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Micheluzzi V, Vellone E, Iovino P. A Situation-Specific Theory on the Use of Immersive Virtual Reality in Rehabilitation for Patients With Disabilities. Holist Nurs Pract 2025; 39:71-79. [PMID: 39666877 DOI: 10.1097/hnp.0000000000000718] [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: 12/14/2024]
Abstract
A primary challenge impeding optimal health outcomes in patients with disabilities is the lack of rehabilitation adherence. Immersive virtual reality emerges as a promising intervention with the potential to significantly enhance this key health outcome. This paper presents a situation-specific theory that outlines the mechanisms through which immersive virtual reality can promote rehabilitation adherence. Outcomes of immersive virtual reality encompass psychological (ie, motivation, self-efficacy, mood state) as well as physical responses (ie, pain management, muscle strength). Mechanisms by which immersive virtual reality influences outcomes are explained by proximal and distal mediators (attention, sense of presence, enjoyment). Possible moderators of these mechanisms (ie, age, gender, social support, trust in technology, cognitive status) are also described.
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Affiliation(s)
- Valentina Micheluzzi
- Author Affiliations: Clinical and Interventional Cardiology, University Hospital, Sassari, Italy (Dr Micheluzzi); Department of Biomedicine and Prevention, University of Rome Tor Vergata, Rome, Italy (Drs Micheluzzi and Vellone); Department of Nursing and Obstetrics, Wroclaw Medical University, Wrocław, Poland (Dr Vellone); and Health Sciences Department, University of Florence, Florence, Italy (Dr Iovino)
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Schuelke S, Yoder A, Kreifels M, Kupzyk K. Implementation of a Statewide Youth Ag Safety Immersive Virtual Reality Program. J Agromedicine 2025:1-10. [PMID: 40019058 DOI: 10.1080/1059924x.2025.2473456] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 03/01/2025]
Abstract
OBJECTIVES The purpose of this pilot study was to examine the feasibility and effect of an Immersive Virtual Reality (IVR) Ag Safety Education mail-out program to secondary school-based agricultural education programs. The following aims were addressed: a) develop an IVR Ag Safety game, b) implement a mail-out program for the Rollover Ranch Ag Safety game, and c) evaluate the effectiveness and engagement of an IVR Ag safety program. METHODS We enrolled 44 schools. Participants were invited to complete a pre- and post-knowledge assessment, and students and faculty evaluations of the experience. RESULTS Statistical analysis was completed using an independent t-test. The Pre scores (n = 423) had a Mean = 72.2% (S.D. = 15.2) and Post scores (n = 174) had a Mean = 79.8% (S.D. = 17.2) Post test scores were significantly higher than pre-test scores t (595) = 5.36, p < .001, d = 0.48. The test questions were then divided into subsets of Tractor Safety, ATV Safety, and Electrical Safety, and all subset scores showed statistically significant increases. The students scored highest on ATV safety, Pre score mean = 89.1% (S.D. = 17.3) and post score mean = 93.1% (S.D. = 15.7). Tractor Safety Scores had a pretest Mean = 71.2 (S.D. 22.7) and a post-test score mean = 78.3 (S.D. = 23.4). The lowest performing questions were on electrical safety with a pre-test mean = 40.6% (S.D. = 37) and a post-test mean = 57.2% (S.D. = 40.8). The students' evaluations reported the game was entertaining (85.63%) and increased their understanding of Ag Safety (63.8%). Most students (79.64%) wanted to continue to use IVR. The majority of faculty (77%) indicated that IVR assisted in teaching, and 92% indicated they would want to continue using IVR as a teaching modality. CONCLUSION IVR can be delivered to serve all geographical areas, allowing dissemination throughout a rural state. Students learned and were engaged; faculty found it easy to use and both would desire to use it again. Further research is needed, including long-term follow-up on retained knowledge and, more importantly, if it translates into appropriate behavior when operating agricultural equipment and electrical safety.
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Affiliation(s)
- Sue Schuelke
- College of Nursing, University of Nebraska Medical Center, Lincoln, NE, USA
| | - Aaron Yoder
- College of Public Health, University of Nebraska Medical Center, Omaha, NE, USA
| | - Matt Kreifels
- Institute of Agricultural and Natural Resources, University of Nebraska-Lincolng, Lincoln, NE, USA
| | - Kevin Kupzyk
- College of Nursing, Nebraska Medical Center, Omaha, NE, USA
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Wang Y, Tao J, Chen M, Peng Y, Wu H, Yan Z, Huang P. Effects of Virtual Reality on Pain, Anxiety and Fear Among Emergency Department Patients: A Meta-Analysis of Randomized Controlled Trials. Pain Manag Nurs 2025:S1524-9042(25)00029-3. [PMID: 39988506 DOI: 10.1016/j.pmn.2025.01.016] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2024] [Revised: 01/22/2025] [Accepted: 01/28/2025] [Indexed: 02/25/2025]
Abstract
OBJECTIVES To explore the effects of virtual reality (VR) interventions in reducing pain, anxiety, and fear in child and adult emergency departments (EDs). DESIGN A meta-analysis of randomized controlled trials. DATA SOURCES Articles were searched from PubMed, Embase, The Cochrane Library, and Web of Science (up to 18 October 2024). METHODS The quality of the studies was assessed using the risk of bias tool recommended by the Cochrane Collaboration Risk of Bias Tool, and the Revman version 5.4 software was used to assess the risk of bias in the included studies. Two researchers independently screened eligible articles. The effects of VR on pain, anxiety, or fear in ED patients were estimated with a standardized mean difference (SMD) and 95% confidence interval (CI). Egger's test and the funnel plot were used to evaluate the publication bias. All data analysis was conducted utilizing STATA software version 18.0. RESULTS Sixteen randomized controlled trials (RCTs) involving 1449 participants were included. In this meta-analysis, VR reduced the severity of pain (SMD = -0.82; 95% CI: -1.11 to -0.53; p < .001), anxiety (SMD = -1.13; 95% CI: -1.74 to -0.52; p < .001), and fear (SMD = -0.82: 95% CI: -1.51 to -0.12; p = .022). CONCLUSIONS The results of this meta-analysis indicate that VR can effectively reduce pain, anxiety, and fear in ED patients. Therefore, VR shows promise as a valuable complementary pain, anxiety, and fear management intervention for ED patients.
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Affiliation(s)
- Yuchuan Wang
- School of Nursing, Nanjing University of Chinese Medicine, Nanjing, China
| | - Junjie Tao
- School of Nursing, Nanjing University of Chinese Medicine, Nanjing, China
| | - Meng Chen
- Department of Emergency, Nanjing Drum Tower Hospital, Affiliated Hospital of Medical School, Nanjing University, Nanjing, China
| | - Yingxin Peng
- School of Nursing, Nanjing University of Chinese Medicine, Nanjing, China
| | - Haoming Wu
- School of Nursing, Nanjing University of Chinese Medicine, Nanjing, China
| | - Zhenlong Yan
- Department of Emergency, Nanjing Drum Tower Hospital, Affiliated Hospital of Medical School, Nanjing University, Nanjing, China
| | - Ping Huang
- Nanjing Drum Tower Hospital, Clinical College of Nanjing University of Chinese Medicine, Nanjing, China.
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Malbos E, Chichery N, Borwell B, Weindel G, Molitor J, Einig-Iscain M, Seimandi J, Lançon C. Virtual Reality and Relaxation for the Treatment of Generalized Anxiety Disorder: A Randomized Comparative Study with Standard Intervention. J Clin Med 2025; 14:1351. [PMID: 40004880 PMCID: PMC11856863 DOI: 10.3390/jcm14041351] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/17/2025] [Revised: 02/12/2025] [Accepted: 02/14/2025] [Indexed: 02/27/2025] Open
Abstract
Background/Objectives: Modern therapeutic strategies incorporating virtual reality (VR) have emerged as potential treatments for generalized anxiety disorder (GAD), a prevalent and debilitating condition that is challenging to cure. This study aimed to evaluate the efficacy of VR combined with relaxation techniques in patients with GAD by comparing VR-based relaxation with standard mental imagery (MI) relaxation. Methods: Fifty-eight patients with GAD participated in a randomized comparative trial. Specific virtual environments were created using an inexpensive game engine/level editor (GLE). Psychometric scales and physiological instruments were employed to assess the effects of relaxation therapy on anxiety, depression, quality of life, presence within virtual environments and cybersickness. Results: Both the VR and MI groups demonstrated statistically significant improvements in anxiety, worry and mental quality of life scores. However, no significant differences were observed between the two groups in pre-post comparisons of psychometric scores. The VR group exhibited a noticeably higher protocol completion rate and a significant increase in heart rate variability during the therapy. The level of presence in the VR group was satisfactory and significantly correlated with physiological improvements and anxiety reduction, while cybersickness remained low. Participants' preferences for specific virtual environments for relaxation are also discussed. Conclusions: These findings suggest that teaching and practicing relaxation in VR holds therapeutic potential for the treatment of GAD. Further research leveraging advanced VR sensory equipment and artificial intelligence agents is warranted to enhance therapeutic outcomes and explore additional applications.
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Affiliation(s)
- Eric Malbos
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
- Equipe Imothep, Institut Fresnel, UMR 7249, Ecole Centrale Marseille, Aix-Marseille University, 13005 Marseille, France
| | - Nadège Chichery
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
| | - Baptiste Borwell
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
| | - Gabriel Weindel
- Laboratory of Cognitive Neuroscience, UMR 7291, Aix-Marseille University, 13331 Marseille, France
| | - Jordan Molitor
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
| | - Mélodie Einig-Iscain
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
| | - Julien Seimandi
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
| | - Christophe Lançon
- Department of Adult Psychiatry, Sainte Marguerite University Hospital, Assistance Publique Hôpitaux de Marseille APHM, 13009 Marseille, France
- Centre de Recherche en Santé Mentale et Psychiatrie, 13090 Montperrin, France
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Finkler W, Vlietstra L, Waters DL, Zhu L, Gallagher S, Walker R, Forlong R, van Heezik Y. Virtual nature and well-being: Exploring the potential of 360° VR. Appl Psychol Health Well Being 2025; 17:e70008. [PMID: 39970473 PMCID: PMC11839238 DOI: 10.1111/aphw.70008] [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: 07/11/2024] [Accepted: 01/23/2025] [Indexed: 02/21/2025]
Abstract
This proof-of-concept study investigates the potential of immersive 360° VR nature videos to enhance emotional well-being and nature connectedness, focusing on their use as e-health interventions within social marketing initiatives. The research examined four key variables: (i) presence, or the extent to which participants felt immersed in the VR experience; (ii) emotional responses, measured by changes in participants' positive and negative affect; (iii) user experience, including enjoyment and engagement; and (iv) nature connectedness, reflecting participants' state of connection to the natural world. Using a mixed-method approach, participants (n = 63) engaged with four VR nature videos, with presence, emotional states and nature connectedness measured before and after the experience. Results showed high levels of presence, with participants reporting feelings of calmness, escape and connection to nature. Positive affect increased post-VR, although negative affect remained unchanged. Nature connectedness improved across all participants, highlighting the potential of VR nature experiences to support well-being. Individual differences, such as prior VR experience and gender, influenced perceptions, emphasising the need to tailor interventions. This study provides a foundation for using 360° VR nature videos in social marketing to promote emotional well-being, particularly for those with limited access to natural environments.
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Affiliation(s)
- Wiebke Finkler
- Department of MarketingUniversity of OtagoDunedinNew Zealand
| | - Lara Vlietstra
- School of Physical Education, Sport and Exercise SciencesUniversity of OtagoDunedinNew Zealand
| | - Debra L. Waters
- Department of Medicine and School of PhysiotherapyUniversity of OtagoDunedinNew Zealand
| | - Lei Zhu
- Department of MarketingUniversity of OtagoDunedinNew Zealand
| | - Steve Gallagher
- Dunedin School of MedicineUniversity of OtagoDunedinNew Zealand
| | - Ryan Walker
- IT Support ServicesUniversity of OtagoDunedinNew Zealand
| | - Ryan Forlong
- Department of MarketingUniversity of OtagoDunedinNew Zealand
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Sauvage C, Chaulet P, Rivas Lopez L, Garbusinski J, Cabaraux P, Duvigneaud Z, Baudry S. Immersive virtual reality to assess unilateral spatial neglect in stroke patients: a preliminary study. J Rehabil Med 2025; 57:jrm41195. [PMID: 39749421 DOI: 10.2340/jrm.v57.41195] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2024] [Accepted: 10/17/2024] [Indexed: 01/04/2025] Open
Abstract
OBJECTIVES The conventional test to detect unilateral spatial neglect (USN) is the Bells Test performed in a paper-and-pencil format. While several studies showed immersive virtual reality (VR) tests may provide greater sensitivity in revealing the presence of USN using visual scanning tasks, none has investigated the Bells Test in VR. This study compares the Bells Test performed in paper-and-pencil format (PP) and in VR in conventional (CVR) and ecological (EVR) format, which differ by the size of the display, in stroke patients. DESIGN Cross-sectional study. SETTING Stroke patients. PARTICIPANTS A convenience sample of 32 stroke patients. INTERVENTIONS VR assessments were performed using an immersive system with a head-mounted display. In CVR, the Bells Test is reproduced in the same format as PP (A4 sheet), while in EVR, the targets are displayed in a wider space corresponding to a hemisphere of 1-m radius. RESULTS The number of cancelled targets out of 35 was 32.5 (3.5) for PP, 33 (4) for CVR, and 34 (2) for EVR (mean [SD]), with a significant difference between PP and EVR (p < 0.05). The time to complete the Bells Test was 186 (69) s for PP, 184 (65) s for CVR, and 170 (58) s for EVR, without differences between modalities (p > 0.05). Bells Tests in the 3 modalities revealed the presence of USN, except for 1 patient in EVR. CONCLUSION VR assessment of USN could be used in the same way as conventional cancellations tests. Moreover, VR could provide additional information on the type of USN through the different testing modalities available.
