AVATAR

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  • 文章类型: Journal Article
    虚拟现实(VR)中的实施感通常被理解为一个人的身体被虚拟对应物取代的主观体验,通常是在化身的身体,从第一人称视角看,像一个人的身体一样移动。实施例也可以在其他情况下经历(例如,在第三人称视角)或不精确或扭曲的视觉电机耦合。此外,据观察,在化身运动的小的或渐进的时间和空间操纵的各种情况下,参与者可以自发地跟随化身显示的运动。目前的工作调查是否,在某些特定情况下,即使出现较大的运动差异,参与者也会遵循他们的化身所做的事情,从而扩展了对自我化身追随者效应的理解范围,超越了运动或速度操纵的细微变化。我们进行了一项实验研究,其中我们引入了在特定时间执行哪种运动的不确定性,并在他们的化身显示他们不正确的运动后分析了参与者的运动和主观反馈。结果表明,如果有疑问,参与者受到化身动作的影响,导致他们执行该特定错误的频率比正常情况多两倍。重要的是,实施例得分的结果指示参与者在那些时间经历了与他们的化身的分离。总的来说,这些观察结果不仅证明了可能引发参与者遵循其化身的指导进行大型运动扭曲的情况,尽管他们意识到化身运动的中断及其对他们选择的可能影响,and,重要的是,体现的认知机制如何深深植根于拥有身体的必要性。
    The sense of embodiment in virtual reality (VR) is commonly understood as the subjective experience that one\'s physical body is substituted by a virtual counterpart, and is typically achieved when the avatar\'s body, seen from a first-person view, moves like one\'s physical body. Embodiment can also be experienced in other circumstances (e.g., in third-person view) or with imprecise or distorted visuo-motor coupling. It was moreover observed, in various cases of small or progressive temporal and spatial manipulations of avatars\' movements, that participants may spontaneously follow the movement shown by the avatar. The present work investigates whether, in some specific contexts, participants would follow what their avatar does even when large movement discrepancies occur, thereby extending the scope of understanding of the self-avatar follower effect beyond subtle changes of motion or speed manipulations. We conducted an experimental study in which we introduced uncertainty about which movement to perform at specific times and analyzed participants\' movements and subjective feedback after their avatar showed them an incorrect movement. Results show that, when in doubt, participants were influenced by their avatar\'s movements, leading them to perform that particular error twice more often than normal. Importantly, results of the embodiment score indicate that participants experienced a dissociation with their avatar at those times. Overall, these observations not only demonstrate the possibility of provoking situations in which participants follow the guidance of their avatar for large motor distortions, despite their awareness about the avatar movement disruption and on the possible influence it had on their choice, and, importantly, exemplify how the cognitive mechanism of embodiment is deeply rooted in the necessity of having a body.
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  • 文章类型: Case Reports
    背景:创伤聚焦认知行为疗法(TF-CBT)策略是治疗儿童创伤和创伤后应激障碍(PTSD)诊断的常见干预措施。随着COVID-19的出现,儿童发育的中断加上对技术和屏幕时间的强烈接触表明需要提供其他新方法来治疗小儿PTSD。虚拟现实(VR)已与基于证据的TF-CBT一起用作基于实验室的设置的干预,但从来没有像远程医疗一样。这些技术,包括用新型TheraVR软件编程的VR头戴式设备(HMD),对于心理疗法和创伤相关症状的治疗,可以重新定义儿科人群对治疗的反应.
    目的:这项探索性单病例研究的目的是使用VR作为远程健康来反映症状改善和患者参与。
    方法:患者是一名10岁的中东裔女孩,被诊断患有创伤和合并症。该患者处于离婚的父母共同监护之下,并提交了儿童保护服务报告,并转诊治疗。夜惊,幻觉,抑郁症,焦虑,隔离,并在治疗开始时评估包治病症状。临床分析符合早发性创伤后应激障碍的诊断标准,使用TF-CBT治疗7个月。使用交叉分析设计来比较从使用台式机和平板电脑同步技术的远程医疗提供护理到使用TheraVR软件的2DVR桌面远程医疗以及随后使用TheraVR软件的HMDVR远程医疗时,治疗效果和患者结果的改善。会议是在私人诊所进行的,为远程患者护理提供心理治疗,与家人的附带护理,并与患者的儿科医生协调临床护理。安全性和减少触发因素的方案由提供者进行临床监测。
    结果:在治疗过程中,从标准的远程医疗到2DVR,再到带有独立HMD的TheraVR,PTSD症状显著减轻.从使用具有面对面视频的标准视频会议到使用具有分配的场景环境的可定制的化身技术的转变呈现了患者保留和对治疗目标的跟进的增加。使用VR和TheraVR软件持续使用提供护理,证明了突破性的临床观察结果,患者设计了自己的干预措施来应对情绪,情绪调节,以及使用10种不同VR环境的负面认知过程。
    结论:这项研究表明,将VR作为一种更好的儿科护理方式,特别是针对年轻人群的潜在疗效。同时通过远程医疗改善与提供者的互动。这些发现表明,通过更大的临床试验进行进一步研究的价值,包括被诊断为严重创伤或创伤相关症状的儿科患者,以评估TheraVR软件的有效性。
    BACKGROUND: Trauma-focused cognitive behavioral therapy (TF-CBT) strategies are common interventions to treat child trauma and a posttraumatic stress disorder (PTSD) diagnosis in children with histories of sexual and physical abuse. With the advent of COVID-19, the disruption of child development combined with intense exposure to technology and screen time indicate a need for delivering other novel approaches to treat pediatric PTSD. Virtual reality (VR) has been used with evidence-based TF-CBT as an intervention in lab-based settings, but never as telehealth. Such technologies, including a VR head-mounted device (HMD) programmed with novel TheraVR software, for psychotherapy and treating trauma-related symptoms could redefine how pediatric populations respond to treatment.
