04), pain-related inference with activity (P=.005), sleep (P<.001), mood (P<.001), and stress (P=.003). For pain catastrophizing and pain self-efficacy, we found a significant declining trend for both treatment groups. Conclusions High engagement and satisfaction combined with low levels of adverse effects support the feasibility and acceptability of at-home skills-based VR for chronic pain. A significant reduction in pain outcomes over the course of the 21-day treatment both within the VR group and compared with an audio-only version suggests that VR has the potential to provide enhanced treatment and greater improvement across a range of pain outcomes. These findings provide a foundation for future research on VR behavioral interventions for chronic pain.
Collapse
Affiliation(s)
- Beth D Darnall
- Department of Anesthesiology, Perioperative and Pain Medicine, Stanford University School of Medicine, Palo Alto, CA, United States
| | | | | | - Jorge D Minor
- L.A. Pain & Wellness Institute, Los Angeles, CA, United States
| |
Collapse
|
20
|
Alcañiz Raya M, Marín-Morales J, Minissi ME, Teruel Garcia G, Abad L, Chicchi Giglioli IA. Machine Learning and Virtual Reality on Body Movements' Behaviors to Classify Children with Autism Spectrum Disorder. J Clin Med 2020; 9:jcm9051260. [PMID: 32357517 PMCID: PMC7287942 DOI: 10.3390/jcm9051260] [Citation(s) in RCA: 20] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/26/2020] [Revised: 04/21/2020] [Accepted: 04/23/2020] [Indexed: 12/18/2022] Open
Abstract
Autism spectrum disorder (ASD) is mostly diagnosed according to behavioral symptoms in sensory, social, and motor domains. Improper motor functioning, during diagnosis, involves the qualitative evaluation of stereotyped and repetitive behaviors, while quantitative methods that classify body movements' frequencies of children with ASD are less addressed. Recent advances in neuroscience, technology, and data analysis techniques are improving the quantitative and ecological validity methods to measure specific functioning in ASD children. On one side, cutting-edge technologies, such as cameras, sensors, and virtual reality can accurately detect and classify behavioral biomarkers, as body movements in real-life simulations. On the other, machine-learning techniques are showing the potential for identifying and classifying patients' subgroups. Starting from these premises, three real-simulated imitation tasks have been implemented in a virtual reality system whose aim is to investigate if machine-learning methods on movement features and frequency could be useful in discriminating ASD children from children with typical neurodevelopment. In this experiment, 24 children with ASD and 25 children with typical neurodevelopment participated in a multimodal virtual reality experience, and changes in their body movements were tracked by a depth sensor camera during the presentation of visual, auditive, and olfactive stimuli. The main results showed that ASD children presented larger body movements than TD children, and that head, trunk, and feet represent the maximum classification with an accuracy of 82.98%. Regarding stimuli, visual condition showed the highest accuracy (89.36%), followed by the visual-auditive stimuli (74.47%), and visual-auditive-olfactory stimuli (70.21%). Finally, the head showed the most consistent performance along with the stimuli, from 80.85% in visual to 89.36% in visual-auditive-olfactory condition. The findings showed the feasibility of applying machine learning and virtual reality to identify body movements' biomarkers that could contribute to improving ASD diagnosis.
Collapse
Affiliation(s)
- Mariano Alcañiz Raya
- Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia, 46022 Valencia, Spain; (M.A.R.); (J.M.-M.); (M.E.M.); (G.T.G.)
| | - Javier Marín-Morales
- Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia, 46022 Valencia, Spain; (M.A.R.); (J.M.-M.); (M.E.M.); (G.T.G.)
| | - Maria Eleonora Minissi
- Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia, 46022 Valencia, Spain; (M.A.R.); (J.M.-M.); (M.E.M.); (G.T.G.)
| | - Gonzalo Teruel Garcia
- Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia, 46022 Valencia, Spain; (M.A.R.); (J.M.-M.); (M.E.M.); (G.T.G.)
| | - Luis Abad
- Red Cenit, Centros de Desarrollo Cognitivo, 46020 Valencia, Spain;
| | - Irene Alice Chicchi Giglioli
- Instituto de Investigación e Innovación en Bioingeniería (i3B), Universitat Politécnica de Valencia, 46022 Valencia, Spain; (M.A.R.); (J.M.-M.); (M.E.M.); (G.T.G.)
- Correspondence:
| |
Collapse
|
21
|
Mozgai S, Hartholt A, Rizzo A“S. Systematic Representative Design and Clinical Virtual Reality. PSYCHOLOGICAL INQUIRY 2020. [DOI: 10.1080/1047840x.2019.1693873] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
Affiliation(s)
- Sharon Mozgai
- University of Southern California Institute for Creative Technologies, Los Angeles, California
| | - Arno Hartholt
- University of Southern California Institute for Creative Technologies, Los Angeles, California
| | - Albert “Skip” Rizzo
- University of Southern California Institute for Creative Technologies, Los Angeles, California
| |
Collapse
|
22
|
Kim S, Kim E. The Use of Virtual Reality in Psychiatry: A Review. Soa Chongsonyon Chongsin Uihak 2020; 31:26-32. [PMID: 32612410 PMCID: PMC7324842 DOI: 10.5765/jkacap.190037] [Citation(s) in RCA: 28] [Impact Index Per Article: 7.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/31/2019] [Revised: 11/15/2019] [Accepted: 11/19/2019] [Indexed: 12/26/2022] Open
Abstract
With the advancement in modern information technology, virtual reality (VR) is being increasingly used for the diagnosis, assessment, and treatment of mental disorders. Recently, a VR-based cognitive behavioral therapy for social phobia has been recognized as a new medical technology in South Korea. This might lead to an increase in the use of VR in the field of psychiatry. The present review provides an overview of the status of VR therapies in various psychiatric conditions such as anxiety disorder, post-traumatic stress disorder, psychosis, addiction, and eating disorder. Besides, it summarizes the role of VR therapy in the management of disorders associated with child and adolescence psychiatry as well as various other clinical applications. Additionally, we discuss the merits and limitations of VR therapy, which might serve as a useful reference for researchers. In the current environment wherein novel medical models consisting of a combination of digital devices and medicine are being developed; understanding new technologies such as VR could open new doors to mental health treatments.