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Affiliation(s)
- Chloé Sauvage
- Faculty of Human Movement Sciences, Laboratory of Applied Biology and Research Unit in Applied Neurophysiology (LABNeuro), Université Libre de Bruxelles, Brussels, Belgium; Department of Neurorehabilitation, Hôpital Erasme-HUB, Brussels, Belgium; Department of Physiotherapy, Hôpital Erasme-HUB, Brussels, Belgium.
| | - Pierre Chaulet
- Faculty of Human Movement Sciences, Laboratory of Applied Biology and Research Unit in Applied Neurophysiology (LABNeuro), Université Libre de Bruxelles, Brussels, Belgium
| | - Luana Rivas Lopez
- Department of Neurorehabilitation, Hôpital Erasme-HUB, Brussels, Belgium; Department of Physiotherapy, Hôpital Erasme-HUB, Brussels, Belgium
| | | | - Pierre Cabaraux
- Department of Neurorehabilitation, Hôpital Erasme-HUB, Brussels, Belgium
| | - Zachary Duvigneaud
- Department of Neurorehabilitation, Hôpital Erasme-HUB, Brussels, Belgium
| | - Stéphane Baudry
- Faculty of Human Movement Sciences, Laboratory of Applied Biology and Research Unit in Applied Neurophysiology (LABNeuro), Université Libre de Bruxelles, Brussels, Belgium
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Park SY, Koo DK. The Impact of Virtual Reality Content Characteristics on Cybersickness and Head Movement Patterns. SENSORS (BASEL, SWITZERLAND) 2025; 25:215. [PMID: 39797006 PMCID: PMC11722776 DOI: 10.3390/s25010215] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/05/2024] [Revised: 12/30/2024] [Accepted: 12/31/2024] [Indexed: 01/13/2025]
Abstract
Virtual reality (VR) technology has gained popularity across various fields; however, its use often induces cybersickness, characterized by symptoms such as dizziness, nausea, and eye strain. This study investigated the differences in cybersickness levels and head movement patterns under three distinct VR viewing conditions: dynamic VR (DVR), static VR (SVR), and a control condition (CON) using a simulator. Thirty healthy adults participated, and their head movements were recorded using the Meta Quest 2 VR headset and analyzed using Python. The Virtual Reality Sickness Questionnaire (VRSQ) assessed subjective cybersickness levels. The results revealed that the SVR condition induced the highest VRSQ scores (M = 58.057), indicating the most severe cybersickness symptoms, while the DVR condition elicited significantly higher values in head movement variables, particularly in the coefficient of variation (CV) and integral values of head position along the vertical axis, and mean velocity (p < 0.05). These findings suggest that VR content characteristics directly influence users' head movement patterns, closely related to cybersickness occurrence and severity. This study highlights the importance of analyzing head movement patterns in cybersickness research and provides insights for VR content design.
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Affiliation(s)
- Seo-Yoon Park
- Department of Physical Therapy, College of Health and Welfare, Woosuk University, 443 Samnye-ro, Samnye-eup, Wanju-gun 55338, Republic of Korea;
| | - Dong-Kyun Koo
- University-Industrial Cooperation Corps of HiVE Center, Wonkwang Health Science University, 514, Iksan-daero, Iksan-si 54538, Republic of Korea
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Ma JH, Erdogmus E, Kangisser S, Yang E. A comparative analysis of the effectiveness of immersive virtual reality on end-user design review. BUILDING AND ENVIRONMENT 2025; 267:112237. [DOI: 10.1016/j.buildenv.2024.112237] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/05/2025]
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9
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Sabalette P, Dubé N, Ménard P, Labelle M, Laramée MT, Higgins J, Barthélemy D, Segado M, Proulx C, Duclos C. Immediate effect of alone and combined virtual reality, gait-like muscle vibration and transcranial direct current stimulation on neuropathic pain after spinal cord injury: a pilot study. Spinal Cord Ser Cases 2024; 10:83. [PMID: 39730369 DOI: 10.1038/s41394-024-00696-5] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/01/2023] [Revised: 12/10/2024] [Accepted: 12/18/2024] [Indexed: 12/29/2024] Open
Abstract
STUDY DESIGN Quasi-experimental pilot study. OBJECTIVES Evaluate the immediate effect of virtual reality (VR), gait-like muscle vibration (MV) and transcranial direct current stimulation (tDCS) combined or alone on neuropathic pain in individuals with spinal cord injury (SCI). SETTING Inpatient rehabilitation centre. METHODS Four participants (two women and two men) with neuropathic pain after SCI participated in the pilot study. All participants received one session per week for four weeks. Each session started with a single-blind administration of active or sham tDCS (20 min) delivered in a pseudo-randomized order, followed by three interventions applied in a pseudo-randomized order (10 min each): gait-like muscle vibration only, watching a walking self-avatar in VR only and the combination of muscle vibration and VR. The intensity of pain was evaluated using a numeric rating scale (0-10, minimal clinically important difference: 2 points) before and after each stimulation. RESULTS Participants reported significant reduction of pain (reduction of two points or more) in 4/7 stimulations where VR was associated with muscle vibration, in 1/8 for VR-alone stimulations and in 1/7 for MV-only stimulations. Significant change in pain was found in 1/8 sham tDCS, but not after active tDCS. CONCLUSIONS Our pilot study showed immediate pain relief when a walking-avatar VR stimulation was associated with gait-like muscle vibration. Even though previous studies supported tDCS for pain reduction, we did not observe any changes in pain after tDCS, likely due to its application once a week. Further research is needed to strengthen these promising results.
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Affiliation(s)
- Pauline Sabalette
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada.
- School of Rehabilitation, Université de Montréal, Montréal, QC, Canada.
| | - Nancy Dubé
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
| | - Philippe Ménard
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
| | - Mélanie Labelle
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
| | - Marie-Thérèse Laramée
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
| | - Johanne Higgins
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
- School of Rehabilitation, Université de Montréal, Montréal, QC, Canada
| | - Dorothy Barthélemy
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
- School of Rehabilitation, Université de Montréal, Montréal, QC, Canada
| | | | | | - Cyril Duclos
- Institut Universitaire sur la Réadaptation en Déficience Physique de Montréal - Centre for Interdisciplinary Research in Rehabilitation, Montréal, QC, Canada
- School of Rehabilitation, Université de Montréal, Montréal, QC, Canada
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Huygelier H, Tuts N, Michiels K, Note E, Schillebeeckx F, Tournoy J, Vanden Abeele V, van Ee R, Gillebert CR. The efficacy and feasibility of an immersive virtual reality game to train spatial attention orientation after stroke: A stage 2 report. J Neuropsychol 2024. [PMID: 39668467 DOI: 10.1111/jnp.12403] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/27/2020] [Accepted: 11/12/2024] [Indexed: 12/14/2024]
Abstract
Spatial neglect is a post-stroke attention deficit for which there is no evidence-based intervention. Immersive virtual reality (IVR) may increase treatment efficacy, as it allows to train spatial attention in a rich environment. This study evaluated the efficacy and feasibility of an IVR patient-tailored training (HEMIRehApp). Using a cross-over design, an active (spatially biased) and placebo (spatially unbiased) IVR intervention were compared. We aimed to recruit 8 per-protocol left-sided neglect patients. The primary outcome was response times on the Posner cueing task. To evaluate feasibility, we documented the number of recruited patients, cybersickness and patients' experience with HEMIRehApp. After 2 years of recruitment, we were able to enrol 6 patients, of whom 2 completed the full protocol. The target sample size was not feasible due to a lower than expected prevalence of left-sided neglect and a higher than expected drop-out rate. The planned group-level analysis was therefore replaced by a single-case analysis. The results in the 2 per-protocol cases suggest a superior effect of spatially biased IVR training than unbiased IVR training inside IVR. IVR training was feasible as all 6 enrolled patients were able to complete 10 IVR training sessions, but the cross-over protocol itself was unfeasible. While the low sample size prevented us from conclusively evaluating the efficacy of HEMIRehApp, our preliminary single-case results suggest that neglect patients were able to improve attentional orientation towards eccentric target locations in IVR. Follow-up studies are needed to further validate these findings.
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Affiliation(s)
- Hanne Huygelier
- Department of Brain and Cognition, Leuven Brain Institute, KU Leuven, Leuven, Belgium
| | - Nora Tuts
- Department of Brain and Cognition, Leuven Brain Institute, KU Leuven, Leuven, Belgium
| | | | - Eline Note
- UZ Leuven Campus Pellenberg, Leuven, Belgium
| | | | - Jos Tournoy
- Gerontology & Geriatrics, Department of Public Health and Primary Care, KU Leuven, Leuven, Belgium
- Department of Geriatric Medicine, UZ Leuven, Leuven, Belgium
| | | | - Raymond van Ee
- Department of Brain and Cognition, Leuven Brain Institute, KU Leuven, Leuven, Belgium
- Donders Institute for Brain, Cognition and Behavior, Radboud University, Nijmegen, The Netherlands
- Philips Research, High Tech Campus, Eindhoven, The Netherlands
| | - Céline R Gillebert
- Department of Brain and Cognition, Leuven Brain Institute, KU Leuven, Leuven, Belgium
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11
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Hughes BP, Naeem HN, Davidenko N. Factors affecting vection and motion sickness in a passive virtual reality driving simulation. Sci Rep 2024; 14:30214. [PMID: 39632919 PMCID: PMC11618617 DOI: 10.1038/s41598-024-80778-4] [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] [Received: 08/02/2024] [Accepted: 11/20/2024] [Indexed: 12/07/2024] Open
Abstract
The current study sought to examine factors that affect vection (the illusory experience of self-motion in the absence of real motion), visually-induced motion sickness, and one's sense of presence in a passive virtual reality driving simulation by exposing participants to 60-s pre-recorded driving laps and recording their self-reported metrics as well as their head motion patterns during the laps. Faster virtual driving speed (average 120 mph vs. 60 mph) resulted in significantly higher ratings of vection and motion sickness. Reclined posture (30° back) was examined as a possible mitigating factor for sickness, but no significant effects were found. Expanding visual cues (representing forward self-motion) resulted in higher ratings of vection, motion sickness, and presence compared to contracting cues (representing reverse self-motion) and translational cues (representing lateral self-motion). When experiencing typical upright, world-aligned, forward-facing conditions, conformity to the median head motions along the yaw axis was associated with higher ratings of vection, motion sickness, and presence at slow speeds and with vection and presence at high speeds. These findings underscore the importance of head motion patterns as a metric for behavior and contribute to the general understanding of illusory self-motion perception.
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Affiliation(s)
- Benjamin P Hughes
- Psychology Department, University of California, Santa Cruz, Santa Cruz, 95064, USA.
| | - Hassan N Naeem
- Psychology Department, University of California, Santa Cruz, Santa Cruz, 95064, USA
| | - Nicolas Davidenko
- Psychology Department, University of California, Santa Cruz, Santa Cruz, 95064, USA
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12
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Salimi S, Asgari Z, Mohammadnejad A, Teimazi A, Bakhtiari M. Efficacy of virtual reality and augmented reality in anatomy education: A systematic review and meta-analysis. ANATOMICAL SCIENCES EDUCATION 2024; 17:1668-1685. [PMID: 39300601 DOI: 10.1002/ase.2501] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 08/09/2021] [Revised: 07/23/2024] [Accepted: 07/28/2024] [Indexed: 09/22/2024]
Abstract
Anatomy is the cornerstone of medical education. Virtual reality (VR) and augmented reality (AR) technologies are becoming increasingly popular in the development of anatomy education. Various studies have evaluated VR and AR in anatomy education. This meta-analysis aims to evaluate the effectiveness of VR and AR in anatomical education. The protocol was registered in Prospero. Scopus, PubMed, Web of Science, and Cochrane Library databases were searched. From the 4487 articles gathered, 24 randomized controlled trials were finally selected according to inclusion criteria. According to the results of the meta-analysis, VR had a moderate and significant effect on the improvement of knowledge scores in comparison with other methods (standardized mean difference = 0.58; 95% CI = 0.22, 0.95; p < 0.01). Due to the high degree of heterogeneity (I 2 = 87.44%), subgroup analyses and meta-regression were performed on eight variables. In enhancing the "attitude," VR was found to be more "useful" than other methods (p = 0.01); however, no significant difference was found for "enjoyable" and "easy to use" statements. Compared with other methods, the effect of AR on knowledge scores was non-significant (SMD = -0.02; 95% CI = -0.39, 0.34; p = 0.90); also, in subgroup analyses and meta-regression, the results were non-significant. The results indicate that, unlike AR, VR could be used as an effective tool for teaching anatomy in medical education. Given the observed heterogeneity across the included studies, further research is warranted to identify those variables that may impact the efficacy of VR and AR in anatomy education.
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Affiliation(s)
- Sajjad Salimi
- Student Research Committee, Faculty of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Zahra Asgari
- Student Research Committee, Faculty of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Amirreza Mohammadnejad
- Student Research Committee, Faculty of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Ashkan Teimazi
- Student Research Committee, Faculty of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
| | - Mitra Bakhtiari
- Department of Anatomical Sciences, Faculty of Medicine, Kermanshah University of Medical Sciences, Kermanshah, Iran
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Muršec D, Turk SŠ, Rozman U, Lorber M, Fijačko N, Vrbnjak D. Immersive technology and hand hygiene: scoping review. BMC MEDICAL EDUCATION 2024; 24:1329. [PMID: 39563325 PMCID: PMC11575447 DOI: 10.1186/s12909-024-06320-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 01/22/2024] [Accepted: 11/07/2024] [Indexed: 11/21/2024]
Abstract
BACKGROUND The use of immersive technology in healthcare education is on the rise, yet its impact on learner engagement, knowledge retention, and specifically in areas like hand hygiene training, remains underexplored. The aim of this scoping review was to summarize the existing studies of immersive technology in hand hygiene training of healthcare providers and health professions students. METHODS A scoping review following the Levac et al. framework was conducted. The literature search was performed in databases PubMed, CINAHL Ultimate, ScienceDirect (Elsevier), Web of Science in addition to Google Scholar and ProQuest Dissertation & Theses. The Preferred Reporting Items for Systematic Reviews and Meta-Analysis: Extension for Scoping Reviews (PRIMSA-ScR) guideline was used to report the results. We analysed data using tabular and descriptive summary. RESULTS In the final analysis 11 studies from seven countries were included. Most of the studies (n = 10, 90,91%) used virtual reality in hand hygiene training of healthcare providers and health professions students. Most studies have found that immersive technology is useful in teaching hand hygiene (n = 6, 54,55%). There are some theories and concepts that support the teaching of hand hygiene with immersive technology, but most of the research is not supported by them. Theories or concepts were included in two studies (18,18%). CONCLUSION Immersive technology, especially virtual reality, enhances hand hygiene learning and engagement compared to traditional methods. However, most studies lack theoretical support. To advance this field, exploring immersive technology for further research and incorporating relevant theories is encouraged. Additionally, conducting a thorough cost-effectiveness analysis and establishing a robust evaluation framework, encompassing both short-term and long-term outcomes, will be beneficial for a comprehensive understanding of the impact of immersive technology in hand hygiene education.
