Virtual Reality Exposure Therapy

虚拟现实暴露疗法
  • 文章类型: Journal Article
    高达80%的入院儿童经历疼痛,主要与静脉穿刺有关。
    目的:分析在静脉穿刺过程中使用虚拟现实(VR)耳机是否可以改变疼痛的感觉,焦虑,和恐惧在儿科。
    方法:开放标签,随机临床试验。知识分子的存在,视觉,或听力损伤被认为是排除标准.手术前后进行了两种焦虑和恐惧量表,王贝克最后面对疼痛量表。记录如下:静脉穿刺尝试次数,程序的持续时间,和副作用。
    结果:共纳入78例患者,男性38人,平均年龄9.63岁。在干预组中,平均疼痛值为2.87,与对照组相比,平均差(MD)为-0.85(95%置信区间(CI)-2.02~0.33).焦虑和恐惧程度显著降低,MD为-2.59(95CI:-3.92至-1.26)和-0.85点(95CI:-1.45至-0.24),分别。
    结论:在医院日间护理中在静脉穿刺中使用VR耳机可以降低儿童的焦虑和恐惧水平,并且似乎可以减轻疼痛,无不良影响。静脉穿刺程序具有相同的成功率,并且不会增加其持续时间。
    Up to 80% of children admitted to a hospital experience pain, mainly associated with venipuncture.
    OBJECTIVE: To analyze whether the use of virtual reality (VR) headsets during venipuncture can modify the perception of pain, anxiety, and fear in pediatrics.
    METHODS: Open label, randomized clinical trial. The presence of intellectual, visual, or hearing impairment were considered exclusion criteria. Two anxiety and fear scales were administered before and after the procedure, and the Wong-Baker face pain scale at the end. The following were recorded: number of venipuncture attempts, duration of the procedure, and side effects.
    RESULTS: 78 patients were included, 38 males and a mean age of 9.63 years. In the intervention group, the mean pain value was 2.87, with a mean difference (MD) of -0.85 compared with the control one (95% confidence interval (CI) -2.02 to 0.33). There was a significant reduction in the level of anxiety and fear, with MDs of -2.59 (95%CI: -3.92 to -1.26) and -0.85 points (95%CI: -1.45 to -0.24), respectively.
    CONCLUSIONS: the use of VR headsets in venipuncture in hospital daytime care decreases the level of anxiety and fear in children and seems to reduce pain, without adverse effects. The venipuncture procedure has the same success rate and does not increase its duration.
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  • 文章类型: Journal Article
    背景:特定恐惧症影响全球超过4亿人。数字化心理健康可以减轻这种负担。尽管如此,尽管企业驱动的Metaverse正在迅速扩张,在利用虚拟现实暴露疗法的吸收方面需要有更多的动力。目的:本研究旨在概念化,发展,并部署专门用于治疗恐惧症和幽闭恐惧症的免费虚拟现实暴露疗法(VRET)应用程序。这项试点研究,这预示着未来心理健康更容易获得和有效,探讨了利用专家之间的跨学科合作来创建安全的可行性,可访问,和有效的VRET解决方案。方法:我们进行了德尔菲启发式方法,涉及生物伦理学家,神经科学家,和技术开发人员。第二,我们回顾了在VR中解决恐惧症的现有心理学理论和治疗策略。第三,我们概念化了一个主题分析衍生的框架,自适应游戏化自由暴露于虚拟现实恐惧症和幽闭恐惧症(SAFEvRACT)。最后,我们概述了在12个研讨会和76个关于开发实施的每周简报中进行的迭代改进。结果:我们将SAFEvRACT开发为在MentalVerse应用程序平台上自由部署的概念验证应用程序。我们以安全为中心的方法可以从未来随机对照试验的预验证观点中受益。结论:从SAFEvRACT框架得出的应用程序代表了通过提供免费的VRET替代方案来应对当前缺乏iVR心理健康吸收的蓝图。未来的研究应旨在开发类似的免费平台,以减轻心理健康负担并收集定量数据。最后,我们呼吁研究人员采取行动,调整我们目前的方法,并在MentalVeRse中支持免费的数字心理健康。app。
    Background: Specific phobias impact over 400 million people worldwide. Digitalizing mental health could alleviate the burden. Still, although the corporate-driven Metaverse is expanding rapidly, there needs to be more momentum in harnessing virtual reality exposure therapy uptake. Objective: This study aims to conceptualize, develop, and deploy a free Virtual Reality Exposure Therapy (VRET) application specifically designed for treating acrophobia and claustrophobia. This pilot study, which holds the promise of a future where mental health is more accessible and effective, explores the feasibility of leveraging transdisciplinary collaboration among specialists to create a safe, accessible, and effective VRET solution. Methods: We conducted a Delphi heuristic approach involving bioethicists, neuroscientists, and tech developers. Second, we reviewed the existing psychological theories and therapeutic strategies for addressing phobias in VR. Third, we conceptualized a thematic analysis-derived framework for a safe, adaptive-gamified free exposure to virtual reality acrophobia and claustrophobia (SAFEvR ACT). Finally, we provide an overview of the iterative improvements made during 12 workshops and 76 weekly briefings on developmental implementations. Results: We developed the SAFEvR ACT into a proof-of-concept application freely deployed on the MentalVerse app platform. Our safety-focused approach can benefit from prevalidation perspectives within future randomized control trials. Conclusions: The resulting application derived from the SAFEvR ACT framework represents a blueprint to counter the current lack of iVR mental health uptake by offering a free VRET alternative. Future research should aim towards developing similar free platforms to lessen mental health burdens and gather quantitative data. We conclude with a call to action to researchers to fine-tune our current approach and take a stand for free digital mental health within MentalVeRse.app.