Collapse
Affiliation(s)
- Suji Kim
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Korea
| | - Eunjoo Kim
- Institute of Behavioral Science in Medicine, Yonsei University College of Medicine, Seoul, Korea
- Department of Psychiatry, Gangnam Severance Hospital, Yonsei University College of Medicine, Seoul, Korea
| |
Collapse
|
23
|
Effect of virtual reality therapy on functional development in children with cerebral palsy: A single-blind, prospective, randomized-controlled study. Turk J Phys Med Rehabil 2019; 65:371-378. [PMID: 31893274 DOI: 10.5606/tftrd.2019.2388] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/20/2017] [Accepted: 10/08/2018] [Indexed: 11/21/2022] Open
Abstract
Objectives The aim of this study was to investigate the effect of virtual reality (VR) therapy on motor and functional development in children with cerebral palsy (CP). Patients and methods In this single-blind, prospective, randomized-controlled study, a total of 41 patients (28 males, 13 females; mean age 8.49 years; range, 5 to 15 years) receiving inpatient treatment for CP were included between April 2009 and September 2009. The patients were randomly divided into two groups as the study group (n=21) and control group (n=20). Neurophysiological and conventional treatment methods, and occupational therapy were applied to all patients. In addition, a total of 12 VR therapy sessions for one hour were administered three days a week for four weeks to the study group. Before and after treatment, the Bimanual Fine Motor Function (BFMF) test was performed to measure hand functioning, Gross Motor Function Classification System (GMFCS) for functional levels, and Functional Mobility Scale (FMS) for mobility. Results There was a significant increase in the BFMF, GMFCS, and FMS scores after treatment, compared to baseline values in the study group (p<0.05). There was a statistically significant results in favor of the study group for all parameters after treatment compared to pre-treatment values (p<0.05). Conclusion Our study results indicate that VR therapy is a useful treatment method which can be used in rehabilitation of CP with improved motor function. The addition of this method to conventional rehabilitation techniques may have a significant impact on treatment success.
Collapse
|
24
|
Alqithami S, Alzahrani M, Alzahrani A, Mustafa A. AR-Therapist: Design and Simulation of an AR-Game Environment as a CBT for Patients with ADHD. Healthcare (Basel) 2019; 7:E146. [PMID: 31731576 PMCID: PMC6955707 DOI: 10.3390/healthcare7040146] [Citation(s) in RCA: 8] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/23/2019] [Revised: 10/23/2019] [Accepted: 10/28/2019] [Indexed: 12/29/2022] Open
Abstract
Attention Deficit Hyperactivity Disorder is one of the most common neurodevelopmental disorders in which patients have difficulties related to inattention, hyperactivity, and impulsivity. Those patients are in need of a psychological therapy use Cognitive Behavioral Therapy (CBT) to enhance the way they think and behave. This type of therapy is mostly common in treating patients with anxiety and depression but also is useful in treating autism, obsessive compulsive disorder and post-traumatic stress disorder. A major limitation of traditional CBT is that therapists may face difficulty in optimizing patients' neuropsychological stimulus following a specified treatment plan. Other limitations include availability, accessibility and level-of-experience of the therapists. Hence, this paper aims to design and simulate a generic cognitive model that can be used as an appropriate alternative treatment to traditional CBT, we term as "AR-Therapist." This model takes advantage of the current developments of augmented reality to engage patients in both real and virtual game-based environments.
Collapse
Affiliation(s)
- Saad Alqithami
- Department of Computer Science, Albaha University; Albaha 65799, Saudi Arabia; (M.A.); (A.A.); (A.M.)
| | | | | | | |
Collapse
|
25
|
Şahin S, Köse B, Aran OT, Bahadır Ağce Z, Kayıhan H. The Effects of Virtual Reality on Motor Functions and Daily Life Activities in Unilateral Spastic Cerebral Palsy: A Single-Blind Randomized Controlled Trial. Games Health J 2019; 9:45-52. [PMID: 31335174 DOI: 10.1089/g4h.2019.0020] [Citation(s) in RCA: 29] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022] Open
Abstract
Aim: This study was designed to investigate the effects of virtual reality (VR) through Kinect on both gross and fine motor functions and independence in daily living activities in children with unilateral spastic cerebral palsy (USCP). Materials and Methods: This study was designed as a single-blind, randomized, controlled trial. Sixty children with USCP were randomized and split equally between the VR intervention group (10 females and 20 males with a mean age of 10.5 ± 3.62 years) and the traditional occupational therapy (TOT) intervention group (13 females and 17 males with a mean age of 10.06 ± 3.24 years). Both groups were evaluated in terms of motor functioning via the Bruininks-Oseretsky Test of Motor Proficiency-Short Form (BOTMP-SF) and were assessed in accordance with independence in daily activities via the WeeFunctional Independence Measure (WeeFIM). Interventions were conducted for 8 weeks with the main objective of improving motor functions and independence in daily activities. Results: Total motor functions and total independence in daily lives in both groups improved after 8 weeks of intervention. A comparison between groups revealed significantly greater improvements in both gross and fine motor functions and daily activities in the VR group than in the TOT group (P < 0.001). Conclusion: The Kinect-based VR intervention approach is important to improving motor functions and independence in daily activities of children with USCP.