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Affiliation(s)
- Dominika Muršec
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia.
| | - Sonja Šostar Turk
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia
| | - Urška Rozman
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia
| | - Mateja Lorber
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia
| | - Nino Fijačko
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia
- Maribor University Medical Centre, Maribor, Slovenia
| | - Dominika Vrbnjak
- Faculty of Health Sciences, University of Maribor, Žitna ulica 15, Maribor, SI, 2000, Slovenia
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Ang S, Quarles J. SmoothRide: A Versatile Solution to Combat Cybersickness in Elevation-Altering Environments. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:7152-7161. [PMID: 39255132 DOI: 10.1109/tvcg.2024.3456194] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 09/12/2024]
Abstract
Cybersickness continues to bar many individuals from taking full advantage of virtual reality (VR) technology. Previous work has established that navigating virtual terrain with elevation changes poses a significant risk in this regard. In this paper, we investigate the effectiveness of three cybersickness reduction strategies on users performing a navigation task across virtual elevation-altering terrain. These strategies include static field of view (FOV) reduction, a flat surface approach that disables terrain collision and maintains constant elevation for users, and SmoothRide, a novel technique designed to dampen a user's perception of vertical motion as they travel. To assess the impact of these strategies, we conducted a within-subjects study involving 61 participants. Each strategy was compared against a control condition, where users navigated across terrain without any cybersickness reduction measures in place. Cybersickness data were collected using the Fast Motion Sickness Scale (FMS) and Simulator Sickness Questionnaire (SSQ), along with galvanic skin response (GSR) data. We measured user presence using the IGroup Presence questionnaire (IPQ) and a Single-Item Presence Scale (SIP). Our findings reveal that users experienced significantly lower levels of cybersickness using SmoothRide or FOV reduction. Presence scores reported on the IPQ were statistically similar between SmoothRide and the control condition. Conversely, terrain flattening had adverse effects on user presence scores, and we could not identify a significant effect on cybersickness compared to the control. We demonstrate that SmoothRide is an effective, lightweight, configurable, and easy-to-integrate tool for reducing cybersickness in simulations featuring elevation-altering terrain.
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Makani A, Saryazdi R, Givetash S, Keshavarz B. The presence of an avatar can reduce cybersickness in Virtual Reality. VIRTUAL REALITY 2024; 28:163. [PMID: 39483719 PMCID: PMC11522100 DOI: 10.1007/s10055-024-01057-1] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 01/19/2024] [Accepted: 09/23/2024] [Indexed: 11/03/2024]
Abstract
Virtual Reality (VR) applications are increasingly being utilized for research, healthcare, and education. Despite their benefits, many VR users report motion sickness-like sensations (cybersickness), such as headache, disorientation, or nausea. Previous studies suggest that the sense of presence ("being there") in the virtual world may contribute to the severity of cybersickness; however, results have been contradictory, with some studies reporting a negative and some reporting a positive relationship between the two. The goal of the current study was to further investigate how presence and cybersickness are related. Participants (N = 54) were exposed to a VR scene presented on a head-mounted display showing a 15-minute-long passive movement through space. The level of presence was manipulated by including an avatar (astronaut suit with hand-tracking) or no avatar in the virtual environment. Results showed that the avatar group reported significantly less severe cybersickness compared to the no-avatar group. We also found significant, negative correlations between some of the presence metrics (immersion, sensory fidelity) and cybersickness, indicating that cybersickness severity decreased as the level of presence increased. These findings suggest that more immersive VR experiences using an avatar may potentially reduce the risk of experiencing cybersickness.
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Affiliation(s)
- Aalim Makani
- KITE Research Institute, Toronto Rehabilitation Institute–University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada
- Department of Psychology, Toronto Metropolitan University, Toronto, Canada
| | - Raheleh Saryazdi
- KITE Research Institute, Toronto Rehabilitation Institute–University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada
- Department of Psychology, Trent University Durham, Oshawa, Canada
| | - Sonja Givetash
- KITE Research Institute, Toronto Rehabilitation Institute–University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada
- Department of Psychology, Toronto Metropolitan University, Toronto, Canada
| | - Behrang Keshavarz
- KITE Research Institute, Toronto Rehabilitation Institute–University Health Network, 550 University Avenue, Toronto, ON M5G 2A2 Canada
- Department of Psychology, Toronto Metropolitan University, Toronto, Canada
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16
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Yip SH, Ng AKT, Lau HYK, Saunders JA. Preregistered test of whether a virtual nose reduces cybersickness. Cogn Res Princ Implic 2024; 9:74. [PMID: 39472406 PMCID: PMC11522211 DOI: 10.1186/s41235-024-00593-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/06/2023] [Accepted: 08/24/2024] [Indexed: 11/02/2024] Open
Abstract
Recent findings suggest that adding a visual depiction of a nose to virtual reality displays (virtual nose) can reduce motion sickness. If so, this would be a simple intervention that could improve the experience of a variety of VR applications. However, only one peer-reviewed study has reported a benefit from a virtual nose, and the effect was observed in a single low-powered experiment. To further test the effectiveness of a virtual nose for mitigating motion sickness in VR, we performed a preregistered experiment with higher power and better control. Subjects were presented with simulated movement in a virtual environment using a head-mounted display, and the resulting motion sickness was measured using the Fast Motion Sickness Scale (FMS) and the Simulator Sickness Questionnaire (SSQ). Conditions with and without a virtual nose were tested in separate sessions on different days, and the mean habituation effects were removed analytically. Awareness of the manipulation was assessed with a funnel debriefing procedure. The sample size (n = 32) was chosen to have over 90% power to detect the estimated effect size based on previous data (dz = 0.6). We found no significant difference between motion sickness in conditions with and without the virtual nose. The estimated effect size was close to zero, dz = - 0.02, with a 95% credible interval [- 0.37, 0.33]. Results from a Bayesian analysis imply that any benefit from a virtual nose is unlikely to be more than a 26% reduction in FMS scores, and any cost is unlikely to be more than a 23% increase. Our results do not support the hypothesis that a virtual nose is a general and effective way to relieve motion sickness in virtual reality.
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Affiliation(s)
- Sai Ho Yip
- University of Hong Kong, Pok Fu Lam, Hong Kong
| | | | - Henry Y K Lau
- United Kingdom Atomic Energy Authority, Abingdon, UK
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Okada NS, McNeely-White KL, Cleary AM, Carlaw BN, Drane DL, Parsons TD, McMahan T, Neisser J, Pedersen NP. A virtual reality paradigm with dynamic scene stimuli for use in memory research. Behav Res Methods 2024; 56:6440-6463. [PMID: 37845424 PMCID: PMC11018716 DOI: 10.3758/s13428-023-02243-w] [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] [Accepted: 09/15/2023] [Indexed: 10/18/2023]
Abstract
Episodic memory may essentially be memory for one's place within a temporally unfolding scene from a first-person perspective. Given this, pervasively used static stimuli may only capture one small part of episodic memory. A promising approach for advancing the study of episodic memory is immersing participants within varying scenes from a first-person perspective. We present a pool of distinct scene stimuli for use in virtual environments and a paradigm that is implementable across varying levels of immersion on multiple virtual reality (VR) platforms and adaptable to studying various aspects of scene and episodic memory. In our task, participants are placed within a series of virtual environments from a first-person perspective and guided through a virtual tour of scenes during a study phase and a test phase. In the test phase, some scenes share a spatial layout with studied scenes; others are completely novel. In three experiments with varying degrees of immersion, we measure scene recall, scene familiarity-detection during recall failure, the subjective experience of déjà vu, the ability to predict the next turn on a tour, the subjective sense of being able to predict the next turn on a tour, and the factors that influence memory search and the inclination to generate candidate recollective information. The level of first-person immersion mattered to multiple facets of episodic memory. The paradigm presents a useful means of advancing mechanistic understanding of how memory operates in realistic dynamic scene environments, including in combination with cognitive neuroscience methods such as functional magnetic resonance imaging and electrophysiology.
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Affiliation(s)
- Noah S Okada
- Department of Neurology, Emory University, Atlanta, GA, 30322, USA.
| | | | - Anne M Cleary
- Department of Psychology, Colorado State University, Fort Collins, CO, 80523, USA
| | - Brooke N Carlaw
- Department of Psychology, Colorado State University, Fort Collins, CO, 80523, USA
| | - Daniel L Drane
- Department of Neurology, Emory University, Atlanta, GA, 30322, USA
- Department of Pediatrics, Emory University School of Medicine, Atlanta, GA, 30322, USA
- Department of Neurology, University of Washington School of Medicine, Seattle, WA, 98105, USA
| | - Thomas D Parsons
- Grace Center, Arizona State University, Tempe, AZ, 85281, USA
- Computational Neuropsychology & Simulation (CNS) Laboratory, Arizona State University, Tempe, AZ, 85281, USA
| | - Timothy McMahan
- Department of Learning Technologies, University of North Texas, Denton, TX, 76203, USA
| | - Joseph Neisser
- Department of Philosophy, Grinnell College, Grinnell, IA, 50112, USA
| | - Nigel P Pedersen
- Department of Neurology, Emory University, Atlanta, GA, 30322, USA.
- Department of Neurology, University of California Davis, Sacramento, CA, 95816, USA.
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18
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Louras M, Vanhaudenhuyse A, Panda R, Rousseaux F, Carella M, Gosseries O, Bonhomme V, Faymonville ME, Bicego A. Virtual Reality Combined with Mind-Body Therapies for the Management of Pain: A Scoping Review. Int J Clin Exp Hypn 2024; 72:435-471. [PMID: 39347979 DOI: 10.1080/00207144.2024.2391365] [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: 01/11/2024] [Revised: 03/22/2024] [Accepted: 04/04/2024] [Indexed: 10/01/2024]
Abstract
When used separately, virtual reality (VR) and mind-body therapies (MBTs) have the potential to reduce pain across various acute and chronic conditions. While their combination is increasingly used, no study offers a consolidated presentation of VR and MBTs. This study aims to propose an overview of the effectiveness of VR combined with MBTs (i.e., meditation, mindfulness, relaxation, and hypnosis) to decrease the pain experienced by healthy volunteers or patients. We conducted a scoping review of the literature using PubMed, Science Direct and Google Scholar and included 43 studies. Findings across studies support that VR combined with MBTs is a feasible, well-tolerated, and potentially useful to reduce pain. Their combination also had a positive effect on anxiety, mood, and relaxation. However, insufficient research on this VR/MBTs combination and the lack of multidimensional studies impede a comprehensive understanding of their full potential. More randomized controlled studies are thus needed, with usability evaluation protocols to better understand the effects of VR/MBTs on patients wellbeing and to incorporate them into routine clinical practice.
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Affiliation(s)
- Mélanie Louras
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Coma Science Group, GIGA Consciousness, University of Liège, Liège, Belgium
| | - Audrey Vanhaudenhuyse
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Interdisciplinary Algology Center, University Hospital of Liège, Liège, Belgium
| | - Rajanikant Panda
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Coma Science Group, GIGA Consciousness, University of Liège, Liège, Belgium
- Coma Neuroscience Lab, Department of Neurology, University of California San Francisco, San Francisco, USA
| | - Floriane Rousseaux
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Medical Hypnosis Laboratory, MaisonNeuve-Rosemont Hospital Research Center, University of Montreal, Montreal, Québec, Canada
| | - Michele Carella
- Inflammation and Enhanced Rehabilitation Laboratory (Regional Anaesthesia and Analgesia), GIGA-I3 Thematic Unit, GIGA-Research, Liege University, Liege, Belgium
- Department of Anesthesia and Intensive Care Medicine, Liege University Hospital, Liege, Belgium
| | - Olivia Gosseries
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Coma Science Group, GIGA Consciousness, University of Liège, Liège, Belgium
- Centre du Cerveau2, Liege University Hospital, Liege, Belgium
| | - Vincent Bonhomme
- Inflammation and Enhanced Rehabilitation Laboratory (Regional Anaesthesia and Analgesia), GIGA-I3 Thematic Unit, GIGA-Research, Liege University, Liege, Belgium
- Department of Anesthesia and Intensive Care Medicine, Liege University Hospital, Liege, Belgium
| | - Marie-Elisabeth Faymonville
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
- Oncology Integrated Arsene Bury Center, University Hospital of Liège, Liège, Belgium
| | - Aminata Bicego
- Sensation and Perception Research Group, GIGA-Consciousness, University of Liège, Liège, Belgium
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de Medeiros CSP, Farias LBA, Santana MCDL, Pacheco TBF, Dantas RR, Cavalcanti FADC. A systematic review of exergame usability as home-based balance training tool for older adults usability of exergames as home-based balance training. PLoS One 2024; 19:e0306816. [PMID: 39172915 PMCID: PMC11340971 DOI: 10.1371/journal.pone.0306816] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/19/2023] [Accepted: 06/24/2024] [Indexed: 08/24/2024] Open
Abstract
BACKGROUND Exergames are a fun, viable, attractive, and safe way to engage in physical exercise for most patient populations, including older adults. Their use in the home environment enables an expanded understanding about its applicability and its impact on clinical outcomes that can contribute to improved functionality and quality of life in this population. This systematic review aimed to synthesize the evidence on the usability of exergames as a tool for home-based balance training in older adults. METHODS The search was realized in 6 electronic databases and were included 1) randomized controlled trials with exergames home-based training as intervention, 2) studies involving older adults (aged 60 years or older) described as having impaired static or dynamic balance, 3) that compared the effects of exergames to usual care, health education or no intervention, and 4) reported usability and balance outcomes. The Cochrane Risk of Bias tool for randomized trials version 2 and the Grading of Recommendations Assessment, Development, and Evaluation were used to evaluate the methodological quality of studies and levels of evidence for outcomes. RESULTS After screening 1107 records, we identified 4 trials were included. The usability score of exergames was classified as an acceptable, good, and feasible tool. The pooled effect indicated improvements in favor of the exergame group for functional balance by TUG test (MD = -5.90; 95%CI = -10.29 to -1.51) with low-certainty evidence and Tinetti scale (MD = 4.80; 95%CI = 3.36 to 6.24) with very low-certainty evidence. Analyzing the different immersion level, it was observed a significant difference in the experimental group for the immersive exergames (MD = -9.14; 95%CI = -15.51 to -2.77) with very low-certainty evidence. CONCLUSION Exergames applied at home showed good usability and had significant effects on functional balance compared to usual care or no intervention, especially in the immersive modality. TRIAL REGISTRATION PROSPERO registration number: CRD42022343290.