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  • 文章类型: Journal Article
    背景:虚拟现实(VR)和姑息治疗的结合可能代表了姑息治疗的新机会。许多先前的研究已经评估了VR疗法在接受姑息治疗的晚期疾病患者中的应用。然而,目前缺乏从患者角度进行综述,以全面了解患者的实际经历和感受,并为设计未来研究提供实践指导.本文对定性证据进行了综述,旨在探讨在姑息治疗中接受VR治疗的患者的经验和看法。
    方法:本研究是根据《提高报告透明度综合定性研究(ENTREQ)声明指南》进行的。十个数据库,即,PubMed,WebofScience,EBSCO,OVIDMEDLINE,Scopus,约翰·威利,ProQuest,CNKI,万方数据,和SinoMed,被搜查,包括从每个数据库建立到2023年6月30日的定性和混合研究。JoannaBriggs研究所定性研究关键评估清单用于评估纳入研究的质量。通过“主题综合”对文献中包含的数据进行分析和整合,以形式化主题的识别和发展。
    结果:9项研究共包括来自7个不同类型的临终关怀机构和2个肿瘤中心的156名参与者。确定了三个关键主题:VR治疗中姑息治疗患者的经验,姑息治疗患者在VR治疗中获得的感知价值,姑息治疗患者对使用VR疗法的看法。
    结论:患者的反馈涵盖了VR设备引起的不适,良好的体验感,以及影响互动体验的情况。一些患者无法耐受VR治疗或报告新形式的不适。研究结果表明,VR疗法可能是缓解患者身心痛苦并帮助他们获得自我意识的有效方法。此外,患者表现出对个性化VR治疗的偏好.
    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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  • 文章类型: Journal Article
    背景:大约一半的卒中幸存者有持续性上肢功能损害,导致自我护理能力下降,独立和生活质量。高强度,以任务为导向的虚拟现实康复改善了运动恢复。然而,其相对于标准康复的临床疗效仍不确定.本研究旨在评估基于虚拟现实的综合康复游戏系统(VR-cRGS)在患有上肢损伤的中风幸存者中的可行性和有效性,并表征由于拟议的康复而导致的大脑受影响区域的结构和功能可塑性。
    方法:这项研究是一个多中心的,开放标签,采用意向治疗分析的随机对照试验。共有162名患者将在印度的两个专门从事中风护理的学术机构中注册。首次缺血性卒中(卒中发作18-70年和1-6个月),上肢受损,根据改良的Ashworth量表和Brunnstrom恢复分期的3、4或5个阶段,痉挛等级为1和1+。他们将被随机(1:1)分为两个治疗组,接受VR-cRGS或常规理疗的12周训练。主要的可行性结果是对治疗的依从性。主要疗效结果是通过Fugl-Meyer评估-上肢和Wolf运动功能测试评估的上肢功能恢复。次要结果是Barthel指数和36项短期健康调查。将在基线和治疗后对所有入选患者进行多模态脑成像,以评估结构和功能连通性变化。结果测量将使用配对t检验或非参数检验进行分析。
    背景:该研究已获得SreeChitraTirunal医学科学与技术研究所机构伦理审查委员会的批准,Trivandrum,喀拉拉邦,印度(SCT/IEC/1415/AUGUST-2019)和国家心理健康与神经科学研究所,班加罗尔,卡纳塔克邦,印度(NIMHANS/IEC(BS和NSDIV。)/第32次会议/21)。所有参与者将在参与前签署知情同意书。研究结果将通过学术出版物传播。
    背景:CTRI/2021/11/038339。
    BACKGROUND: Approximately half of all stroke survivors have persistent upper extremity functional impairment, leading to reduced self-care, independence and quality of life. High-intensity, task-oriented virtual reality rehabilitation improves motor recovery. However, its clinical efficacy over standard rehabilitation remains uncertain. This study aims to evaluate the feasibility and efficacy of a virtual reality-based comprehensive rehabilitation gaming system (VR-cRGS) in stroke survivors with upper extremity impairment and to characterise the structural and functional plasticity of the affected regions in the brain due to the proposed rehabilitation.