Collapse
Affiliation(s)
- Sedef Şahin
- Department of Occupational Therapy, Hacettepe University Faculty of Health Sciences, Ankara, Turkey
| | - Barkın Köse
- Department of Occupational Therapy, Hacettepe University Faculty of Health Sciences, Ankara, Turkey
| | - Orkun Tahir Aran
- Department of Occupational Therapy, Hacettepe University Faculty of Health Sciences, Ankara, Turkey
| | - Zeynep Bahadır Ağce
- Department of Occupational Therapy, Üsküdar University Faculty of Health Sciences, İstanbul, Turkey
| | - Hülya Kayıhan
- Department of Occupational Therapy, Faculty of Health Sciences, Biruni University, Istanbul, Turkey
| |
Collapse
|
26
|
Hadley W, Houck C, Brown LK, Spitalnick JS, Ferrer M, Barker D. Moving Beyond Role-Play: Evaluating the Use of Virtual Reality to Teach Emotion Regulation for the Prevention of Adolescent Risk Behavior Within a Randomized Pilot Trial. J Pediatr Psychol 2019; 44:425-435. [PMID: 30551157 PMCID: PMC6481385 DOI: 10.1093/jpepsy/jsy092] [Citation(s) in RCA: 31] [Impact Index Per Article: 6.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/03/2018] [Revised: 11/01/2018] [Accepted: 11/01/2018] [Indexed: 11/12/2022] Open
Abstract
OBJECTIVE The purpose of the current pilot study was to evaluate the acceptability and preliminary impact of using immersive virtual reality environments (IVREs) paired with a brief emotion regulation and risk reduction intervention (ER + IVRE) relative to this same intervention content paired with role-plays (ER + RP). METHODS Eighty-five adolescents attending middle school (grades 6th-8th; ages 12-15 years) in an urban northeast city were recruited and randomized to ER + IVRE (n = 44) or ER + RP (n = 41) and had complete data. Data examining acceptability, feasibility, sexual knowledge and attitudes, and ER were collected at baseline and 3 months after intervention completion. Analyses of covariance controlling for baseline scores were used to evaluate study outcomes. Within and between intervention effect sizes were calculated with effect sizes ≥.20 considered meaningful. RESULTS At the 3-month follow-up assessment, several within intervention condition effect sizes were found to exceed d = 0.20 across the measured sexual attitudes and ER outcomes. Between intervention analyses found that adolescents randomized to ER + IVRE attended more intervention sessions, reported less difficulty accessing ER strategies (d = 0.46), and reported higher emotional self-efficacy (d = 0.20) at the 3-month follow-up relative to adolescents randomized to the ER + RP intervention. CONCLUSIONS This study provides preliminary evidence that using virtual reality environments to enhance ER skill building in risk situations was acceptable, feasible to deliver, and positively impacted ER abilities.
Collapse
Affiliation(s)
- Wendy Hadley
- Bradley/Hasbro Children’s Research Center/Rhode Island Hospital and the Warren Alpert Medical School of Brown University
| | - Christopher Houck
- Bradley/Hasbro Children’s Research Center/Rhode Island Hospital and the Warren Alpert Medical School of Brown University
| | - Larry K Brown
- Bradley/Hasbro Children’s Research Center/Rhode Island Hospital and the Warren Alpert Medical School of Brown University
| | | | | | - David Barker
- Bradley/Hasbro Children’s Research Center/Rhode Island Hospital and the Warren Alpert Medical School of Brown University
| |
Collapse
|
27
|
Pizzoli SFM, Mazzocco K, Triberti S, Monzani D, Alcañiz Raya ML, Pravettoni G. User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach. Front Psychol 2019; 10:479. [PMID: 30914996 PMCID: PMC6423066 DOI: 10.3389/fpsyg.2019.00479] [Citation(s) in RCA: 36] [Impact Index Per Article: 7.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2018] [Accepted: 02/18/2019] [Indexed: 11/21/2022] Open
Abstract
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.
Collapse
Affiliation(s)
- Silvia Francesca Maria Pizzoli
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Ketti Mazzocco
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Stefano Triberti
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Dario Monzani
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Mariano Luis Alcañiz Raya
- Institute of Research and Innovation in Bioengineering, Universidad Politécnica de Valencia, Valencia, Spain
| | - Gabriella Pravettoni
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| |
Collapse
|
28
|
Mentiplay BF, FitzGerald TL, Clark RA, Bower KJ, Denehy L, Spittle AJ. Do video game interventions improve motor outcomes in children with developmental coordination disorder? A systematic review using the ICF framework. BMC Pediatr 2019; 19:22. [PMID: 30651097 PMCID: PMC6335818 DOI: 10.1186/s12887-018-1381-7] [Citation(s) in RCA: 20] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/25/2017] [Accepted: 12/20/2018] [Indexed: 12/21/2022] Open
Abstract
Background Children with developmental coordination disorder (DCD) experience a range of difficulties that can potentially limit their academic, social and physical ability. Recent research has developed interventions that aim to improve motor outcomes in a variety of paediatric cohorts using video gaming equipment. Therefore, we aimed to systematically review the literature on virtual reality or video game interventions that aim to improve motor outcomes in children with DCD. Methods Seven databases were searched for studies using the following criteria: a) virtual reality or video game based intervention; b) children with DCD; and c) motor outcomes relating to body structure and function, activity or participation. Data were extracted relating to study design, participant characteristics, details of the intervention, outcome measures, results, and feasibility/adherence. Results Fifteen articles were included for review, including eight randomised controlled trials. No studies used virtual reality equipment, with all interventions using video games (Nintendo Wii in 12/15 articles). Mixed effects of video game intervention on outcome were found, with conflicting evidence across studies. Studies that reported on feasibility found most children enjoyed and adhered to the video game interventions. Conclusions This review found limited evidence for the effectiveness of video game interventions for children with DCD to improve motor outcomes due to limitations in the research including low sample sizes and low to moderate methodological quality. Further research is needed to determine the effect of video game or virtual reality interventions on motor outcomes in children with DCD. Protocol registration The protocol for this systematic review can be found on PROSPERO (CRD42017064427). Electronic supplementary material The online version of this article (10.1186/s12887-018-1381-7) contains supplementary material, which is available to authorized users.