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Affiliation(s)
| | | | | | | | - Rummenigge Rudson Dantas
- Digital Metropolis Institute, Federal University of Rio Grande do Norte, Natal, Rio Grande do Norte, Brazil
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Żydowicz WM, Skokowski J, Marano L, Polom K. Navigating the Metaverse: A New Virtual Tool with Promising Real Benefits for Breast Cancer Patients. J Clin Med 2024; 13:4337. [PMID: 39124604 PMCID: PMC11313674 DOI: 10.3390/jcm13154337] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/09/2024] [Revised: 05/22/2024] [Accepted: 07/22/2024] [Indexed: 08/12/2024] Open
Abstract
BC, affecting both women and men, is a complex disease where early diagnosis plays a crucial role in successful treatment and enhances patient survival rates. The Metaverse, a virtual world, may offer new, personalized approaches to diagnosing and treating BC. Although Artificial Intelligence (AI) is still in its early stages, its rapid advancement indicates potential applications within the healthcare sector, including consolidating patient information in one accessible location. This could provide physicians with more comprehensive insights into disease details. Leveraging the Metaverse could facilitate clinical data analysis and improve the precision of diagnosis, potentially allowing for more tailored treatments for BC patients. However, while this article highlights the possible transformative impacts of virtual technologies on BC treatment, it is important to approach these developments with cautious optimism, recognizing the need for further research and validation to ensure enhanced patient care with greater accuracy and efficiency.
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Affiliation(s)
- Weronika Magdalena Żydowicz
- Department of General Surgery and Surgical Oncology, “Saint Wojciech” Hospital, “Nicolaus Copernicus” Health Center, Jana Pawła II 50, 80-462 Gdańsk, Poland; (W.M.Ż.); (J.S.)
| | - Jaroslaw Skokowski
- Department of General Surgery and Surgical Oncology, “Saint Wojciech” Hospital, “Nicolaus Copernicus” Health Center, Jana Pawła II 50, 80-462 Gdańsk, Poland; (W.M.Ż.); (J.S.)
- Department of Medicine, Academy of Applied Medical and Social Sciences, Akademia Medycznych I Spolecznych Nauk Stosowanych (AMiSNS), 2 Lotnicza Street, 82-300 Elbląg, Poland;
| | - Luigi Marano
- Department of General Surgery and Surgical Oncology, “Saint Wojciech” Hospital, “Nicolaus Copernicus” Health Center, Jana Pawła II 50, 80-462 Gdańsk, Poland; (W.M.Ż.); (J.S.)
- Department of Medicine, Academy of Applied Medical and Social Sciences, Akademia Medycznych I Spolecznych Nauk Stosowanych (AMiSNS), 2 Lotnicza Street, 82-300 Elbląg, Poland;
| | - Karol Polom
- Department of Medicine, Academy of Applied Medical and Social Sciences, Akademia Medycznych I Spolecznych Nauk Stosowanych (AMiSNS), 2 Lotnicza Street, 82-300 Elbląg, Poland;
- Department of Gastrointestinal Surgical Oncology, Greater Poland Cancer Centre, Garbary 15, 61-866 Poznan, Poland
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Huang Y, Deng C, Peng M, Hao Y. Experiences and perceptions of palliative care patients receiving virtual reality therapy: a meta-synthesis of qualitative studies. BMC Palliat Care 2024; 23:182. [PMID: 39044242 PMCID: PMC11267777 DOI: 10.1186/s12904-024-01520-5] [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] [Received: 03/10/2024] [Accepted: 07/12/2024] [Indexed: 07/25/2024] Open
Abstract
BACKGROUND The combination of virtual reality (VR) and palliative care potentially represents a new opportunity for palliative care. Many previous studies have evaluated the application of VR therapy to patients with advanced disease receiving palliative care. However, patient-perspective reviews to comprehensively understand the actual experiences and feelings of patients and provide practical guidance for designing future studies are currently lacking. This review of qualitative evidence aimed to explore the experiences and perceptions of patients receiving VR therapy in palliative care. METHODS This study was conducted in accordance with the Enhancing Transparency in Reporting the Synthesis of Qualitative Research (ENTREQ) statement guidelines. Ten databases, namely, PubMed, Web of Science, EBSCO, OVID MEDLINE, Scopus, John Wiley, ProQuest, CNKI, WANFANG DATA, and SinoMed, were searched, and qualitative and mixed studies from the establishment of each database to June 30, 2023 were included. The Joanna Briggs Institute Critical Appraisal Checklist for Qualitative Research was used to assess the quality of the included studies. The data included in the literature were analyzed and integrated by "thematic synthesis" to formalize the identification and development of themes. RESULTS The nine selected studies altogether included 156 participants from seven hospice care facilities of different types and two oncology centers. Three key themes were identified: experiences of palliative care patients in VR therapy, the perceived value that palliative care patients gain in VR therapy, and perspectives of palliative care patients toward using VR therapy. CONCLUSIONS The patients' feedback covered discomfort caused by VR devices, good sense of experiences, and situations that affected the interactive experience. Some patients were unable to tolerate VR therapy or reported newer forms of discomfort. The findings indicated that VR therapy may be an effective approach to relieve patients' physical and psychological pain and help them gain self-awareness. Moreover, patients showed a preference for personalized VR therapy.
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Affiliation(s)
- Yufei Huang
- College of Nursing, Guangzhou Medical University, Guangzhou, Guangdong, China
| | - Cunqing Deng
- College of Nursing, Guangzhou Medical University, Guangzhou, Guangdong, China
| | - Meifang Peng
- Department of Internal Medicine, Affiliated Cancer Hospital and Institute, Guangzhou Medical University, Guangzhou, Guangdong, China
| | - Yanping Hao
- College of Nursing, Guangzhou Medical University, Guangzhou, Guangdong, China.
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22
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Lin MIB, Wu B, Cheng SW. Changes in Navigation Controls and Field-of-View Modes Affect Cybersickness Severity and Spatiotemporal Gait Patterns After Exposure to Virtual Environments. HUMAN FACTORS 2024; 66:1942-1960. [PMID: 37501376 DOI: 10.1177/00187208231190982] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 07/29/2023]
Abstract
OBJECTIVE To examine the effects of navigation controls and field-of-view modes on cybersickness severity and gait dynamics after cessation of exposure to a virtual environment (VE). BACKGROUND The applications of virtual reality are increasing in various fields; however, whether changes in interaction techniques and visual contents could mitigate the potential gait disturbance following VE exposure remains unclear. METHOD Thirty healthy adults wore a head-mounted display to complete six sessions of 12-min run-and-gun tasks using different navigation controls (gamepad, head, natural) and field-of-view modes (full, restricted). Forward and backward walking tasks were performed before and after VE exposure. The degrees of cybersickness and presence were evaluated using questionnaires, along with the in-session task performance. Spatiotemporal gait measures and their variabilities were calculated for each walking task. RESULTS The participants experienced less cybersickness with the head and natural controls than with the gamepad. Natural control, based on matching body movements, was associated with the highest degree of presence and best performance. VE navigation using the gamepad showed reduced cadences and increased stride times during postexposure forward-walking tasks. When the VE was presented via the restricted field-of-view mode, increased gait variabilities were observed from backward-walking tasks after VE exposure. CONCLUSION Body movement-based navigation controls may alleviate cybersickness. We observed gait adaptation during both ambulation tasks, which was influenced by the navigation control method and field-of-view mode. APPLICATION This study provides the first evidence for gait adaptation during balance-demanding tasks after VE exposure, which is valuable for designing guidelines for virtual reality interactions.
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Affiliation(s)
- Ming-I Brandon Lin
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Bonnie Wu
- Department of Industrial and Information Management, National Cheng Kung University, Tainan, Taiwan
| | - Shun-Wen Cheng
- Institute of Information Management, National Cheng Kung University, Tainan, Taiwan
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23
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Martinho FC, Qadir SJ, Griffin IL, Melo MAS, Fay GG. Augmented Reality Head-Mounted Device and Dynamic Navigation System for Postremoval in Maxillary Molars. J Endod 2024; 50:844-851. [PMID: 38369102 DOI: 10.1016/j.joen.2024.02.004] [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] [Received: 09/29/2023] [Revised: 01/20/2024] [Accepted: 02/07/2024] [Indexed: 02/20/2024]
Abstract
INTRODUCTION This study evaluates the feasibility of an augmented reality (AR) head-mounted device (HMD) displaying a dynamic navigation system (DNS) in the surgical site for fiber postremoval in maxillary molars and compares it to the DNS technique. METHODS Fifty maxillary first molars were divided into 2 groups: AR HMD + DNS (n = 25) and DNS (n = 25). The palatal canal was restored with RelyX fiber post (3M ESPE) luted with RelyX Unicem (3M ESPE). A core buildup was performed using Paracore (Coltene/Whaledent). Cone beam computed tomography (CBCT) scans were taken before and after postremoval. The drilling trajectory and depth were planned under X-guide software (X-Nav Technologies, Lansdale, PA). For the AR HMD + DNS group, the AR HMD (Microsoft HoloLens 2) displayed the DNS in the surgical site. The three dimensional (3D) deviations (Global coronal deviation [GCD] and global apical deviation [GAD]) and angular deflection (AD) were calculated. The number of mishaps and operating time were recorded. RESULTS Fiber post was removed from all samples (50/50). The AR HMD + DNS was more accurate than DNS, showing significantly lower GCD and GAD deviations and AD (P < .05). No mishap was detected. The AR HMD + DNS was as efficient in time as DNS (P > .05). CONCLUSIONS Within the limitations of this in vitro study, the AR HMD can safely display DNS in the surgical site for fiber post-removal in maxillary molars. AR HMD improved the DNS accuracy. Both AR HMD + DNS and DNS were time-efficient for fiber postremoval in maxillary molars.
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Affiliation(s)
- Frederico C Martinho
- Division of Endodontics, Department of Advanced Oral Sciences and Therapeutics, University of Maryland, School of Dentistry, Baltimore, Maryland.
| | - Syed J Qadir
- Division of Endodontics, Department of Advanced Oral Sciences and Therapeutics, University of Maryland, School of Dentistry, Baltimore, Maryland
| | - Ina L Griffin
- Division of Endodontics, Department of Advanced Oral Sciences and Therapeutics, University of Maryland, School of Dentistry, Baltimore, Maryland
| | - Mary Anne S Melo
- Division of Operative Dentistry, Department of General Dentistry, University of Maryland, School of Dentistry, Baltimore, Maryland
| | - Guadalupe G Fay
- Division of Prosthodontics, Department of Advanced Oral Sciences and Therapeutics, University of Maryland, School of Dentistry, Baltimore, Maryland
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24
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Forgiarini A, Deroma L, Buttussi F, Zangrando N, Licata S, Valent F, Chittaro L, Di Chiara A. Introducing Virtual Reality in a STEMI Coronary Syndrome Course: Qualitative Evaluation with Nurses and Doctors. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2024; 27:387-398. [PMID: 38527251 DOI: 10.1089/cyber.2023.0414] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/27/2024]
Abstract
In the increasing number of medical education topics taught with virtual reality (VR), the prehospital management of ST-segment elevation myocardial infarction (STEMI) had not been considered. This article proposes an implemented VR system for STEMI training and introduces it in an institutional course addressed to emergency nurses and case manager (CM) doctors. The system comprises three different applications to, respectively, allow (a) the course instructor to control the conditions of the virtual patient, (b) the CM to communicate with the nurse in the virtual field and receive from him/her the patient's parameters and electrocardiogram, and (c) the nurse to interact with the patient in the immersive VR scenario. We enrolled 17 course participants to collect their perceptions and opinions through a semistructured interview. The thematic analysis showed the system was appreciated (n = 17) and described as engaging (n = 4), challenging (n = 5), useful to improve self-confidence (n = 4), innovative (n = 5), and promising for training courses (n = 10). Realism was also appreciated (n = 13), although with some drawbacks (e.g., oversimplification; n = 5). Overall, participants described the course as an opportunity to share opinions (n = 8) and highlight issues (n = 4) and found it useful for novices (n = 5) and, as a refresh, for experienced personnel (n = 6). Some participants suggested improvements in the scenarios' type (n = 5) and variability (n = 5). Although most participants did not report usage difficulties with the VR system (n = 13), many described the need to get familiar with it (n = 13) and the specific gestures it requires (n = 10). Three suffered from cybersickness.
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Affiliation(s)
- Alessandro Forgiarini
- Human-Computer Interaction Laboratory, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
- Hygiene and Clinical Epidemiology Unit, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
| | - Laura Deroma
- Hygiene and Public Health Unit, Department of Prevention, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
| | - Fabio Buttussi
- Human-Computer Interaction Laboratory, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
| | - Nicola Zangrando
- Hygiene and Clinical Epidemiology Unit, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
| | - Sabrina Licata
- Hygiene and Clinical Epidemiology Unit, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
| | - Francesca Valent
- Hygiene and Clinical Epidemiology Unit, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
| | - Luca Chittaro
- Human-Computer Interaction Laboratory, Department of Mathematics, Computer Science and Physics, University of Udine, Udine, Italy
| | - Antonio Di Chiara
- Cardiology Tolmezzo, San Daniele-Tolmezzo Hospital, Azienda Sanitaria Universitaria Friuli Centrale, Udine, Italy
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25
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Venkatakrishnan R, Venkatakrishnan R, Raveendranath B, Canales R, Sarno DM, Robb AC, Lin WC, Babu SV. The Effects of Secondary Task Demands on Cybersickness in Active Exploration Virtual Reality Experiences. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2745-2755. [PMID: 38437100 DOI: 10.1109/tvcg.2024.3372080] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
Active exploration in virtual reality (VR) involves users navigating immersive virtual environments, going from one place to another. While navigating, users often engage in secondary tasks that require attentional resources, as in the case of distracted driving. Inspired by research generally studying the effects of task demands on cybersickness (CS), we investigated how the attentional demands specifically associated with secondary tasks performed during exploration affect CS. Downstream of this, we studied how increased attentional demands from secondary tasks affect spatial memory and navigational performance. We discuss the results of a multi-factorial between-subjects study, manipulating a secondary task's demand across two levels and studying its effects on CS in two different sickness-inducing levels of an exploration experience. The secondary task's demand was manipulated by parametrically varying $n$ in an aural $n$-back working memory task and the provocativeness of the experience was manipulated by varying how frequently users experienced a yaw-rotational reorientation effect during the exploration. Results revealed that increases in the secondary task's demand increased sickness levels, also resulting in a higher temporal onset rate, especially when the experience was not already highly sickening. Increased attentional demand from the secondary task also vitiated navigational performance and spatial memory. Overall, increased demands from secondary tasks performed during navigation produce deleterious effects on the VR experience.
