Immersive technologies

  • 文章类型: Journal Article
    目的:评估沉浸式技术在口腔健康促进和教育中的应用效果。
    方法:使用系统评价和荟萃分析(PRISMA)方法的首选报告项目进行了广泛的文献综述。这项研究是在六个著名的电子数据库(PubMed,谷歌学者,WebofScience,科克伦,Scopus,和EBSCO)。使用Cochrane工具使用RoB2.0和ROBINS-I评估偏倚风险。
    结果:为纳入研究制定了PICOS标准。书目搜索确定了10,074篇文章,随后被过滤。最后,纳入了最相关的9篇文章,并对其进行了数据综合和分析。这包括5项随机对照试验和4项非随机对照试验,分别在不同国家开展,重点关注儿童(33.3%)。青少年(11.1%),成人(55.6%)。干预措施使用虚拟现实(VR)和增强现实(AR)来促进对口腔护理的知识和态度,提高刷牙性能,戒烟,在口腔健康教育中降低焦虑水平。
    结论:本系统综述表明,沉浸式技术,包括VR和AR,显著提高口腔健康知识,态度,和自我效能感,改善健康结果。
    结论:VR和AR等沉浸式技术有可能为加强口腔健康促进和教育提供创新和有效的方法,在促进积极健康行为的同时,这对于改善整体口腔健康结果至关重要。
    OBJECTIVE: To evaluate the effectiveness of immersive technologies in oral health promotion and education.
    METHODS: An extensive literature review was conducted using the Preferred Reporting Items for Systematic Review and Meta-Analysis (PRISMA) method. This study was systematically performed in six electronic databases (PubMed, Google Scholar, Web of Science, Cochrane, Scopus, and EBSCO). The risk of bias was assessed with the Cochrane tools using RoB 2.0 and ROBINS-I.
    RESULTS: PICOS criteria were formulated for study inclusion. The bibliographical search identified 10,074 articles, which were filtered subsequently. Finally, the most pertinent nine articles were included and scrutinized for data synthesis and analysis. This includes five randomized controlled trials and four non-randomized controlled trials in different countries that focused on children (33.3%), adolescents (11.1%), and adults (55.6%). The interventions used virtual reality (VR) and augmented reality (AR) to promote knowledge and attitudes towards oral care, improve toothbrushing performance, and smoking cessation, and reduce anxiety levels in oral health education.
    CONCLUSIONS: This systematic review demonstrates that immersive technologies, including VR and AR, significantly enhance oral health knowledge, attitudes, and self-efficacy, leading to improved health outcomes.
    CONCLUSIONS: Immersive technologies such as VR and AR have the potential to provide innovative and effective methods for enhancing oral health promotion and education, while promoting positive health behaviours, which are crucial for improving overall oral health outcomes.
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  • 文章类型: Journal Article
    背景:抑郁症显著影响生活质量,影响全球约2.8亿人。然而,只有16.5%的受影响者接受治疗,表明治疗差距很大。虚拟现实(VR)和增强现实等沉浸式技术(IMT)通过创建用于治疗干预的沉浸式环境,为治疗抑郁症提供了新的途径。尽管有潜力,目前关于设计的证据存在显著差距,实施,以及使用IMT治疗抑郁症。
    目的:我们旨在绘制针对抑郁症治疗的IMT干预措施的现有证据。
    方法:这次范围审查遵循了一个方法论框架,我们系统地搜索了关于IMT和抑郁症研究的数据库。重点是涉及成人和使用IMT的随机临床试验。选择和制图过程涉及多个审阅者,以最大程度地减少偏见。
    结果:搜索确定了16篇同行评审的文章,主要来自欧洲(n=10,63%),值得注意的是波兰(n=9,56%),贡献了超过一半的文章。大多数研究(9/16,56%)是在2020年至2021年之间进行的。关于参与者的人口统计,在16篇文章中,5(31%)仅涉及女性参与者,7名(44%)参与者的平均或中位年龄>60岁.关于技术方面,所有的研究都集中在VR上,大多数使用独立VR耳机(14/16,88%),干预措施通常为2到8周,主要在医院设置(11/16,69%)。16项研究中只有2项(13%)提到使用特定的VR设计框架来计划干预措施。最常用的治疗方法是Ericksonian心理治疗,在56%(9/16)的研究中使用。值得注意的是,没有一篇文章报告使用了实施框架,也没有发现实施的障碍和促成因素。
    结论:本范围审查强调了使用IMT的兴趣与日俱增,尤其是VR,但强调需要更包容和全面的研究。未来的研究应该探索不同的治疗方法和成本效益,以及纳入增强现实,以充分发挥IMT在精神保健中的潜力。
    BACKGROUND: Depression significantly impacts quality of life, affecting approximately 280 million people worldwide. However, only 16.5% of those affected receive treatment, indicating a substantial treatment gap. Immersive technologies (IMTs) such as virtual reality (VR) and augmented reality offer new avenues for treating depression by creating immersive environments for therapeutic interventions. Despite their potential, significant gaps exist in the current evidence regarding the design, implementation, and use of IMTs for depression care.