Collapse
Affiliation(s)
- Benjamin F Mentiplay
- Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, Australia. .,La Trobe Sport and Exercise Medicine Research Centre, La Trobe University, Melbourne, Australia.
| | - Tara L FitzGerald
- Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, Australia.,Department of Physiotherapy, University of Melbourne, Melbourne, Australia
| | - Ross A Clark
- Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, Australia.,Faculty of Science, Health, Education and Engineering, University of the Sunshine Coast, Sippy Downs, Australia
| | - Kelly J Bower
- Department of Physiotherapy, University of Melbourne, Melbourne, Australia
| | - Linda Denehy
- Department of Physiotherapy, University of Melbourne, Melbourne, Australia
| | - Alicia J Spittle
- Victorian Infant Brain Studies, Murdoch Children's Research Institute, Melbourne, Australia.,Department of Physiotherapy, University of Melbourne, Melbourne, Australia.,Neonatal Services, The Royal Women's Hospital, Melbourne, Australia
| |
Collapse
|
29
|
|
30
|
Abstract
Autism spectrum disorder (ASD) is a heterogeneous neurodevelopmental condition affecting a growing number of individuals across the lifespan. It is characterized by observable impairments in social communication, as well as repetitive behaviors and restricted patterns of interests. Early, intensive behavioral interventions improve long-term outcomes in ASD, but are often expensive and hard to administer consistently. This chapter describes a new approach to autism intervention, using highly motivating virtual reality (VR) and augmented reality (AR) technologies that could soon support traditional autism therapies across ages and ability levels. The chapter begins by reviewing the ASD phenotype, followed by a review of the current landscape of research on VR and AR in ASD. A discussion of ASD-specific benefits and risks is followed by a presentation of new, harnessed immersive VR technology from Floreo, Inc. Finally, we propose a series of future research directions.
Collapse
|
31
|
Rizzo AS, Koenig ST, Talbot TB. Clinical Virtual Reality: Emerging Opportunities for Psychiatry. FOCUS (AMERICAN PSYCHIATRIC PUBLISHING) 2018; 16:266-278. [PMID: 31975921 PMCID: PMC6493092 DOI: 10.1176/appi.focus.20180011] [Citation(s) in RCA: 14] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/28/2023]
Abstract
Virtual reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible, to deliver with traditional methods are now being developed that take advantage of the assets that are available with VR technology. As research evidence continues to indicate clinical efficacy, VR applications are being increasingly regarded as providing innovative options for targeting the cognitive, psychological, motor, and functional impairments that result from various clinical health conditions. VR allows for the precise presentation and control of stimuli in dynamic, multisensory, 3D computer-generated simulations as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics support the rationale for the use of VR applications in clinical assessment, intervention, and training. This article begins with a brief review of the history of and rationale for the use of VR with clinical populations. It then details one use case for the clinical application of VR-the exposure-therapy treatment of anxiety disorders and posttraumatic stress disorder. Although significant work is cited in other areas of clinical VR (e.g., pain management, cognitive and physical assessment and rehabilitation, eating disorders, social skills, and clinical training), a full overview of such a broad literature is beyond the scope of this article. Thus, the authors have opted to provide more in-depth analysis of one specific clinical area that clearly illustrates how VR has been successfully applied and is supported by an encouraging and evolving scientific literature.
Collapse
Affiliation(s)
- Albert Skip Rizzo
- Drs. Rizzo and. Talbot are with the University of Southern California Institute for Creative Technologies, Los Angeles. Dr. Koenig is with Katana Simulations Pty Ltd., Adelaide, Australia
| | - Sebastian Thomas Koenig
- Drs. Rizzo and. Talbot are with the University of Southern California Institute for Creative Technologies, Los Angeles. Dr. Koenig is with Katana Simulations Pty Ltd., Adelaide, Australia
| | - Thomas Brett Talbot
- Drs. Rizzo and. Talbot are with the University of Southern California Institute for Creative Technologies, Los Angeles. Dr. Koenig is with Katana Simulations Pty Ltd., Adelaide, Australia
| |
Collapse
|
32
|
Aida J, Chau B, Dunn J. Immersive virtual reality in traumatic brain injury rehabilitation: A literature review. NeuroRehabilitation 2018; 42:441-448. [DOI: 10.3233/nre-172361] [Citation(s) in RCA: 68] [Impact Index Per Article: 11.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Affiliation(s)
- Jared Aida
- Department of Physical Medicine and Rehabilitation, Loma Linda University Health, Loma Linda, CA, USA
| | - Brian Chau
- Department of Veteran Affairs, Loma Linda Healthcare System, Department of Physical Medicine and Rehabilitation, Redlands, CA, USA
| | - Justin Dunn
- Loma Linda University School of Medicine, Loma Linda, CA, USA
| |
Collapse
|
33
|
Sharma S, Varkey B, Achary K, Hakulinen J, Turunen M, Heimonen T, Srivastava S, Rajput N. Designing Gesture-Based Applications for Individuals with Developmental Disabilities. ACM TRANSACTIONS ON ACCESSIBLE COMPUTING 2018. [DOI: 10.1145/3161710] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Abstract
Gesture interaction provides a multitude of benefits to individuals with developmental disabilities, from enhancing social, motor and cognitive skills to providing a safe and controlled environment for simulating real-world scenarios. As gesture-based applications gain ground in the special education domain, we study their potential in the Indian context. Together with Tamana, an NGO in New Delhi, we have been conducting a series of exploratory user studies since October 2013. This includes the design and evaluation of three gesture-based applications to impart social and life skills to individuals with developmental disabilities. The
Kirana
application employs socially appropriate gestures to teach the life skill of buying day-to-day items from a local Indian grocery.