    OBJECTIVE: The aim of this exploratory single-case study was to reflect symptom improvement and patient engagement using VR as telehealth.
    METHODS: The patient was a 10-year-old girl of Middle Eastern descent diagnosed with trauma and comorbid medical conditions. The patient was in divorced joint parental custody and a Child Protective Services report was made with referral for therapy. Night terrors, hallucinations, depression, anxiety, isolation, and encopresis symptoms were assessed at the beginning of treatment. Clinical analysis met the criteria for a diagnosis of early onset PTSD, which was treated over the course of 7 months using TF-CBT. A cross-analysis design was used to compare improved effectiveness in treatment and patient outcomes when moving from delivery of care with telehealth using desktop and tablet synchronous technology to 2D VR desktop telehealth with TheraVR software and subsequently HMD VR telehealth with TheraVR software. Sessions were conducted in private practice providing psychotherapy for remote patient care, collateral care with the family, and coordination of clinical care with the patient\'s pediatrician. Safety and protocols for reducing triggers were clinically monitored by the provider.
    RESULTS: Over the course of treatment, and moving from standard telehealth to 2D VR to TheraVR with a standalone HMD, there was a significant reduction in PTSD symptoms. The transfer from using the standard video conferencing with face-to-face video to using customizable avatar technology with an assigned scene environment presented an increase in patient retention and follow-through with the treatment goals. The continuous use of delivery of care using VR with the TheraVR software demonstrated breakthrough clinical observations where the patient devised her own interventions for coping with mood, emotional regulation, and negative cognitive processes using the 10 different VR environments.
    CONCLUSIONS: This study shows the potential efficacy in using VR specifically for younger populations as a better modality of pediatrics care, while improving engagement with the provider through telehealth. These findings suggest the value of further research through larger clinical trials including pediatric patients diagnosed with severe trauma or trauma-related symptoms to assess the effectiveness of TheraVR software.
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  • 文章类型: Journal Article
    背景:神经性厌食症患者往往会出现内心的“进食障碍”声音。他们努力识别和维护自己的身份,而不是疾病的身份,并从无能为力和从属的位置与之联系起来。开发AVATAR疗法是为了帮助精神病患者获得更大的力量和控制痛苦的声音。这项研究的目的是测试可行性,可接受性,适应AVATAR治疗神经性厌食症的安全性和初步疗效。
    方法:招募12名患有神经性厌食症的成年患者。10人完成了评估会议,并在5至7个治疗会议之间完成。评估会议包括创建一个化身来代表“饮食失调”。这是通过专业计算机软件操纵听觉和视觉特性来实现的。在治疗期间,患者与化身互动以表达自己的愿望和意愿。患者完成基线,结束干预和随访(4周)在线问卷。使用非并发多基线单例实验设计(SCED)(A1BA2)。可行性,可接受性,评估了干预措施的安全性和初步疗效.