    OBJECTIVE: We aim to map the available evidence on IMT interventions targeting depression treatment.
    METHODS: This scoping review followed a methodological framework, and we systematically searched databases for studies on IMTs and depression. The focus was on randomized clinical trials involving adults and using IMTs. The selection and charting process involved multiple reviewers to minimize bias.
    RESULTS: The search identified 16 peer-reviewed articles, predominantly from Europe (n=10, 63%), with a notable emphasis on Poland (n=9, 56%), which contributed to more than half of the articles. Most of the studies (9/16, 56%) were conducted between 2020 and 2021. Regarding participant demographics, of the 16 articles, 5 (31%) exclusively involved female participants, and 7 (44%) featured participants whose mean or median age was >60 years. Regarding technical aspects, all studies focused on VR, with most using stand-alone VR headsets (14/16, 88%), and interventions typically ranging from 2 to 8 weeks, predominantly in hospital settings (11/16, 69%). Only 2 (13%) of the 16 studies mentioned using a specific VR design framework in planning their interventions. The most frequently used therapeutic approach was Ericksonian psychotherapy, used in 56% (9/16) of the studies. Notably, none of the articles reported using an implementation framework or identified barriers and enablers to implementation.
    CONCLUSIONS: This scoping review highlights the growing interest in using IMTs, particularly VR, for depression treatment but emphasizes the need for more inclusive and comprehensive research. Future studies should explore varied therapeutic approaches and cost-effectiveness as well as the inclusion of augmented reality to fully realize the potential of IMTs in mental health care.
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  • 文章类型: Systematic Review
    本综述旨在确定沉浸式虚拟现实(VR)和增强现实(AR)技术在多大程度上提高医学教育和培训中医疗保健专业人员的特定能力,与传统的教育方法或没有干预相反。
    遵守PRISMA指南和PICOS方法,我们在主要数据库中进行了系统的文献检索,以确定研究VR和AR在医学教育中的应用.根据PICOS标准筛选和分类合格的研究。采用描述性统计和卡方检验对数据进行分析,对于小样本量或特定条件,辅以Fisher检验。
    分析涉及对工作阶段进行交叉制表(开发和测试,Results,评估的)和感兴趣的变量(性能,订婚,绩效和参与度,有效性,没有评估)针对使用的技术类型。卡方检验评估了这些分类变量之间的关联。
    共纳入28项研究,大多数人报告说,使用沉浸式技术会增加或产生积极影响。VR是最常被研究的技术,特别是在“性能”和“结果”阶段。卡方分析,皮尔逊值接近显著性(p=0.052),提示VR与改善的结果相关的趋势不显著。
    结果表明,VR是医学教育技术研究领域的普遍工具,具有提高教育成果的积极趋势。然而,统计分析没有显示出显著的关联,这表明需要用更大的样本量进行进一步的研究。这篇综述强调了沉浸式技术在加强医学培训方面的潜力,但仍需要更严格的研究来建立其疗效的明确证据。
    UNASSIGNED: This umbrella review aims to ascertain the extent to which immersive Virtual Reality (VR) and Augmented Reality (AR) technologies improve specific competencies in healthcare professionals within medical education and training, in contrast to traditional educational methods or no intervention.
    UNASSIGNED: Adhering to PRISMA guidelines and the PICOS approach, a systematic literature search was conducted across major databases to identify studies examining the use of VR and AR in medical education. Eligible studies were screened and categorized based on the PICOS criteria. Descriptive statistics and chi-square tests were employed to analyze the data, supplemented by the Fisher test for small sample sizes or specific conditions.
    UNASSIGNED: The analysis involved cross-tabulating the stages of work (Development and Testing, Results, Evaluated) and variables of interest (Performance, Engagement, Performance and Engagement, Effectiveness, no evaluated) against the types of technologies used. Chi-square tests assessed the associations between these categorical variables.
    UNASSIGNED: A total of 28 studies were included, with the majority reporting increased or positive effects from the use of immersive technologies. VR was the most frequently studied technology, particularly in the \"Performance\" and \"Results\" stages. The chi-square analysis, with a Pearson value close to significance (p = 0.052), suggested a non-significant trend toward the association of VR with improved outcomes.