Balloons
promotes joint attention skills through collaborative interaction. HOPE improves motor coordination and social and cognitive skills, with increasing levels of difficulty. Based on studies with these applications, this article presents guidelines for designing gesture-based applications for individuals with developmental disabilities. The guidelines focus on (a) designing applications that cater to a larger group of individuals to encourage collaboration and inclusion, for instance, providing easy and controllable transitions between different task levels, and balancing interaction and content complexity; (b) addressing the challenges in conducting research in this domain, with respect to ethical and procedural decisions; and (c) designing for technology acceptance within the Indian context, for example, by following a collaborative and stakeholder inclusive approach, and addressing apprehensions towards technology adoption. These guidelines aim to benefit other practitioners working in this domain and especially in the educational technology context of India.
Collapse
|
34
|
Virtual Reality Based Assessment of Static Object Visual Search in Ocular Compared to Cerebral Visual Impairment. UNIVERSAL ACCESS IN HUMAN-COMPUTER INTERACTION. VIRTUAL, AUGMENTED, AND INTELLIGENT ENVIRONMENTS 2018. [DOI: 10.1007/978-3-319-92052-8_3] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
|
35
|
Chen Y, Fanchiang HD, Howard A. Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Phys Ther 2018; 98:63-77. [PMID: 29088476 PMCID: PMC6692882 DOI: 10.1093/ptj/pzx107] [Citation(s) in RCA: 111] [Impact Index Per Article: 18.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/12/2017] [Accepted: 10/14/2017] [Indexed: 11/13/2022]
Abstract
BACKGROUND Researchers recently investigated the effectiveness of virtual reality (VR) in helping children with cerebral palsy (CP) to improve motor function. A systematic review of randomized controlled trials (RCTs) using a meta-analytic method to examine the effectiveness of VR in children with CP was thus needed. PURPOSE The purpose of this study was to update the current evidence about VR by systematically examining the research literature. DATA SOURCES A systematic literature search of PubMed, CINAHL, Cochrane Central Register of Controlled Trials, ERIC, PsycINFO, and Web of Science up to December 2016 was conducted. STUDY SELECTION Studies with an RCT design, children with CP, comparisons of VR with other interventions, and movement-related outcomes were included. DATA EXTRACTION A template was created to systematically code the demographic, methodological, and miscellaneous variables of each RCT. The Physiotherapy Evidence Database (PEDro) scale was used to evaluate the study quality. Effect size was computed and combined using meta-analysis software. Moderator analyses were also used to explain the heterogeneity of the effect sizes in all RCTs. DATA SYNTHESIS . The literature search yielded 19 RCT studies with fair to good methodological quality. Overall, VR provided a large effect size (d = 0.861) when compared with other interventions. A large effect of VR on arm function (d = 0.835) and postural control (d = 1.003) and a medium effect on ambulation (d = 0.755) were also found. Only the VR type affected the overall VR effect: an engineer-built system was more effective than a commercial system. LIMITATIONS The RCTs included in this study were of fair to good quality, had a high level of heterogeneity and small sample sizes, and used various intervention protocols. CONCLUSIONS Then compared with other interventions, VR seems to be an effective intervention for improving motor function in children with CP.
Collapse
Affiliation(s)
- Yuping Chen
- Department of Physical Therapy, Georgia State University, Atlanta, GA,Address all correspondence to Dr Chen at:
| | - HsinChen D Fanchiang
- Department of Adapted Physical Education, National Taiwan Sport University, TaoYuan, Taiwan
| | - Ayanna Howard
- School of Electrical and Computer Engineering, Georgia Institute of Technology, Atlanta, Georgia
| |
Collapse
|
36
|
Parsons TD, Riva G, Parsons S, Mantovani F, Newbutt N, Lin L, Venturini E, Hall T. Virtual Reality in Pediatric Psychology. Pediatrics 2017; 140:S86-S91. [PMID: 29093039 DOI: 10.1542/peds.2016-1758i] [Citation(s) in RCA: 39] [Impact Index Per Article: 5.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 04/19/2017] [Indexed: 11/24/2022] Open
Abstract
Virtual reality (VR) technologies allow for controlled simulations of affectively engaging background narratives. These virtual environments offer promise for enhancing emotionally relevant experiences and social interactions. Within this context, VR can allow instructors, therapists, neuropsychologists, and service providers to offer safe, repeatable, and diversifiable interventions that can benefit assessments and learning in both typically developing children and children with disabilities. Research has also pointed to VR's capacity to reduce children's experience of aversive stimuli and reduce anxiety levels. Although there are a number of purported advantages of VR technologies, challenges have emerged. One challenge for this field of study is the lack of consensus on how to do trials. A related issue is the need for establishing the psychometric properties of VR assessments and interventions. This review investigates the advantages and challenges inherent in the application of VR technologies to pediatric assessments and interventions.
Collapse
Affiliation(s)
| | - Giuseppe Riva
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.,Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, Milan, Italy
| | - Sarah Parsons
- Southampton Education School, University of Southampton, Southampton, United Kingdom
| | - Fabrizia Mantovani
- Department of Human Sciences for Education, University of Milan, Milan, Italy
| | - Nigel Newbutt
- Department of Arts and Cultural Industries, University of the West of England, Bristol, United Kingdom; and
| | - Lin Lin
- Learning Technologies, University of North Texas, Denton, Texas
| | - Eva Venturini
- Department of Human Sciences for Education, University of Milan, Milan, Italy
| | - Trevor Hall
- Department of Pediatrics, Oregon Health & Science University, Portland, Oregon
| |
Collapse
|
37
|
Reifenberg G, Gabrosek G, Tanner K, Harpster K, Proffitt R, Persch A. Feasibility of Pediatric Game-Based Neurorehabilitation Using Telehealth Technologies: A Case Report. Am J Occup Ther 2017; 71:7103190040p1-7103190040p8. [PMID: 28422630 DOI: 10.5014/ajot.2017.024976] [Citation(s) in RCA: 21] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
This case report is the first in a series of reports designed to determine the feasibility of implementing game-based neurorehabilitation using telehealth technologies (GbN+TT) for children with cerebral palsy, evaluate the responsiveness of relevant outcome measures to changes in motor impairment and activity participation after intervention, and identify technological challenges associated with implementation of GbN+TT. The participant completed more than 56 hr of game-based neurorehabilitation over 8 wk using the Timocco platform in his home. The primary measures of motor impairment (Bruininks-Oseretsky Test of Motor Proficiency, Second Edition) and function (Pediatric Motor Activity Log) were both sensitive to change. Results indicate that it is feasible to administer GbN+TT to a child with cerebral palsy and monitor outcomes using standardized assessments.