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26
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Botha BS, De wet L. CyPVICS: A framework to prevent or minimise cybersickness in immersive virtual clinical simulation. Heliyon 2024; 10:e29595. [PMID: 38665591 PMCID: PMC11044044 DOI: 10.1016/j.heliyon.2024.e29595] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/13/2023] [Revised: 03/28/2024] [Accepted: 04/10/2024] [Indexed: 04/28/2024] Open
Abstract
Cybersickness is a global issue affecting users of immersive virtual reality. However, there is no agreement on the exact cause of cybersickness. Taking into consideration how it can differ greatly from one person to another, it makes it even more difficult to determine the exact cause or find a solution. Because cybersickness excludes so many prospective users, including healthcare professionals, from using immersive virtual reality as a learning tool, this research sought to find solutions in existing literature and construct a framework that can be used to prevent or minimise cybersickness during immersive virtual clinical simulation (CyPVICS). The Bestfit Framework by Carrol and authors were used to construct the CyPVICS framework. The process started by conducting two separate literature searchers using the BeHEMoTh (for models, theories, and frameworks) and SPIDER (for primary research articles) search techniques. Once the literature searches were completed the models, theories and framework were used to construct a priori framework. The models' theories and frameworks were analysed to determine aspects relevant to causes, reducing, eliminating, and detecting cybersickness. The priori framework was expanded by, first coding the findings of the primary research study into the existing aspects of the priori framework. Once coded the aspects that could not be coded were added in the relevant category, for example causes. After reviewing 1567 abstracts and titles as part of the BeHEMoTh search string,19 full text articles, a total of 15 papers containing models, theories, and frameworks, were used to construct the initial CyPVICS framework. Once the initial CyPVICS was created, a total 904 primary research studies (SPIDER) were evaluated, based on their titles and abstracts, of which 100 were reviewed in full text. In total, 67 articles were accepted and coded to expand the initial CyPVICS framework. This paper presents the CyPVICS framework for use, not only in health professions' education, but also in other disciplines, since the incorporated models, theories, frameworks, and primary research studies were not specific to virtual clinical simulation.
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Affiliation(s)
- Benjamin Stephanus Botha
- Department of Computer Science and Informatics, Faculty of Natural and Agricultural Sciences, University of the Free State, Bloemfontein, Free State, South Africa
| | - Lizette De wet
- Department of Computer Science and Informatics, Faculty of Natural and Agricultural Sciences, University of the Free State, Bloemfontein, Free State, South Africa
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27
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Fraudet B, Leblong E, Piette P, Nicolas B, Gouranton V, Babel M, Devigne L, Pasteau F, Gallien P. Evaluation of power wheelchair driving performance in simulator compared to driving in real-life situations: the SIMADAPT (simulator ADAPT) project-a pilot study. J Neuroeng Rehabil 2024; 21:60. [PMID: 38654367 PMCID: PMC11036562 DOI: 10.1186/s12984-024-01354-5] [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: 05/31/2022] [Accepted: 04/03/2024] [Indexed: 04/25/2024] Open
Abstract
OBJECTIVE The objective of this study was to evaluate users' driving performances with a Power Wheelchair (PWC) driving simulator in comparison to the same driving task in real conditions with a standard power wheelchair. METHODS Three driving circuits of progressive difficulty levels (C1, C2, C3) that were elaborated to assess the driving performances with PWC in indoor situations, were used in this study. These circuits have been modeled in a 3D Virtual Environment to replicate the three driving task scenarios in Virtual Reality (VR). Users were asked to complete the three circuits with respect to two testing conditions during three successive sessions, i.e. in VR and on a real circuit (R). During each session, users completed the two conditions. Driving performances were evaluated using the number of collisions and time to complete the circuit. In addition, driving ability by Wheelchair Skill Test (WST) and mental load were assessed in both conditions. Cybersickness, user satisfaction and sense of presence were measured in VR. The conditions R and VR were randomized. RESULTS Thirty-one participants with neurological disorders and expert wheelchair drivers were included in the study. The driving performances between VR and R conditions were statistically different for the C3 circuit but were not statistically different for the two easiest circuits C1 and C2. The results of the WST was not statistically different in C1, C2 and C3. The mental load was higher in VR than in R condition. The general sense of presence was reported as acceptable (mean value of 4.6 out of 6) for all the participants, and the cybersickness was reported as acceptable (SSQ mean value of 4.25 on the three circuits in VR condition). CONCLUSION Driving performances were statistically different in the most complicated circuit C3 with an increased number of collisions in VR, but were not statistically different for the two easiest circuits C1 and C2 in R and VR conditions. In addition, there were no significant adverse effects such as cybersickness. The results show the value of the simulator for driving training applications. Still, the mental load was higher in VR than in R condition, thus mitigating the potential for use with people with cognitive disorders. Further studies should be conducted to assess the quality of skill transfer for novice drivers from the simulator to the real world. Trial registration Ethical approval n∘ 2019-A001306-51 from Comité de Protection des Personnes Sud Mediterranée IV. Trial registered the 19/11/2019 on ClinicalTrials.gov in ID: NCT04171973.
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Affiliation(s)
- Bastien Fraudet
- LAB Saint Hélier, Pôle MPR St Hélier, 54 rue St Hélier, 35043, Rennes Cedex, France.
| | - Emilie Leblong
- LAB Saint Hélier, Pôle MPR St Hélier, 54 rue St Hélier, 35043, Rennes Cedex, France
- INSA Rennes, CNRS, Inria, University of Rennes, Rennes, France
| | - Patrice Piette
- LAB Saint Hélier, Pôle MPR St Hélier, 54 rue St Hélier, 35043, Rennes Cedex, France
| | - Benoit Nicolas
- LAB Saint Hélier, Pôle MPR St Hélier, 54 rue St Hélier, 35043, Rennes Cedex, France
| | | | - Marie Babel
- INSA Rennes, CNRS, Inria, University of Rennes, Rennes, France
| | - Louise Devigne
- CNRS, IRISA, Inria, University of Rennes, Rennes, France
| | | | - Philippe Gallien
- LAB Saint Hélier, Pôle MPR St Hélier, 54 rue St Hélier, 35043, Rennes Cedex, France
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Yeo SS, Park SY, Yun SH. Investigating cortical activity during cybersickness by fNIRS. Sci Rep 2024; 14:8093. [PMID: 38582769 PMCID: PMC10998856 DOI: 10.1038/s41598-024-58715-2] [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: 11/28/2023] [Accepted: 04/02/2024] [Indexed: 04/08/2024] Open
Abstract
This study investigated brain responses during cybersickness in healthy adults using functional near-infrared spectroscopy (fNIRS). Thirty participants wore a head-mounted display and observed a virtual roller coaster scene that induced cybersickness. Cortical activation during the virtual roller coaster task was measured using fNIRS. Cybersickness symptoms were evaluated using a Simulator Sickness Questionnaire (SSQ) administered after the virtual rollercoaster. Pearson correlations were performed for cybersickness symptoms and the beta coefficients of hemodynamic responses. The group analysis of oxyhemoglobin (HbO) and total hemoglobin (HbT) levels revealed deactivation in the bilateral angular gyrus during cybersickness. In the Pearson correlation analyses, the HbO and HbT beta coefficients in the bilateral angular gyrus had a significant positive correlation with the total SSQ and disorientation. These results indicated that the angular gyrus was associated with cybersickness. These findings suggest that the hemodynamic response in the angular gyrus could be a biomarker for evaluating cybersickness symptoms.
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Affiliation(s)
- Sang Seok Yeo
- Department of Physical Therapy, College of Health and Welfare Sciences, Dankook University, Cheonan, Republic of Korea
| | - Seo Yoon Park
- Department of Physical Therapy, College of Health and Welfare, Woosuk University, Wanju, Republic of Korea
| | - Seong Ho Yun
- Department of Public Health Sciences, Graduate School, Dankook University, Cheonan-si, Republic of Korea.
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29
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van Wolffelaar BR, van Horn JE, Hoogsteder LM. Treatment of aggression regulation problems with virtual reality: study protocol for a randomized controlled trial. Front Psychol 2024; 15:1324644. [PMID: 38638522 PMCID: PMC11024330 DOI: 10.3389/fpsyg.2024.1324644] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/19/2023] [Accepted: 03/22/2024] [Indexed: 04/20/2024] Open
Abstract
Background Aggressive conduct among delinquents presents a pervasive issue, bearing substantial implications for not only society at large but also for the victims and the individuals displaying the aggression. Traditional approaches to treating aggression regulation deficiencies generally employ Cognitive Behavioral Therapy (CBT) in conjunction with analog role-playing exercises. A body of research supports the efficacy of various therapeutic models for aggression regulation, including Responsive Aggression Regulation Therapy (Re-ART). Role-playing within a therapeutic context has been shown to contribute significantly to reductions in violent reoffending. However, the practical application of these skills in real-world settings remains challenging due to the inherent risk of aggressive outbreaks. Additionally, the conventional role-playing scenarios, often conducted in a therapy room, lack contextual realism and may induce role confusion between the patient and the therapist. Virtual Reality (VR) technology could offer a viable solution to these limitations by allowing for skill training in both behavioral and cognitive domains within a realistic yet safe and controlled setting. The technology also facilitates real-time awareness of emotional states and tension levels in the patient. This paper describes the study protocol of a randomized controlled trial in which Re-ART offered in a virtual environment (Re-ART VR) is compared to Re-ART offered as treatment as usual. Methods and analysis Adult forensic outpatients with aggression regulation problems are randomly assigned to either Re-ART VR or Re-ART. The Controlling Skills, Influence of Thinking and Handling Conflicts modules will be offered to both groups during 3-6 months. Pre- and post-intervention measurements are performed. The primary outcome measurement is the degree of aggression regulation, while secondary outcome measurements include impulsivity and cognitive biases. Additionally, patient motivation and therapist motivation are expected to act as moderating factors. Discussion To date, scarcely previous research has been done on the effectiveness of VR in treatment of aggression regulation problems in forensic outpatients. Forensic outpatients who do not benefit sufficiently from mainly CBT-based interventions may benefit more from experiential learning. The unique capabilities of VR in this regard have the potential to enhance the treatment effect.Clinical trial registration: [https://clinicaltrials.gov/], identifier [NL78265.018.21].
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Affiliation(s)
| | | | - Larissa M. Hoogsteder
- De Forensische Zorgspecialisten, de Waag, Utrecht, Netherlands
- Program Group: Forensic Child and Youth Care, University of Amsterdam, Amsterdam, Netherlands
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30
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Squara F, Bateau J, Scarlatti D, Bun SS, Moceri P, Ferrari E. Virtual Reality for the Management of Pain and Anxiety in Patients Undergoing Implantation of Pacemaker or Implantable Cardioverter Defibrillator: A Randomized Study. J Med Syst 2024; 48:28. [PMID: 38441786 DOI: 10.1007/s10916-024-02039-1] [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] [Received: 11/29/2023] [Accepted: 02/05/2024] [Indexed: 03/07/2024]
Abstract
BACKGROUND The Virtual Reality Headset (VRH) is a device aiming at improving patient's comfort by reducing pain and anxiety during medical interventions. Its interest during cardiac implantable electronic devices (CIED) implant procedures has not been studied. METHODS We randomized consecutive patients admitted for pacemaker or Implantable Cardioverter Defibrillator (ICD) at our center to either standard analgesia care (STD-Group), or to VRH (VRH-Group). Patients in the STD-Group received intra-venous paracetamol (1 g) 60 min before the procedure, and local anesthesia was performed with lidocaine. For patients of the VRH-Group, VRH was used on top of standard care. We monitored patients' pain and anxiety using numeric rating scales (from 0 to 10) at the time of sub-cutaneous pocket creation, and during deep axillary vein puncture. Patient comfort during the procedure was assessed using a detailed questionnaire. Morphine consumption was also assessed. RESULTS We randomized 61 patients to STD-Group (n = 31) or VRH-Group (n = 30). Pain and anxiety were lower in the VRH-Group during deep venous puncture (3.0 ± 2.0 vs. 4.8 ± 2.2, p = 0.002 and 2.4 ± 2.2 vs. 4.1 ± 2.4, p = 0.006) but not during pocket creation (p = 0.58 and p = 0.5). Morphine consumption was lower in the VRH-Group (1.6 ± 0.7 vs. 2.1 ± 1.1 mg; p = 0.041). Patients' overall comfort during procedure was similar in both groups. CONCLUSION VRH use improved pain and anxiety control during deep venous puncture compared to standard analgesia care, and allowed morphine consumption reduction. However, pain and anxiety were similar at the time of sub-cutaneous pocket creation.
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Affiliation(s)
- Fabien Squara
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France.
| | - Jules Bateau
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France
| | - Didier Scarlatti
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France
| | - Sok-Sithikun Bun
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France
| | - Pamela Moceri
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France
| | - Emile Ferrari
- Cardiology department, Pasteur University Hospital, 30 voie Romaine, Nice, France
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31
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Shepherd T, Trinder M, Theophilus M. Does virtual reality in the preoperative setting for colorectal cancer surgery improve patient understanding? A randomized pilot study. ANZ J Surg 2024; 94:391-396. [PMID: 37994285 DOI: 10.1111/ans.18787] [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] [Received: 04/27/2023] [Revised: 10/29/2023] [Accepted: 11/08/2023] [Indexed: 11/24/2023]
Abstract
BACKGROUND Virtual reality (VR) enhanced radiology could help improve communication with colorectal cancer patients and therefore increase understanding in the perioperative setting. The objective of this pilot trial is to assess the feasibility of conducting a randomized control trial in terms of recruitment, use and acceptability of the VR technology and validity of data collection methods. METHODS A prospective, single-centre randomized control trial was conducted at St John of God Midland Hospital in Western Australia from November to December 2021. After standard informed consent with their surgeon, elective patients planned for resection of colorectal cancer were randomized to either 'standard consent' (shown computed tomography (CT) images only) or 'VR consent' (shown CT images and immersive VR models). RESULTS Nine patients were recruited (four control; five intervention). There was a trend towards improved patient reported understanding without reaching statistical significance. Most patients preferred the use of VR as compared to CT as an educational tool during the consent process (P = 0.03). There were no adverse effects. CONCLUSION VR was well tolerated and patients enjoyed using the technology. Its use in an outpatient clinic setting for elective colorectal cancer surgery is feasible. Improvement in patient understanding using VR compared to standard consent processes in colorectal surgery should be tested in a statistically powered, high quality study design.