    UNASSIGNED: The results indicate that VR is a prevalent tool in the research landscape of medical education technologies, with a positive trend toward enhancing educational outcomes. However, the statistical analysis did not reveal a significant association, suggesting the need for further research with larger sample sizes. This review underscores the potential of immersive technologies to enhance medical training yet calls for more rigorous studies to establish definitive evidence of their efficacy.
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  • 文章类型: Journal Article
    这项研究旨在进行系统的审查,其中包括有关在远程教育中使用沉浸式技术的研究。为此,通过搜索WebofScience检测到的132项研究,埃里克,审查了泰勒和弗朗西斯和教育全文(EBSCO)数据库。使用内容分析法对这些研究进行了分析。作为分析的结果,据观察,调查该主题的第一项研究是在2002年进行的,相关研究的数量多年来有所增加。此外,这些研究主要是定量进行的,主要是期刊文章,主要来自中国和美国。此外,这些研究的样本组主要由大学生组成。因此,他们主要使用学习成绩和动机变量。此外,这些研究主要在科学和医学教育学科进行。当这些研究从出版物期刊的角度进行评估时,确定它们主要发表在“教育科学”和“计算机与教育”期刊上。它们也包括在各种会议范围内出版的会议记录中。当研究中的应用平台被检查时,确定主要使用UNITY和ARTUTOR平台。研究结果表明,学业成绩和动机的提高是此类技术报道最多的优势之一。另一方面,使用这些技术和互联网时引起的问题是研究中报告最多的困难。最后,该综述对未来的研究提出了建议.
    This study aims to conduct a systematic review that includes studies on the use of immersive technologies in distance education. For this purpose, 132 studies detected by searching Web of Science, Eric, Taylor & Francis and Education Full Text (EBSCO) databases were examined. The studies were analysed using the content analysis method. As a result of the analyses, it was observed that the first study investigating the subject was conducted in 2002, and the number of related studies increased over the years. In addition, these studies were primarily conducted quantitatively, were mainly journal articles, and originated mostly from China and the USA. Moreover, the sample groups of these studies consisted mostly of university students. Therefore, they mainly used academic performance and motivation variables. Furthermore, these studies were conducted primarily in the science and medical education disciplines. When the studies were evaluated in terms of publication journals, it was determined that they were published mostly in \"Education Science\" and \"Computers & Education\" journals. They were also included in the proceedings published within the scope of various conferences. When the application platforms in the studies were examined, it was determined that the UNITY and ARTUTOR platforms were mostly used. The findings of the studies revealed that the increase in academic performance and motivation was one of the most reported advantages of such technologies. On the other hand, the problems caused while using these technologies and the internet were the most reported difficulties in the studies. Finally, the review presented suggestions for future studies.
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  • 文章类型: Systematic Review
    背景:建筑业雇用了约7%的全球人力,对全球经济的贡献约为6%。然而,统计数据表明,尽管政府和建筑公司实施了多种干预措施(包括技术应用),但建筑业仍对工作场所的死亡和伤害做出了重大贡献。最近,沉浸式技术作为一套工业4.0技术的一部分,也已成为帮助解决不良建筑职业安全与健康(OSH)绩效的可行途径。
    方法:为了广泛了解使用沉浸式技术解决的不同建筑OSH问题,使用系统评价和荟萃分析(PRISMA)方法和文献计量分析的首选报告项目,对沉浸式技术在建筑OSH管理中的应用进行了综述。这导致对从三个在线数据库(Scopus,WebofScience,和工程村)。
    结果:评论显示,文献集中于各种沉浸式技术在危险识别和可视化中的应用,安全培训,安全设计,风险感知,和评估各种建筑工程。审查确定了使用沉浸式技术的几个限制,其中包括建筑业对OSH管理所开发的沉浸式技术的采用程度低,关于沉浸式技术对健康危害的应用的研究非常有限,并且有限地关注各种沉浸式施工OSH管理技术的有效性比较。
    结论:对于未来的研究,建议确定从研究到行业实践的低过渡水平的可能原因,并为已确定的问题提供解决方案。另一个建议是研究与常规方法相比,使用沉浸式技术解决健康危害的有效性。
    The construction industry employs about 7% of global manpower and contributes about 6% to the global economy. However, statistics have depicted that the construction industry contributes significantly to workplace fatalities and injuries despite multiple interventions (including technological applications) implemented by governments and construction companies. Recently, immersive technologies as part of a suite of industry 4.0 technologies, have also strongly emerged as a viable pathway to help address poor construction occupational safety and health (OSH) performance.
    With the aim of gaining a broad view of different construction OSH issues addressed using immersive technologies, a review on the application of immersive technologies for construction OSH management is conducted using the preferred reporting items for systematic reviews and meta-analysis (PRISMA) approach and bibliometric analysis of literature. This resulted in the evaluation of 117 relevant papers collected from three online databases (Scopus, Web of Science, and Engineering Village).