Collapse
Affiliation(s)
- Grace Reifenberg
- Grace Reifenberg, BS, is Student Research Assistant, Child & Adolescent Health, Rehabilitation, & Evaluation (CAHRE) Lab, The Ohio State University, Columbus
| | - Gabrielle Gabrosek
- Gabrielle Gabrosek, BA, is Student Research Assistant, CAHRE Lab, The Ohio State University, Columbus
| | - Kelly Tanner
- Kelly Tanner, PhD, OTR/L, is Director of Occupational Therapy Research, Nationwide Children's Hospital, Columbus, OH
| | - Karen Harpster
- Karen Harpster, PhD, OTR/L, is Director of Occupational Therapy Research, Cincinnati Children's Hospital Medical Center, Cincinnati, OH
| | - Rachel Proffitt
- Rachel Proffitt, OTD, OTR/L, is Assistant Professor, Department of Occupational Therapy, University of Missouri, Columbia
| | - Andrew Persch
- Andrew Persch, PhD, OTR/L, BCP, is Director, CAHRE Lab, and Assistant Professor, Division of Occupational Therapy, The Ohio State University, Columbus;
| |
Collapse
|
38
|
Sajan JE, John JA, Grace P, Sabu SS, Tharion G. Wii-based interactive video games as a supplement to conventional therapy for rehabilitation of children with cerebral palsy: A pilot, randomized controlled trial. Dev Neurorehabil 2017; 20:361-367. [PMID: 27846366 DOI: 10.1080/17518423.2016.1252970] [Citation(s) in RCA: 48] [Impact Index Per Article: 6.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 02/07/2023]
Abstract
OBJECTIVE To assess the effect of interactive video gaming (IVG) with Nintendo Wii (Wii) supplemented to conventional therapy in rehabilitation of children with cerebral palsy (CP). DESIGN Randomized, controlled, assessor-blinded study. PARTICIPANTS Children with CP; 10 children each in the control and intervention groups. INTERVENTION IVG using Wii, given as a supplement to conventional therapy, for 45 min per day, 6 days a week for 3 weeks. The children in the control group received conventional therapy alone. OUTCOME MEASURES Posture control and balance, upper limb function, visual-perceptual skills, and functional mobility. RESULTS Significant improvement in upper limb functions was seen in the intervention group but not in the control group. Improvements in balance, visual perception, and functional mobility were not significantly different between control and intervention groups. CONCLUSIONS Wii-based IVG may be offered as an effective supplement to conventional therapy in the rehabilitation of children with CP.
Collapse
Affiliation(s)
- Jane Elizabeth Sajan
- a Department of Physical Medicine and Rehabilitation , Christian Medical College , Vellore , India
| | - Judy Ann John
- a Department of Physical Medicine and Rehabilitation , Christian Medical College , Vellore , India
| | - Pearlin Grace
- a Department of Physical Medicine and Rehabilitation , Christian Medical College , Vellore , India
| | - Sneha Sara Sabu
- a Department of Physical Medicine and Rehabilitation , Christian Medical College , Vellore , India
| | - George Tharion
- a Department of Physical Medicine and Rehabilitation , Christian Medical College , Vellore , India
| |
Collapse
|
39
|
Loucas CA, Brand SR, Bedoya SZ, Muriel AC, Wiener L. Preparing youth with cancer for amputation: A systematic review. J Psychosoc Oncol 2017; 35:483-493. [PMID: 28318419 PMCID: PMC5554078 DOI: 10.1080/07347332.2017.1307894] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
Children and adolescents who require limb amputation as part of cancer treatment face many physical and emotional challenges. Preparatory interventions may serve to facilitate positive coping and improve long-term adjustment during pediatric cancer treatment, including decreasing anxiety and postoperative distress. This review aimed to examine and identify the type and degree of psychosocial preparation provided to the child with cancer and family prior to amputation. Electronic databases including Embase, PubMed, and PsycINFO were searched for relevant research articles. Five studies were identified that satisfied inclusion criteria and revealed common themes for preparatory interventions, but results were limited by a lack of empirical approaches and revealed little consensus on pre-operative support prior to amputation. These findings demonstrate that there is a lack of studies to date that have adequately addressed psychosocial preparation prior to amputation for pediatric oncology patients. Future research on preparatory interventions is needed using prospective and quantitative research to establish evidence-based recommendations for interventions to support this vulnerable population.
Collapse
Affiliation(s)
- Caitlyn A. Loucas
- Dana-Farber/Boston Children’s Cancer and Blood Disorders Center; Boston, MA
| | - Sarah R. Brand
- Dana-Farber/Boston Children’s Cancer and Blood Disorders Center; Boston, MA
- Harvard Medical School; Boston, MA
| | | | - Anna C. Muriel
- Dana-Farber/Boston Children’s Cancer and Blood Disorders Center; Boston, MA
- Harvard Medical School; Boston, MA
| | | |
Collapse
|
40
|
Rizzo A‘S, Shilling R. Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD. Eur J Psychotraumatol 2017; 8:1414560. [PMID: 29372007 PMCID: PMC5774399 DOI: 10.1080/20008198.2017.1414560] [Citation(s) in RCA: 67] [Impact Index Per Article: 9.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/24/2017] [Accepted: 11/22/2017] [Indexed: 12/13/2022] Open
Abstract
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.