    结果:治疗符合与以下相关的预先指定标准:(1)可行性:在三个月内招募样本;治疗期结束时的保留率=81.9%;治疗完成率=90.1%。(2)安全性:无与干预相关的严重不良事件。(3)可接受性:10个中的平均评级=7.5(SD=2.61),在0-10的可接受性量表(10=完全满意度)上。关于功效,参与者报告在治疗结束时,与进食障碍相关的痛苦程度显著较低,自我同情程度显著较高.饮食失调的声音频率没有观察到其他显着变化,声音的特点,比如全能和恶毒,饮食失调症状和焦虑症状,抑郁和压力。患者的反馈表明,该疗法有助于他们抵御疾病的能力,在饮食方面做出积极的改变,并增加他们恢复和自我同情的动力。
    结论:AVATAR治疗神经性厌食症是可行的,患者可接受且安全。需要更大的研究来测试临床疗效。
    背景:该研究已在clinicaltrials.gov注册表(https://clinicaltrials.gov/ct2/show/NCT04778423)上预先注册。
    患有神经性厌食症的人经常在疾病之外与自己的身份联系上挣扎。他们倾向于从无能为力和顺从的立场与饮食失调有关。这项研究的目的是测试AVATAR治疗神经性厌食症。干预的目的是帮助患者维护自己,他们的身份,威尔,权力和欲望,当面对疾病的“声音”时。招募了12名神经性厌食症患者,其中10名完成了一次评估会议和5至7次治疗会议。在评估会议期间,患者在治疗师的指导下,通过计算机软件操纵视觉和听觉特征来创建其疾病的表征(“化身”)。治疗期间,他们在治疗师的支持下坚持自己的疾病,回应“化身”对饮食失调的辱骂和批评。患者的定性反馈表明治疗对他们有意义,这有助于识别他们自己的声音与疾病不同。随着时间的推移,与进食障碍声音相关的痛苦感逐渐减少,在治疗结束时,自我同情的感觉增加了。研究结果表明AVATAR治疗神经性厌食症的可接受性和实用性。需要更大的研究来扩大这些结果。
    BACKGROUND: Patients with anorexia nervosa tend to experience an inner \"eating disorder\" voice. They struggle to recognise and assert their own identity over the illness\'s identity and relate to it from a powerless and subordinate position. AVATAR therapy was developed to help patients with psychosis to gain greater power and control over distressing voices. The goal of this study was to test the feasibility, acceptability, safety and preliminary efficacy of an adaptation of AVATAR therapy for anorexia nervosa.
    METHODS: Twelve adult patients with anorexia nervosa were recruited. Ten completed an assessment session and between five to seven therapy sessions. The assessment session consisted in the creation of an avatar to represent the \"eating disorder\". This was accomplished by manipulating auditory and visual characteristics through a specialist computer software. During the therapy sessions, patients interacted with the avatar to assert their own desires and will. Patients completed baseline, end of intervention and follow-up (4-week) online questionnaires. A non-concurrent multiple baselines single case experimental design (SCED) was used (A1BA2). Feasibility, acceptability, safety and preliminary efficacy of the intervention were assessed.
    RESULTS: The therapy met pre-specified criteria relating to (1) Feasibility: sample recruited within three months; retention rate at the end of the treatment phase = 81.9%; therapy completion rate = 90.1%. (2) Safety: no serious adverse events associated with the intervention. (3) Acceptability: mean ratings = 7.5 (SD = 2.61) out of ten, on a 0-10 scale of acceptability (10 = complete satisfaction). With regards to efficacy, participants reported significantly lower levels of distress associated with the eating disorder voice and higher levels of self-compassion at the end of treatment. No other significant changes were observed in frequency of the eating disorder voice, voice\'s characteristics, such as omnipotence and malevolence, eating disorder symptoms and symptoms of anxiety, depression and stress. Patients\' feedback indicated that the therapy had helped with their ability to stand up to the illness, make positive changes around eating, and increase their motivation to recover and self-compassion.
    CONCLUSIONS: AVATAR therapy for anorexia nervosa is feasible, acceptable and safe for patients. Larger studies are needed to test clinical efficacy.
    BACKGROUND: The study was pre-registered on the clinicaltrials.gov registry (https://clinicaltrials.gov/ct2/show/NCT04778423).
    People with anorexia nervosa often struggle with connecting to their identity beyond the illness. They tend to relate to the eating disorder from a powerless and submissive position. The aim of this study was to test AVATAR therapy for anorexia nervosa. The goal of the intervention was to help patients to assert themselves, their identity, will, power and desires, when confronted with the “voice” of the illness. Twelve patients with anorexia nervosa were recruited and 10 completed one assessment session and five to seven therapy sessions. During the assessment session, patients were guided by the therapist to create a representation of their illness (“the avatar”) by manipulating visual and auditory characteristics through a computer software. During treatment, they were supported by the therapist to assert themselves over the illness, responding to the abusive and critical comments of the eating disorder delivered by “the avatar”. Patients’ qualitative feedback indicated that the therapy was meaningful to them, and that it helped to recognise their own voice as distinct from the illness. The distress perceived in relation to the eating disorder voice decreased over time, and feelings of self-compassion increased at the end of therapy. Findings point towards the acceptability and usefulness of AVATAR therapy for anorexia nervosa. Larger studies are needed expand these results.
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