    The review revealed that literature have focused on the application of various immersive technologies for hazard identification and visualization, safety training, design for safety, risk perception, and assessment in various construction works. The review identified several limitations regarding the use of immersive technologies, which include the low level of adoption of the developed immersive technologies for OSH management by the construction industry, very limited research on the application of immersive technologies for health hazards, and limited focus on the comparison of the effectiveness of various immersive technologies for construction OSH management.
    For future research, it is recommended to identify possible reasons for the low transition level from research to industry practice and proffer solutions to the identified issues. Another recommendation is the study of the effectiveness of the use of immersive technologies for addressing health hazards in comparison to the conventional methods.
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  • 文章类型: Journal Article
    背景:虚拟现实(VR)是一种计算机技术,可使用户沉浸在完全不同的现实中。VR在急性疼痛设置中的应用已经确立。然而,在慢性疼痛中,受VR影响的应用和结果参数不太清楚。
    目的:本综述旨在系统地确定慢性疼痛患者与VR相关的所有结果参数。
    方法:总共4个电子数据库(PubMed,Scopus,WebofScience,和Embase)进行了相关研究。进行了多水平随机效应荟萃分析,由此选择标准化的平均差作为效应大小,以表示VR干预之前和之后的测量之间的差异。
    结果:最初的数据库搜索确定了1430项研究,其中41人(2.87%)最终纳入系统评价。已经发现VR对疼痛有影响的证据,功能,移动性,功能能力,心理结果,生活质量,神经心理学结果,和身体的感觉。基于三水平荟萃分析的总体效应大小(来自25项研究的总共194个效应大小)估计为1.22(95%CI0.55-1.89;z=3.56;P<.001),支持VR干预后的改进。对效果大小进行分类时,总体效应大小报告如下:1.60(95%CI0.83-2.36;z=4.09;P<.001)VR对疼痛的影响(n=31),1.40(95%CI0.13-2.67;z=2.17;P=0.03)功能(n=60),0.49(95%CI-0.71至1.68;z=0.80;P=.42)的流动性(n=24),功能容量(n=21)为0.34(95%CI-1.52至2.20;z=0.36;P=0.72)。
    结论:本系统综述揭示了受VR技术干预影响的广泛结果变量,具有统计学意义的疼痛缓解和功能改善。这些发现表明,VR不仅适用于急性疼痛管理,还适用于慢性疼痛设置。因此,VR可能能够成为有希望的一线干预作为慢性疼痛患者的补充治疗。
    背景:PROSPERO国际系统评价前瞻性注册CRD42021227016;https://www.crd.约克。AC.uk/prospro/display_record.php?RecordID=227016。
    BACKGROUND: Virtual reality (VR) is a computer technology that immerses a user in a completely different reality. The application of VR in acute pain settings is well established. However, in chronic pain, the applications and outcome parameters influenced by VR are less clear.
    OBJECTIVE: This review aimed to systematically identify all outcome parameters that are reported in relation to VR in patients with chronic pain.
    METHODS: A total of 4 electronic databases (PubMed, Scopus, Web of Science, and Embase) were searched for relevant studies. Multilevel random-effect meta-analyses were performed, whereby the standardized mean difference was chosen as the effect size to denote the difference between measurements before and after a VR intervention.
    RESULTS: The initial database search identified 1430 studies, of which 41 (2.87%) were eventually included in the systematic review. Evidence has been found for the effects of VR on pain, functioning, mobility, functional capacity, psychological outcomes, quality of life, neuropsychological outcomes, and physical sensations. The overall effect size (a total of 194 effect sizes from 25 studies) based on a three level meta-analysis was estimated at 1.22 (95% CI 0.55-1.89; z=3.56; P<.001), in favor of improvements after a VR intervention. When categorizing effect sizes, the overall effect sizes were reported as follows: 1.60 (95% CI 0.83-2.36; z=4.09; P<.001) for the effect of VR on pain (n=31), 1.40 (95% CI 0.13-2.67; z=2.17; P=.03) for functioning (n=60), 0.49 (95% CI -0.71 to 1.68; z=0.80; P=.42) for mobility (n=24), and 0.34 (95% CI -1.52 to 2.20; z=0.36; P=.72) for functional capacity (n=21).
    CONCLUSIONS: This systematic review revealed a broad range of outcome variables influenced by an intervention of VR technology, with statistically significant pain relief and improvements in functioning. These findings indicate that VR not only has applications in acute pain management but also in chronic pain settings, whereby VR might be able to become a promising first-line intervention as complementary therapy for patients with chronic pain.
    BACKGROUND: PROSPERO International Prospective Register of Systematic Reviews CRD42021227016; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=227016.
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