Collapse
Affiliation(s)
- Albert ‘Skip’ Rizzo
- Institute for Creative Technologies, University of Southern California, Los Angeles, CA, USA
| | | |
Collapse
|
41
|
Parsons TD, Carlew AR. Bimodal Virtual Reality Stroop for Assessing Distractor Inhibition in Autism Spectrum Disorders. J Autism Dev Disord 2016; 46:1255-67. [PMID: 26614084 DOI: 10.1007/s10803-015-2663-7] [Citation(s) in RCA: 31] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/24/2022]
Abstract
Executive functioning deficits found in college students with ASD may have debilitating effects on their everyday activities. Although laboratory studies tend to report unimpaired inhibition in autism, studies of resistance to distractor inhibition reveal difficulties. In two studies, we compared a Virtual Classroom task with paper-and-pencil and computerized Stroop modalities in typically developing individuals and individuals with ASD. While significant differences were not observed between ASD and neurotypical groups on the paper-and-pencil and computerized task, individuals with ASD performed significantly worse on the virtual task with distractors. Findings suggest the potential of the Virtual Classroom Bimodal Stroop task to distinguish between prepotent response inhibition (non-distraction condition) and resistance to distractor inhibition (distraction condition) in adults with high functioning autism.
Collapse
Affiliation(s)
- Thomas D Parsons
- Computational Neuropsychology and Simulation (CNS), Department of Psychology, University of North Texas, 1155 Union Circle #311280, Denton, TX, 76203, USA.
| | - Anne R Carlew
- Computational Neuropsychology and Simulation (CNS), Department of Psychology, University of North Texas, 1155 Union Circle #311280, Denton, TX, 76203, USA
| |
Collapse
|
42
|
Picard L, Abram M, Orriols E, Piolino P. Virtual reality as an ecologically valid tool for assessing multifaceted episodic memory in children and adolescents. INTERNATIONAL JOURNAL OF BEHAVIORAL DEVELOPMENT 2016. [DOI: 10.1177/0165025415616198] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/13/2022]
Abstract
The majority of episodic memory (EM) tests are far removed from what we experience in daily life and from the definition of this type of memory. This study examines the developmental trajectory of the main aspects of episodic memory—what, where, and when—and of feature binding in a naturalistic virtual environment. A population of 125 participants aged from 6 to 24 years was asked to navigate, by using a joystick, in a virtual urban environment composed of specific areas, and to memorize as many elements as possible (e.g., scenes, details, spatial and temporal contexts). The ability to recall factual content associated to details or spatiotemporal context increased steadily from the age of 8 to young adulthood. These results indicate main developmental differences in feature binding abilities in naturalistic events which are very sensitive to age in comparison with a standard EM assessment. Virtual reality therefore appears to be an appropriate technique to assess crucial aspects of EM development in children and adolescents and it should provide helpful tools for the detection of subtle memory deficits.
Collapse
Affiliation(s)
| | - Maria Abram
- Memory and Cognition Laboratory, Institut de Psychologie, Paris Descartes University & Centre de Psychiatrie et Neurosciences INSERM UMR 894, Sorbonne Paris Cité, Paris, France
| | - Eric Orriols
- Memory and Cognition Laboratory, Institut de Psychologie, Paris Descartes University & Centre de Psychiatrie et Neurosciences INSERM UMR 894, Sorbonne Paris Cité, Paris, France
| | - Pascale Piolino
- Memory and Cognition Laboratory, Institut de Psychologie, Paris Descartes University & Centre de Psychiatrie et Neurosciences INSERM UMR 894, Sorbonne Paris Cité, Paris, France
| |
Collapse
|
43
|
Nolin P, Stipanicic A, Henry M, Lachapelle Y, Lussier-Desrochers D, Rizzo A“S, Allain P. ClinicaVR: Classroom-CPT: A virtual reality tool for assessing attention and inhibition in children and adolescents. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.02.023] [Citation(s) in RCA: 28] [Impact Index Per Article: 3.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/22/2022]
|
44
|
Attentional Demand of a Virtual Reality-Based Reaching Task in Nondisabled Older Adults. JOURNAL OF MOTOR LEARNING AND DEVELOPMENT 2016; 3:91-109. [PMID: 27004233 DOI: 10.1123/jmld.2014-0067] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
Attention during exercise is known to affect performance; however, the attentional demand inherent to virtual reality (VR)-based exercise is not well understood. We used a dual-task paradigm to compare the attentional demands of VR-based and non-VR-based (conventional, real-world) exercise: 22 non-disabled older adults performed a primary reaching task to virtual and real targets in a counterbalanced block order while verbally responding to an unanticipated auditory tone in one third of the trials. The attentional demand of the primary reaching task was inferred from the voice response time (VRT) to the auditory tone. Participants' engagement level and task experience were also obtained using questionnaires. The virtual target condition was more attention demanding (significantly longer VRT) than the real target condition. Secondary analyses revealed a significant interaction between engagement level and target condition on attentional demand. For participants who were highly engaged, attentional demand was high and independent of target condition. However, for those who were less engaged, attentional demand was low and depended on target condition (i.e., virtual > real). These findings add important knowledge to the growing body of research pertaining to the development and application of technology-enhanced exercise for elders and for rehabilitation purposes.