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Affiliation(s)
- Talia Shepherd
- General Surgery Department, SJOG Midland Public and Private Hospital, Midland, Western Australia, Australia
| | - Matthew Trinder
- General Surgery Department, SJOG Midland Public and Private Hospital, Midland, Western Australia, Australia
| | - Mary Theophilus
- General Surgery Department, SJOG Midland Public and Private Hospital, Midland, Western Australia, Australia
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32
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Kooijman L, Berti S, Asadi H, Nahavandi S, Keshavarz B. Measuring vection: a review and critical evaluation of different methods for quantifying illusory self-motion. Behav Res Methods 2024; 56:2292-2310. [PMID: 37369940 PMCID: PMC10991029 DOI: 10.3758/s13428-023-02148-8] [Citation(s) in RCA: 2] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 05/17/2023] [Indexed: 06/29/2023]
Abstract
The sensation of self-motion in the absence of physical motion, known as vection, has been scientifically investigated for over a century. As objective measures of, or physiological correlates to, vection have yet to emerge, researchers have typically employed a variety of subjective methods to quantify the phenomenon of vection. These measures can be broadly categorized into the occurrence of vection (e.g., binary choice yes/no), temporal characteristics of vection (e.g., onset time/latency, duration), the quality of the vection experience (e.g., intensity rating scales, magnitude estimation), or indirect (e.g., distance travelled) measures. The present review provides an overview and critical evaluation of the most utilized vection measures to date and assesses their respective merit. Furthermore, recommendations for the selection of the most appropriate vection measures will be provided to assist with the process of vection research and to help improve the comparability of research findings across different vection studies.
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Affiliation(s)
- Lars Kooijman
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia.
| | - Stefan Berti
- Institute of Psychology, Johannes Gutenberg-University Mainz, Mainz, Germany
| | - Houshyar Asadi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
| | - Saeid Nahavandi
- Institute for Intelligent Systems Research and Innovation, Deakin University, Geelong, Victoria, Australia
- Harvard Paulson School of Engineering and Applied Sciences, Harvard University, Allston, MA, 02134, USA
| | - Behrang Keshavarz
- Department of Psychology, Toronto Metropolitan University, Toronto, Ontario, Canada
- KITE-Toronto Rehabilitation Institute, University Health Network (UHN), Toronto, Ontario, Canada
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33
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McGhee WRG, Doherty CJ, Graham-Wisener L, Fallis R, Stone C, Axiaq A, Dempster M. Immersive virtual reality and psychological well-being in adult chronic physical illness: systematic review. BMJ Support Palliat Care 2024; 14:14-24. [PMID: 37848219 DOI: 10.1136/spcare-2023-004502] [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] [Received: 07/18/2023] [Accepted: 08/11/2023] [Indexed: 10/19/2023]
Abstract
INTRODUCTION Individuals with chronic physical illness are at increased risk of negative psychological sequelae. Immersive virtual reality (VR) is an emerging treatment that might reduce these negative effects and increase quality of life in individuals with chronic physical illness. OBJECTIVE To systematically review literature examining the use of immersive VR in adult populations with chronic physical illness to understand: (1) how immersive VR is used to improve psychological well-being of adults with chronic physical illness (2) what effect this immersive VR has on the psychological well-being of adults with chronic physical illness. DESIGN Systematic literature review and meta-analysis. Searches of Ovid Medline/PubMed, PsycINFO, Embase, Web of Science and Scopus between July 1993 and March 2023 inclusive. RESULTS 12 811 texts were identified; 31 met the inclusion criteria. Relaxing and engaging immersive VR interventions were shown to be acceptable and feasible among adults with cancer, dementia, cardiovascular disease, kidney disease and multiple sclerosis. Many of the studies reviewed were feasibility or pilot studies and so the evidence about effectiveness is more limited. The evidence, mostly from studies of people with cancer, suggests that immersive VR can have a positive effects on anticipatory anxiety symptoms and pain. CONCLUSIONS Environment-based and game-based relaxing immersive VR offer novel interventions, with beneficial effects among people with cancer and, potentially, beneficial effects in those with other long-term physical illness.
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Affiliation(s)
| | | | | | | | | | - Ariana Axiaq
- Dentistry and Biomedical Sciences, Queen's University Belfast, Belfast, UK
| | - Martin Dempster
- School of Psychology, Queen's University Belfast, Belfast, UK
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34
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Uimonen J, Villarreal S, Laari S, Arola A, Ijäs P, Salmi J, Hietanen M. Virtual reality tasks with eye tracking for mild spatial neglect assessment: a pilot study with acute stroke patients. Front Psychol 2024; 15:1319944. [PMID: 38348259 PMCID: PMC10860750 DOI: 10.3389/fpsyg.2024.1319944] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/11/2023] [Accepted: 01/03/2024] [Indexed: 02/15/2024] Open
Abstract
Objective Increasing evidence shows that traditional neuropsychological tests are insensitive for detecting mild unilateral spatial neglect (USN), lack ecological validity, and are unable to clarify USN in all different spatial domains. Here we present a new, fully immersive virtual reality (VR) task battery with integrated eye tracking for mild visual USN and extinction assessment in the acute state of stroke to overthrow these limitations. Methods We included 11 right-sided stroke patients and 10 healthy controls aged 18-75 years. Three VR tasks named the Extinction, the Storage and the Shoot the target tasks were developed to assess USN. Furthermore, neuropsychological assessment examining various parts of cognitive functioning was conducted to measure general abilities. We compared VR and neuropsychological task performance in stroke patients - those with (USN+, n = 5) and without USN (USN-, n = 6) - to healthy controls (n = 10) and tentatively reported the usability of VR system in the acute state of stroke. Results Patients had mostly mild neurological and USN symptoms. Nonetheless, we found several differences between the USN+ and healthy control groups in VR task performance. Compared to controls, USN+ patients showed visual extinction and asymmetry in gaze behavior and detection times in distinct spatial locations. Extinction was most evident in the extrapersonal space and delayed detection times on the extreme left and on the left upper parts. Also, USN+ patients needed more time to complete TMT A compared with USN- patients and TMT B compared with controls. VR system usability and acceptance were rated high; no relevant adverse effects occurred. Conclusion New VR technology with eye tracking enables ecologically valid and objective assessment methods with various exact measures for mild USN and thus could potentially improve future clinical assessments.
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Affiliation(s)
- Jenni Uimonen
- Department of Neuropsychology, Helsinki University Hospital and University of Helsinki, Helsinki, Finland
| | - Sanna Villarreal
- Department of Neuropsychology, Helsinki University Hospital and University of Helsinki, Helsinki, Finland
| | - Siiri Laari
- Department of Neuropsychology, Helsinki University Hospital and University of Helsinki, Helsinki, Finland
| | - Anne Arola
- Department of Psychology and Logopedics, Faculty of Medicine, University of Helsinki, Helsinki, Finland
| | - Petra Ijäs
- Department of Neurology, Helsinki University Hospital and University of Helsinki, Helsinki, Finland
| | - Juha Salmi
- Department of Neuroscience and Biomedical Engineering, Aalto University, Espoo, Finland
| | - Marja Hietanen
- Department of Neuropsychology, Helsinki University Hospital and University of Helsinki, Helsinki, Finland
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Woodall S, Hollis JH. The Difference between PC-Based and Immersive Virtual Reality Food Purchase Environments on Useability, Presence, and Physiological Responses. Foods 2024; 13:264. [PMID: 38254565 PMCID: PMC10814356 DOI: 10.3390/foods13020264] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/15/2023] [Revised: 12/29/2023] [Accepted: 01/09/2024] [Indexed: 01/24/2024] Open
Abstract
Computer simulations used to study food purchasing behavior can be separated into low immersion virtual environments (LIVE), which use personal computers and standard monitors to display a scene, and high immersion virtual environments (HIVE) which use virtual reality technology such as head-mounted displays to display a scene. These methods may differ in their ability to create feelings of presence or cybersickness that would influence the usefulness of these approaches. In this present study, thirty-one adults experienced a virtual supermarket or fast-food restaurant using a LIVE system or a HIVE system. Feelings of presence and cybersickness were measured using questionnaires or physiological responses (heart rate and electrodermal activity). The participants were also asked to rate their ability to complete the set task. The results of this study indicate that participants reported a higher sense of presence in the HIVE scenes as compared to the LIVE scenes (p < 0.05). The participant's heart rate and electrodermal activity were significantly higher in the HIVE scene treatment when compared to the LIVE scene (p < 0.05). There was no difference in the participant's ability to complete tasks in the different scenes. In addition, feelings of cybersickness were not different between the HIVE and LIVE scenes.
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Affiliation(s)
| | - James H. Hollis
- Department of Food Science and Human Nutrition, Iowa State University, Ames, IA 50312, USA;
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Just SA, Lütt A, Siegle P, Döring-Brandl EJ. Feasibility of using virtual reality in geriatric psychiatry. Int J Geriatr Psychiatry 2024; 39:e6060. [PMID: 38241061 DOI: 10.1002/gps.6060] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 10/12/2023] [Accepted: 01/12/2024] [Indexed: 01/23/2024]
Abstract
OBJECTIVES Virtual Reality-based interventions have become an important element of digital mental health, offering accessible and scalable treatment options. However, studies on VR-based approaches in elderly patients are scarce. This explorative study examined the feasibility of using Virtual Reality (VR) for elderly patients with psychiatric illness, focusing on the sense of presence as the primary outcome. METHODS The study included N = 30 patients between the ages of 59-92 years who were currently in geriatric psychiatric inpatient and day clinic treatment. Participants were assessed before, during and after a relaxing ten-minute VR experience. Attitude towards digital media and VR, subjective digital competence, and previous experience were examined using questionnaires. Motion sickness was measured repeatedly during the VR experience using the Fast Motion Sickness Scale (FMS). Patients rated their motion sickness and their general well-being in the virtual environment. Sense of presence in the virtual environment was quantified with the Igroup Presence Questionnaire (IPQ). RESULTS Participants reported a notable sense of presence (M = 0.41 ± 1.4) in the virtual environment, particularly in terms of spatial presence. Motion sickness was reported by a minority of patients. Three patients terminated the VR application before it was finished. The average well-being during the VR experience was reported as high (70/100). Sense of presence and motion sickness showed a significant negative correlation. Presence, motion sickness and well-being were not significantly correlated with age, nor did they differ significantly between groups. CONCLUSIONS This study underscores the potential of VR-based experiences in the treatment of elderly psychiatric patients and highlights their willingness and ability to engage with VR technology. While the results are promising, future research should explore more interactive VR scenarios and assess their safety and feasibility in elderly populations.
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Affiliation(s)
- Sandra Anna Just
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
- Berlin University Alliance, Berlin, Germany
| | - Alva Lütt
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
- Berlin Institute of Health at Charité - Universitätsmedizin Berlin, Berlin, Germany
| | | | - Eva Janina Döring-Brandl
- Department of Psychiatry and Neurosciences, Campus Charité Mitte, Charité - Universitätsmedizin Berlin, Corporate Member of Freie Universität Berlin and Humboldt Universität zu, Berlin, Germany
- Psychiatric University Hospital Charité at St. Hedwig Hospital, Berlin, Germany
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Park JH, Jeon HS, Kim JH, Kim YJ, Moon GA. Effectiveness of non-immersive virtual reality exercises for balance and gait improvement in older adults: A meta-analysis. Technol Health Care 2024; 32:1223-1238. [PMID: 37781824 DOI: 10.3233/thc-230156] [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] [Indexed: 10/03/2023]
Abstract
BACKGROUND Virtual reality (VR)-based physical exercise is an innovative and effective intervention strategy for healthcare in older adults. OBJECTIVE This meta-analysis aimed to clarify the effects of VR-based balance exercise programs on various balancing abilities of older adults. In addition, the effect size of each variable was computed by total exercise time, sensor type, avatar presence, and feedback type to determine influencing factors that lead to the success of VR-based rehabilitation programs. METHODS The databases searched were PubMed/Medline, CINAHL, NDSL, and Google Scholar. Inclusion criteria were: (1) independent older adults; (2) non-immersive VR exercise; (3) randomized controlled design; (4) both balance and gait data; and (5) written in English and Korean. The studies without information to compute effect sizes were excluded. Standardized mean difference was used to analyze the effect size (d). RESULTS Twenty-five studies were finally included in this study. The main findings of this meta-analysis were as follows: (1) Non-immersive VR-based balance exercises are moderately and largely effective for improving overall balance function, (2) VR balance exercise was more effective for static balance than for gait, (3) VR exercise is more effective when avatars are presented and KP is provided as feedback. CONCLUSION Total exercise time and mode of feedback are influencing factors that affect the effectiveness of VR-based balance exercises.
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Affiliation(s)
- Joo-Hee Park
- Department of Physical Therapy, College of Software and Digital Healthcare Convergence, Kangwon-do, Korea
| | - Hye-Seon Jeon
- Department of Physical Therapy, College of Software and Digital Healthcare Convergence, Kangwon-do, Korea
| | - Ji-Hyun Kim
- Department of Physical Therapy, The Graduate School, Yonsei University, Kangwon-do, Korea
| | - Ye Jin Kim
- Department of Physical Therapy, The Graduate School, Yonsei University, Kangwon-do, Korea
| | - Gyeong Ah Moon
- Department of Physical Therapy, The Graduate School, Yonsei University, Kangwon-do, Korea
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Nakamura J, Ikei Y, Kitazaki M. Effects of self-avatar cast shadow and foot vibration on telepresence, virtual walking experience, and cybersickness from omnidirectional movie. Iperception 2024; 15:20416695241227857. [PMID: 38404740 PMCID: PMC10894555 DOI: 10.1177/20416695241227857] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2023] [Accepted: 01/08/2024] [Indexed: 02/27/2024] Open
Abstract
Human locomotion is most naturally achieved through walking, which is good for both mental and physical health. To provide a virtual walking experience to seated users, a system utilizing foot vibrations and simulated optical flow was developed. The current study sought to augment this system and examine the effect of an avatar's cast shadow and foot vibrations on the virtual walking experience and cybersickness. The omnidirectional movie and the avatar's walking animation were synchronized, with the cast shadow reflecting the avatar's movement on the ground. Twenty participants were exposed to the virtual walking in six conditions (with/without foot vibrations and no/short/long shadow) and were asked to rate their sense of telepresence, walking experience, and occurrences of cybersickness. Our findings indicate that the synchronized foot vibrations enhanced telepresence as well as self-motion, walking, and leg-action sensations, while also reducing instances of nausea and disorientation sickness. The avatar's cast shadow was found to improve telepresence and leg-action sensation, but had no impact on self-motion and walking sensation. These results suggest that observation of the self-body cast shadow does not directly improve walking sensation, but is effective in enhancing telepresence and leg-action sensation, while foot vibrations are effective in improving telepresence and walking experience and reducing instances of cybersickness.
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Brambilla E, Petersen E, Stendal K, Sundling V, MacIntyre TE, Calogiuri G. Effects of immersive virtual nature on nature connectedness: A systematic review and meta-analysis. Digit Health 2024; 10:20552076241234639. [PMID: 38533309 PMCID: PMC10964443 DOI: 10.1177/20552076241234639] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/07/2023] [Accepted: 01/26/2024] [Indexed: 03/28/2024] Open
Abstract
Objective This study systematically summarizes the extant literature on the impacts of immersive virtual nature (IVN) on nature connectedness in the general population. Methods Papers were considered eligible if peer-reviewed, in English language, comprising experimental or quasi-experimental trials, including at least one outcome relative to nature connectedness in the general population. Database search was conducted on Scopus, Web of Science, Google Scholar, Medline, and GreenFILE (22-28 November 2021). Risk of bias was established by the Cochrane RoB 2 tool. Data synthesis was conducted through meta-analysis according with the Cochrane Consumers and Communication Group guidelines. Results Six eligible papers (9 studies; n = 730) were selected, in which IVN was compared to (i) non-immersive virtual nature, (ii) immersive virtual built environments, (iii) non-immersive virtual built environments, and (iv) actual nature. The risk of bias was predominantly "low" or of "some concerns." Meta-analyses showed a statistically significant overall effect for the first (g = 0.26; 95% CI = 0.06-0.45; I2 = 35%) and fourth group (g = -1.98; 95% CI = -3.21 to -0.75; I2 = 96%), the former in favor of IVN and the latter in favor of actual nature. Subgroup analyses were conducted for the first and second groups of studies to explore possible sources of heterogeneity. The small number of studies available limits the validity of the outcomes of the meta-analyses. Conclusion The findings indicate that IVN may be an effective tool for the promotion of nature connectedness, although the evidence in this field is still limited and largely mixed. Recommendations for future research are discussed.
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Affiliation(s)
- Elena Brambilla
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
| | - Evi Petersen
- Department of Sports, Physical Education and Outdoor Studies, University of South-Eastern Norway, Bø, Norway
- Department of Early Childhood Education, Oslo Metropolitan University, Oslo, Norway
| | - Karen Stendal
- Department of Business, Marketing and Law, University of South-Eastern Norway, Ringerike, Norway
| | - Vibeke Sundling
- Department of Optometry, Radiography and Lighting Design, University of South-Eastern Norway, Kongsberg, Norway
| | - Tadhg E MacIntyre
- All Institute, Department of Psychology, Maynooth University, Maynooth, Irlanda
| | - Giovanna Calogiuri
- Centre for Health and Technology, Department of Nursing and Health Sciences, University of South-Eastern Norway, Drammen, Norway
- Section for Public Health, Department of Public Health and Sport Sciences, Inland Norway University of Applied Science, Elverum, Norway
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40
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Drazich BF, McPherson R, Gorman EF, Chan T, Teleb J, Galik E, Resnick B. In too deep? A systematic literature review of fully-immersive virtual reality and cybersickness among older adults. J Am Geriatr Soc 2023; 71:3906-3915. [PMID: 37560978 DOI: 10.1111/jgs.18553] [Citation(s) in RCA: 8] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2023] [Revised: 07/14/2023] [Accepted: 07/16/2023] [Indexed: 08/11/2023]
Abstract
BACKGROUND Virtual reality technology holds great promise in improving the health and well-being of older adults; however, this technology is associated with potential risks that may outweigh the benefits. The purpose of this systematic review is to synthesize and critique the existing literature on fully-immersive virtual reality interventions for older adults and the associated risk of cybersickness. METHODS We searched eight databases for studies that utilized fully-immersive virtual reality, stated the population as older adults, provided outcomes related to cybersickness, and were written or translated into the English language. Our search generated 332 articles, 39 of which were selected for inclusion in this systematic synthesis and appraisal. RESULTS We found that the majority of studies utilized a one-time session. The studies generally had weak sample generalizability and methodological design, but strong data collection and participant retention. The studies nearly all used the Simulator Sickness Questionnaire to measure cybersickness, but the scoring for the Simulator Sickness Questionnaire varied or was not mentioned. Most included studies reported only minor cybersickness among older adult participants. CONCLUSION Researchers might conclude that the benefits of virtual reality interventions outweigh the risk of cybersickness in this population. Going forward, researchers should concentrate on the efficacy of virtual reality interventions among older adults, using larger samples and randomized controlled study design, along with measuring dosage effects.
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Affiliation(s)
- Brittany F Drazich
- School of Nursing, University of Maryland Baltimore, Baltimore, Maryland, USA
| | - Rachel McPherson
- School of Nursing, University of Maryland Baltimore, Baltimore, Maryland, USA
| | - Emily F Gorman
- Health Sciences and Human Services Library, University of Maryland, Baltimore, Maryland, USA
| | - Thomas Chan
- Health Equity Research and Education Center & Autonomy Research Center for STEAHM, California State University Northridge, Northridge, California, USA
| | - Jejomar Teleb
- School of Nursing, University of Maryland Baltimore, Baltimore, Maryland, USA
| | - Elizabeth Galik
- School of Nursing, University of Maryland Baltimore, Baltimore, Maryland, USA
| | - Barbara Resnick
- School of Nursing, University of Maryland Baltimore, Baltimore, Maryland, USA
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Crossley-Lewis J, Dunn J, Buda C, Sunley GJ, Elena AM, Todorov IT, Yong CW, Glowacki DR, Mulholland AJ, Allan NL. Interactive molecular dynamics in virtual reality for modelling materials and catalysts. J Mol Graph Model 2023; 125:108606. [PMID: 37660615 PMCID: PMC7616772 DOI: 10.1016/j.jmgm.2023.108606] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/02/2023] [Revised: 08/17/2023] [Accepted: 08/17/2023] [Indexed: 09/05/2023]
Abstract
Interactive molecular dynamics simulation in virtual reality (iMD-VR) is emerging as a promising technique in molecular science. Here, we demonstrate its use in a range of fifteen applications in materials science and heterogeneous catalysis. In this work, the iMD-VR package Narupa is used with the MD package, DL_POLY [1]. We show how iMD-VR can be used to: (i) investigate the mechanism of lithium fast ion conduction by directing the formation of defects showing that vacancy transport is favoured over interstitialcy mechanisms, and (ii) guide a molecule through a zeolite pore to explore diffusion within zeolites, examining in detail the motion of methyl n-hexanoate in H-ZSM-5 zeolite and identifying bottlenecks restricting diffusion. iMD-VR allows users to manipulate these systems intuitively, to drive changes in them and observe the resulting changes in structure and dynamics. We make these simulations available, as a resource for both teaching and research. All simulation files, with videos, can be found online (https://doi.org/10.5281/zenodo.8252314) and are provided as open-source material.
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Affiliation(s)
- Joe Crossley-Lewis
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Cantock's Close, Bristol, BS8 1TS, UK
| | - Josh Dunn
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Cantock's Close, Bristol, BS8 1TS, UK
| | - Corneliu Buda
- Applied Sciences, bp Innovation and Engineering, BP plc, 150 West Warrenville Road, Naperville, IL, 60563, USA
| | - Glenn J Sunley
- Applied Sciences, bp Innovation and Engineering, BP plc, Saltend, Hull, HU12 8DS, UK
| | - Alin M Elena
- Scientific Computing Department, STFC Daresbury Laboratory, Daresbury, UK
| | - Ilian T Todorov
- Scientific Computing Department, STFC Daresbury Laboratory, Daresbury, UK
| | - Chin W Yong
- Scientific Computing Department, STFC Daresbury Laboratory, Daresbury, UK
| | - David R Glowacki
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Cantock's Close, Bristol, BS8 1TS, UK
| | - Adrian J Mulholland
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Cantock's Close, Bristol, BS8 1TS, UK
| | - Neil L Allan
- Centre for Computational Chemistry, School of Chemistry, University of Bristol, Cantock's Close, Bristol, BS8 1TS, UK.
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Smart LJ, Drew A, Hadidon T, Teaford M, Bachmann E. Using Nonlinear Kinematic Parameters as a Means of Predicting Motion Sickness in Real-Time in Virtual Environments. HUMAN FACTORS 2023; 65:1830-1840. [PMID: 34930044 DOI: 10.1177/00187208211059623] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/14/2023]
Abstract
OBJECTIVE This article presents two studies (one simulation and one pilot) that assess a custom computer algorithm designed to predict motion sickness in real-time. BACKGROUND Virtual reality has a wide range of applications; however, many users experience visually induced motion sickness. Previous research has demonstrated that changes in kinematic (behavioral) parameters are predictive of motion sickness. However, there has not been research demonstrating that these measures can be utilized in real-time applications. METHOD Two studies were performed to assess an algorithm designed to predict motion sickness in real-time. Study 1 was a simulation study that used data from Smart et al. (2014). Study 2 employed the algorithm on 28 new participants' motion while exposed to virtual motion. RESULTS Study 1 revealed that the algorithm was able to classify motion sick participants with 100% accuracy. Study 2 revealed that the algorithm could predict if a participant would become motion sick with 57% accuracy. CONCLUSION The results of the present study suggest that the motion sickness prediction algorithm can predict if an individual will experience motion sickness but needs further refinement to improve performance. APPLICATION The algorithm could be used for a wide array of VR devices to predict likelihood of motion sickness with enough time to intervene.
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Affiliation(s)
- L James Smart
- Department of Psychology, Miami University, Oxford, OH, USA
| | - Anthony Drew
- Department of Psychology, Miami University, Oxford, OH, USA
| | - Tyler Hadidon
- Department of Computer Science and Software Engineering, Miami University, Oxford, OH, USA
| | - Max Teaford
- Department of Psychology, Miami University, Oxford, OH, USA
- Department of Otolaryngology, Ohio State University, Columbus, OH, USA
| | - Eric Bachmann
- Department of Computer Science and Software Engineering, Miami University, Oxford, OH, USA
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Schrempf MC, Zanker J, Arndt TT, Vlasenko D, Anthuber M, Müller G, Sommer F, Wolf S. Immersive Virtual Reality Fitness Games to Improve Recovery After Colorectal Surgery: A Randomized Single Blind Controlled Pilot Trial. Games Health J 2023; 12:450-458. [PMID: 37428543 DOI: 10.1089/g4h.2023.0004] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 07/11/2023] Open
Abstract
Introduction: Early mobilization after surgery is crucial for reducing postoperative complications and restoring patients' fitness and ability to care for themselves. Immersive, activity-promoting fitness games in virtual reality (VR) can be used as a low-cost motivational adjunct to standard physiotherapy to promote recovery after surgery. In addition, they have potentially positive effects on mood and well-being, which are often compromised after colorectal surgery. The purpose of this pilot study was to evaluate the feasibility and clinical outcomes of a VR-based intervention that provides additional mobilization. Methods: Patients undergoing curative surgery for colorectal cancer were randomly assigned to an intervention group or a control group. Participants in the intervention group (VR group) received daily bedside fitness exercises using immersive, activity-promoting, virtual reality fitness games in addition to standard care during their postoperative hospital stay. Results: A total of 62 patients were randomized. The feasibility outcomes were in line with the predefined goals. In the VR group, an improvement in overall mood (+0.76 points; 95% confidence interval [CI] 0.39 to 1.12; P < 0.001) and a shift toward positive feelings were observed. The median length of hospital stay was 7.0 days in the VR group compared with 9.0 days in the control group, but the difference (2.0 days) did not reach statistical significance (95% CI -0.0001 to 3.00; P = 0.076). Surgical outcomes, health status, and measures of distress did not differ between groups. Conclusions: The study demonstrated the feasibility of a VR intervention that improved overall mood and showed a desirable effect on feelings and length of hospital stay after colorectal surgery. The results should stimulate further research investigating the potential of VR as an adjunct to physiotherapy to enhance mobilization after surgery.
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Affiliation(s)
- Matthias C Schrempf
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
| | - Johannes Zanker
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
| | - Tim Tobias Arndt
- Department of Computational Statistics and Data Analysis, Institute of Mathematics, University of Augsburg, Augsburg, Germany
| | - Dmytro Vlasenko
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
| | - Matthias Anthuber
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
| | - Gernot Müller
- Department of Computational Statistics and Data Analysis, Institute of Mathematics, University of Augsburg, Augsburg, Germany
| | - Florian Sommer
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
| | - Sebastian Wolf
- Department of General, Visceral and Transplantation Surgery, University Hospital Augsburg, Augsburg, Germany
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Sporrer JK, Brookes J, Hall S, Zabbah S, Serratos Hernandez UD, Bach DR. Functional sophistication in human escape. iScience 2023; 26:108240. [PMID: 38026199 PMCID: PMC10654542 DOI: 10.1016/j.isci.2023.108240] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/24/2023] [Revised: 05/19/2023] [Accepted: 10/15/2023] [Indexed: 12/01/2023] Open
Abstract
Animals including humans must cope with immediate threat and make rapid decisions to survive. Without much leeway for cognitive or motor errors, this poses a formidable computational problem. Utilizing fully immersive virtual reality with 13 natural threats, we examined escape decisions in N = 59 humans. We show that escape goals are dynamically updated according to environmental changes. The decision whether and when to escape depends on time-to-impact, threat identity and predicted trajectory, and stable personal characteristics. Its implementation appears to integrate secondary goals such as behavioral affordances. Perturbance experiments show that the underlying decision algorithm exhibits planning properties and can integrate novel actions. In contrast, rapid information-seeking and foraging-suppression are only partly devaluation-sensitive. Instead of being instinctive or hardwired stimulus-response patterns, human escape decisions integrate multiple variables in a flexible computational architecture. Taken together, we provide steps toward a computational model of how the human brain rapidly solves survival challenges.