Collapse
|
45
|
Miller HL, Bugnariu NL. Level of Immersion in Virtual Environments Impacts the Ability to Assess and Teach Social Skills in Autism Spectrum Disorder. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2016; 19:246-56. [PMID: 26919157 PMCID: PMC4827274 DOI: 10.1089/cyber.2014.0682] [Citation(s) in RCA: 55] [Impact Index Per Article: 6.9] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Virtual environments (VEs) may be useful for delivering social skills interventions to individuals with autism spectrum disorder (ASD). Immersive VEs provide opportunities for individuals with ASD to learn and practice skills in a controlled replicable setting. However, not all VEs are delivered using the same technology, and the level of immersion differs across settings. We group studies into low-, moderate-, and high-immersion categories by examining five aspects of immersion. In doing so, we draw conclusions regarding the influence of this technical manipulation on the efficacy of VEs as a tool for assessing and teaching social skills. We also highlight ways in which future studies can advance our understanding of how manipulating aspects of immersion may impact intervention success.
Collapse
Affiliation(s)
- Haylie L Miller
- Department of Physical Therapy, University of North Texas Health Science Center , Fort Worth, Texas
| | - Nicoleta L Bugnariu
- Department of Physical Therapy, University of North Texas Health Science Center , Fort Worth, Texas
| |
Collapse
|
46
|
Effect of a Home-Based Virtual Reality Intervention for Children with Cerebral Palsy Using Super Pop VR Evaluation Metrics: A Feasibility Study. Rehabil Res Pract 2015; 2015:812348. [PMID: 26457202 PMCID: PMC4589626 DOI: 10.1155/2015/812348] [Citation(s) in RCA: 16] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/20/2015] [Revised: 08/27/2015] [Accepted: 09/03/2015] [Indexed: 11/18/2022] Open
Abstract
Objective. The purpose of this pilot study was to determine whether Super Pop VR, a low-cost virtual reality (VR) system, was a feasible system for documenting improvement in children with cerebral palsy (CP) and whether a home-based VR intervention was effective. Methods. Three children with CP participated in this study and received an 8-week VR intervention (30 minutes × 5 sessions/week) using the commercial EyeToy Play VR system. Reaching kinematics measured by Super Pop VR and two fine motor tools (Bruininks-Oseretsky Test of Motor Proficiency second edition, BOT-2, and Pediatric Motor Activity Log, PMAL) were tested before, mid, and after intervention. Results. All children successfully completed the evaluations using the Super Pop VR system at home where 85% of the reaches collected were used to compute reaching kinematics, which is compatible with literature using expensive motion analysis systems. Only the child with hemiplegic CP and more impaired arm function improved the reaching kinematics and functional use of the affected hand after intervention. Conclusion. Super Pop VR proved to be a feasible evaluation tool in children with CP.
Collapse
|
47
|
"Kinect-ing" with clinicians: a knowledge translation resource to support decision making about video game use in rehabilitation. Phys Ther 2015; 95:426-40. [PMID: 25256741 PMCID: PMC4348717 DOI: 10.2522/ptj.20130618] [Citation(s) in RCA: 58] [Impact Index Per Article: 6.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 01/29/2023]
Abstract
Microsoft's Kinect for Xbox 360 virtual reality (VR) video games are promising rehabilitation options because they involve motivating, full-body movement practice. However, these games were designed for recreational use, which creates challenges for clinical implementation. Busy clinicians require decision-making support to inform game selection and implementation that address individual therapeutic goals. This article describes the development and preliminary evaluation of a knowledge translation (KT) resource to support clinical decision making about selection and use of Kinect games in physical therapy. The knowledge-to-action framework guided the development of the Kinecting With Clinicians (KWiC) resource. Five physical therapists with VR and video game expertise analyzed the Kinect Adventure games. A consensus-building method was used to arrive at categories to organize clinically relevant attributes guiding game selection and game play. The process and results of an exploratory usability evaluation of the KWiC resource by clinicians through interviews and focus groups at 4 clinical sites is described. Subsequent steps in the evaluation and KT process are proposed, including making the KWiC resource Web-based and evaluating the utility of the online resource in clinical practice.
Collapse
|
48
|
Game Analysis, Validation, and Potential Application of EyeToy Play and Play 2 to Upper-Extremity Rehabilitation. Rehabil Res Pract 2015; 2014:279609. [PMID: 25610652 PMCID: PMC4290029 DOI: 10.1155/2014/279609] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/07/2014] [Revised: 12/04/2014] [Accepted: 12/08/2014] [Indexed: 11/23/2022] Open
Abstract
Objective. To describe and analyze the potential use of games in the commercially available EyeToy Play and EyeToy Play 2 on required/targeted training skills and feedback provided for clinical application. Methods. A summary table including all games was created. Two movement experts naïve to the software validated required/targeted training skills and feedback for 10 randomly selected games. Ten healthy school-aged children played to further validate the required/targeted training skills. Results. All but two (muscular and cardiovascular endurance) had excellent agreement in required/targeted training skills, and there was 100% agreement on feedback. Children's performance in required/targeted training skills (number of unilateral reaches and bilateral reaches, speed, muscular endurance, and cardiovascular endurance) significantly differed between games (P < .05). Conclusion. EyeToy Play games could be used to train children's arm function. However, a careful evaluation of the games is needed since performance might not be consistent between players and therapists' interpretation.
Collapse
|
49
|
Empleo de sistemas de realidad virtual como método de propiocepción en parálisis cerebral: guía de práctica clínica. Neurologia 2014; 29:550-9. [PMID: 22341675 DOI: 10.1016/j.nrl.2011.12.004] [Citation(s) in RCA: 29] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/07/2011] [Revised: 11/03/2011] [Accepted: 12/17/2011] [Indexed: 11/20/2022] Open
|
50
|
Monge Pereira E, Molina Rueda F, Alguacil Diego I, Cano De La Cuerda R, De Mauro A, Miangolarra Page J. Use of virtual reality systems as proprioception method in cerebral palsy: clinical practice guideline. NEUROLOGÍA (ENGLISH EDITION) 2014. [DOI: 10.1016/j.nrleng.2011.12.011] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022] Open
|