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Affiliation(s)
- Juliana K. Sporrer
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
| | - Jack Brookes
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
| | - Samson Hall
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
| | - Sajjad Zabbah
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
| | - Ulises Daniel Serratos Hernandez
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
| | - Dominik R. Bach
- Max Planck UCL Centre for Computational Psychiatry and Ageing Research and Wellcome Centre for Human Neuroimaging, UCL Queen Square Institute of Neurology, University College London, London WC1B 5EH, UK
- University of Bonn, Transdisciplinary Research Area “Life and Health”, Hertz Chair for Artificial Intelligence and Neuroscience, 53121 Bonn, Germany
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Vaezipour A, Aldridge D, Koenig S, Burns C, Baghaei N, Theodoros D, Russell T. Rehabilitation Supported by Immersive Virtual Reality for Adults With Communication Disorders: Semistructured Interviews and Usability Survey Study. JMIR Rehabil Assist Technol 2023; 10:e46959. [PMID: 37906228 PMCID: PMC10646677 DOI: 10.2196/46959] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/03/2023] [Revised: 09/03/2023] [Accepted: 09/08/2023] [Indexed: 11/02/2023] Open
Abstract
BACKGROUND Individuals who have acquired communication disorders often struggle to transfer the skills they learn during therapy sessions to real-life situations. Immersive virtual reality (VR) technology has the potential to create realistic communication environments that can be used both in clinical settings and for practice at home by individuals with communication disorders. OBJECTIVE This research aims to enhance our understanding of the acceptance, usefulness, and usability of a VR application (SIM:Kitchen), designed for communication rehabilitation. Additionally, this research aims to identify the perceived barriers and benefits of using VR technology from the perspective of individuals with acquired communication disorders. METHODS Semistructured interviews and usability surveys were conducted with 10 individuals with acquired neurogenic communication disorders aged 46-81 (mean 58, SD 9.57) years after trialing an immersive VR application. The audio-recorded interviews were transcribed and analyzed to identify themes. RESULTS The quantitative data regarding the usability of the system associated with participants' immersion experience in the VR application were promising. Findings from semistructured interviews are discussed across five key thematic areas including (1) participant's attitude toward VR, (2) perceived usefulness of the VR system, (3) perceived ease of use of the VR system, (4) their willingness to continue using VR, and (5) the factors they perceived as challenges or facilitators to adopting this VR technology. CONCLUSIONS Overall, participants in this study found the VR experience to be enjoyable and were impressed by the realism of the VR application designed for communication rehabilitation. This study highlighted personally relevant, immersive VR interventions with different levels of task difficulty that could enhance technology uptake in the context of communication rehabilitation. However, it is essential that VR hand controller technology is refined to be more naturalistic in movement and able to accommodate user capabilities.
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Affiliation(s)
- Atiyeh Vaezipour
- RECOVER Injury Research Centre, Faculty of Health and Behavioural Sciences, The University of Queensland, Brisbane, Australia
| | - Danielle Aldridge
- RECOVER Injury Research Centre, Faculty of Health and Behavioural Sciences, The University of Queensland, Brisbane, Australia
| | | | - Clare Burns
- School of Health and Rehabilitation Sciences, The University of Queensland, Brisbane, Australia
| | - Nilufar Baghaei
- School of Electrical Engineering and Computer Science, The University of Queensland, St Lucia, Brisbane, Australia
| | - Deborah Theodoros
- RECOVER Injury Research Centre, Faculty of Health and Behavioural Sciences, The University of Queensland, Brisbane, Australia
| | - Trevor Russell
- RECOVER Injury Research Centre, Faculty of Health and Behavioural Sciences, The University of Queensland, Brisbane, Australia
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Flores-Cortes M, Guerra-Armas J, Pineda-Galan C, La Touche R, Luque-Suarez A. Sensorimotor Uncertainty of Immersive Virtual Reality Environments for People in Pain: Scoping Review. Brain Sci 2023; 13:1461. [PMID: 37891829 PMCID: PMC10604973 DOI: 10.3390/brainsci13101461] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2023] [Revised: 10/10/2023] [Accepted: 10/13/2023] [Indexed: 10/29/2023] Open
Abstract
INTRODUCTION Decision making and action execution both rely on sensory information, and their primary objective is to minimise uncertainty. Virtual reality (VR) introduces uncertainty due to the imprecision of perceptual information. The concept of "sensorimotor uncertainty" is a pivotal element in the interplay between perception and action within the VR environment. The role of immersive VR in the four stages of motor behaviour decision making in people with pain has been previously discussed. These four processing levels are the basis to understand the uncertainty that a patient experiences when using VR: sensory information, current state, transition rules, and the outcome obtained. METHODS This review examines the different types of uncertainty that a patient may experience when they are immersed in a virtual reality environment in a context of pain. Randomised clinical trials, a secondary analysis of randomised clinical trials, and pilot randomised clinical trials related to the scope of Sensorimotor Uncertainty in Immersive Virtual Reality were included after searching. RESULTS Fifty studies were included in this review. They were divided into four categories regarding the type of uncertainty the intervention created and the stage of the decision-making model. CONCLUSIONS Immersive virtual reality makes it possible to alter sensorimotor uncertainty, but studies of higher methodological quality are needed on this topic, as well as an exploration into the patient profile for pain management using immersive VR.
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Affiliation(s)
- Mar Flores-Cortes
- Faculty of Health Sciences, University of Malaga, 29071 Malaga, Spain
| | | | | | - Roy La Touche
- Instituto de Dolor Craneofacial y Neuromusculoesquelético (INDCRAN), 28008 Madrid, Spain
- Departamento de Fisioterapia, Centro Superior de Estudios Universitarios La Salle, Universidad Autónoma de Madrid, 28023 Madrid, Spain
- Motion in Brains Research Group, Institute of Neuroscience and Sciences of the Movement (INCIMOV), Centro Superior de Estudios Universitarios La Salle, Universidad Autónoma de Madrid, 28023 Madrid, Spain
| | - Alejandro Luque-Suarez
- Faculty of Health Sciences, University of Malaga, 29071 Malaga, Spain
- Instituto de Investigacion Biomedica de Malaga (IBIMA), 29071 Malaga, Spain
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Woo OKL. Integrating knowledge, skills, and attitudes: professional training required for virtual reality therapists in palliative care. FRONTIERS IN MEDICAL TECHNOLOGY 2023; 5:1268662. [PMID: 37849786 PMCID: PMC10577415 DOI: 10.3389/fmedt.2023.1268662] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/28/2023] [Accepted: 09/18/2023] [Indexed: 10/19/2023] Open
Abstract
Fully immersive virtual reality (VR) is an advanced technology increasingly studied and used in palliative care for symptom management. While the findings shed a positive light on its therapeutic potential, VR carries adverse effects, leading to ethical concerns. Based on the clinical experiences of a registered clinical psychologist who is also a certified thanatologist, we put forward a perspective on the importance of professional training for VR therapists in view of the possible risks posed by VR in palliative care. We propose professional trainings on knowledge, skills, and attitudes to ensure patients' safety while maximizing the therapeutic benefits of VR. Given the scarcity of reports on such an area, we hope this perspective article opens up discussions and contributes to current understanding and emerging future directions to ensure quality and ethical delivery of VR in palliative care.
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Affiliation(s)
- Olive K. L. Woo
- Department of Psychology, The University of Hong Kong, Hong Kong, Hong Kong SAR, China
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Fougère M, Greco-Vuilloud J, Arnous C, Abel F, Lowe C, Elie V, Marchand S. Sensory stimulations potentializing digital therapeutics pain control. FRONTIERS IN PAIN RESEARCH 2023; 4:1168377. [PMID: 37745799 PMCID: PMC10511651 DOI: 10.3389/fpain.2023.1168377] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/17/2023] [Accepted: 08/14/2023] [Indexed: 09/26/2023] Open
Abstract
For the past two decades, using Digital Therapeutics (DTx) to counter painful symptoms has emerged as a novel pain relief strategy. Several studies report that DTx significantly diminish pain while compensating for the limitations of pharmacological analgesics (e.g., addiction, side effects). Virtual reality (VR) is a major component of the most effective DTx for pain reduction. Notably, various stimuli (e.g., auditory, visual) appear to be frequently associated with VR in DTx. This review aims to compare the hypoalgesic power of specific stimuli with or without a VR environment. First, this review will briefly describe VR technology and known elements related to its hypoalgesic effect. Second, it will non-exhaustively list various stimuli known to have a hypoalgesic effect on pain independent of the immersive environment. Finally, this review will focus on studies that investigate a possible potentialized effect on pain reduction of these stimuli in a VR environment.
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Affiliation(s)
| | | | | | | | | | | | - Serge Marchand
- Lucine, Bordeaux, France
- Faculté de Médecine et des Sciences de la Santé, Centre de Recherche Clinique du Centre Hospitalier Universitaire de Sherbrooke, Université de Sherbrooke, Sherbrooke, QC, Canada
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Choi J, Moon H, Park M. What factors influence continuous usage intention of head-mounted display-based virtual reality content?: a cross-sectional survey. KOREAN JOURNAL OF WOMEN HEALTH NURSING 2023; 29:208-218. [PMID: 37813664 PMCID: PMC10565525 DOI: 10.4069/kjwhn.2023.09.11.02] [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] [Received: 03/13/2023] [Revised: 09/09/2023] [Accepted: 09/11/2023] [Indexed: 10/11/2023] Open
Abstract
PURPOSE The aim of this study was to explore the continuous usage intention of head-mounted display-based virtual reality (HMD-based VR) content among college students. The study also sought to understand how this intention is influenced by factors related to personal cognition, social aspects, VR content, and HMD-related elements. METHODS This descriptive correlational study used a self-report questionnaire to survey 217 students from two universities in Korea who had prior experience with HMD-based VR content. RESULTS The mean score for continuous usage intention of HMD-based VR content was 2.59±0.57 points (range, 1-5 points). Regarding the average frequency of HMD-based VR content usage, 64.5% of participants reported using it 1 to 2 times, while 91.7% indicated a total HMD-based VR usage period of less than 6 months. Factors such as personal cognition, VR content, social aspects, and HMD-related elements had explanatory power of 35.1%, 10.7%, 4.4%, and 2.5%, respectively, for the continuous usage intention of HMD-based VR content. Additionally, engagement (β=.45, p<.001), influential others (β=.37, p<.001), environmental support (β=-.18, p=.030), and cyber sickness (β=-.21, p=.001) were identified as having a significant influence. CONCLUSION When developing HMD-based VR content, strategies to improve users' personal cognition should be included. Additionally, it is necessary to develop strategies that enhance enjoyment and interest in the content, while also facilitating ongoing social support. Furthermore, coping strategies should be devised that take into account cyber sickness, a potential side effect of these devices.
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Affiliation(s)
- JeongSil Choi
- College of Nursing, Gachon University, Incheon, Korea
| | - Heakyung Moon
- Department of Nursing, Hoseo University, Asan, Korea
| | - Mijeong Park
- Department of Nursing, Hoseo University, Asan, Korea
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Albano D, Messina C, Gitto S, Chianca V, Sconfienza LM. Bone biopsies guided by augmented reality: a pilot study. Eur Radiol Exp 2023; 7:40. [PMID: 37468652 PMCID: PMC10356701 DOI: 10.1186/s41747-023-00353-w] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/25/2023] [Accepted: 05/09/2023] [Indexed: 07/21/2023] Open
Abstract
PURPOSE To test the technical feasibility of an augmented reality (AR) navigation system to guide bone biopsies. METHODS We enrolled patients subjected to percutaneous computed tomography (CT)-guided bone biopsy using a novel AR navigation system. Data from prospectively enrolled patients (AR group) were compared with data obtained retrospectively from previous standard CT-guided bone biopsies (control group). We evaluated the following: procedure duration, number of CT passes, patient's radiation dose (dose-length product), complications, and specimen adequacy. Technical success was defined as the ability to complete the procedure as planned, reaching the target center. Technical efficacy was assessed evaluating specimen adequacy. RESULTS Eight patients (4 males) aged 58 ± 24 years (mean ± standard deviation) were enrolled in the AR group and compared with 8 controls (4 males) aged 60 ± 15 years. No complications were observed. Procedure duration, number of CT passes, and radiation dose were 22 ± 5 min, 4 (median) [4, 6 interquartile range] and 1,034 ± 672 mGy*cm for the AR group and 23 ± 5 min, 9 [7.75, 11.25], and 1,954 ± 993 mGy*cm for controls, respectively. No significant differences were observed for procedure duration (p = 0.878). Conversely, number of CT passes and radiation doses were significantly lower for the AR group (p < 0.001 and p = 0.021, respectively). Technical success and technical efficacy were 100% for both groups. CONCLUSIONS This AR navigation system is safe, feasible, and effective; it can decrease radiation exposure and number of CT passes during bone biopsies without increasing duration time. RELEVANCE STATEMENT This augmented reality (AR) navigation system is a safe and feasible guidance for bone biopsies; it may ensure a decrease in the number of CT passes and patient's radiation dose. KEY POINTS • This AR navigation system is a safe guidance for bone biopsies. • It ensures decrease of number of CT passes and patient's radiation exposure. • Procedure duration was similar to that of standard CT-guided biopsy. • Technical success was 100% as in all patients the target was reached. • Technical efficacy was 100% as the specimen was adequate in all patients.
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Affiliation(s)
| | - Carmelo Messina
- IRCCS Istituto Ortopedico Galeazzi, Milan, 20161, Italy
- Dipartimento di Scienze Biomediche per la Salute, Università degli Studi di Milano, Milan, 20122, Italy
| | - Salvatore Gitto
- IRCCS Istituto Ortopedico Galeazzi, Milan, 20161, Italy
- Dipartimento di Scienze Biomediche per la Salute, Università degli Studi di Milano, Milan, 20122, Italy
| | - Vito Chianca
- Clinica Di Radiologia EOC IIMSI, Lugano, Switzerland
- Ospedale Evangelico Betania, Via Argine 604, Naples, 80147, Italy
| | - Luca Maria Sconfienza
- IRCCS Istituto Ortopedico Galeazzi, Milan, 20161, Italy
- Dipartimento di Scienze Biomediche per la Salute, Università degli Studi di Milano, Milan, 20122, Italy
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