    METHODS: This study is a multicentric, open-label, randomised controlled trial with an intention-to-treat analysis. A total of 162 patients will be enrolled in two academic institutes in India that specialise in stroke care. Patients with a first-ever ischaemic stroke (18-70 years and 1-6 months of stroke onset) with upper extremity impairment with 1 and 1+ grades of spasticity as per the modified Ashworth Scale and 3, 4 or 5 stages on Brunnstrom recovery staging will be enrolled. They will be randomised (1:1) into two treatment groups to receive 12 weeks of training either on VR-cRGS or on conventional physiotherapy. The primary feasibility outcome is compliance with the treatment. The primary efficacy outcome is the functional recovery of the upper extremity assessed by the Fugl-Meyer Assessment-Upper Extremity and Wolf Motor Function Test. The secondary outcomes are the Barthel Index and the 36-item Short-Form Health Survey. Multimodal brain imaging will be done in all enrolled patients at baseline and post-treatment to evaluate the structural and functional connectivity changes. The outcome measures will be analysed using paired t-tests or non-parametric tests.
    BACKGROUND: The study has been approved by the Institutional Ethics Review Board of the Sree Chitra Tirunal Institute for Medical Sciences and Technology, Trivandrum, Kerala, India (SCT/IEC/1415/AUGUST-2019) and the National Institute of Mental Health and Neurosciences, Bengaluru, Karnataka, India (NIMHANS/IEC (BS and NS DIV.)/32nd Meeting/21). All participants will sign an informed consent form prior to participation. The study results will be disseminated through scholarly publication.
    BACKGROUND: CTRI/2021/11/038339.
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  • 文章类型: Journal Article
    目的:急性骨科创伤性肌肉骨骼损伤普遍存在,昂贵的,并经常导致持续性疼痛和功能限制。心理风险因素(疼痛灾难和焦虑)加剧了这些结果,但在急性骨科护理中经常被忽视。解决当前治疗方法中的差距,这项混合方法试点研究探索了治疗性虚拟现实(VR;RelieVRx)的使用,整合正念和认知行为疗法,骨科受伤后在家中进行疼痛自我管理。
    方法:我们从MassGeneralBrigham医疗保健系统内的1级创伤诊所招募了10名最近骨科受伤,疼痛灾难或疼痛焦虑加剧的成年人。参与者每天在家完成RelieVRx课程,为期8周,其中包括疼痛教育,放松,正念,游戏,和动态呼吸生物反馈。主要结果是先验可行性,适当性,可接受性,满意,和安全。次要结果是疼痛的前后测量,物理功能,睡眠,抑郁症,和机制(疼痛自我效能,正念,和应对)。
    结果:VR和研究程序达到或超过了所有基准。我们观察到疼痛的初步改善,身体机能,睡眠,抑郁症,和机制。定性退出访谈证实了对RelieVRx的高度满意度,并提出了促进骨科患者基于VR的试验的建议。
    结论:结果支持RelieVRx与假安慰剂对照的更大的随机临床试验,以复制研究结果并探索机制。自我引导VR有可能促进基于证据的疼痛管理策略,并解决急性骨科损伤后患者的严重精神健康护理差距。
    OBJECTIVE: Acute orthopedic traumatic musculoskeletal injuries are prevalent, costly, and often lead to persistent pain and functional limitations. Psychological risk factors (eg, pain catastrophizing and anxiety) exacerbate these outcomes but are often overlooked in acute orthopedic care. Addressing gaps in current treatment approaches, this mixed-methods pilot study explored the use of a therapeutic virtual reality (VR; RelieVRx ), integrating principles of mindfulness and cognitive-behavioral therapy, for pain self-management at home following orthopedic injury.
    METHODS: We enrolled 10 adults with acute orthopedic injuries and elevated pain catastrophizing or pain anxiety from Level 1 Trauma Clinics within the Mass General Brigham health care system. Participants completed daily RelieVRx sessions at home for 8 weeks, which included pain education, relaxation, mindfulness, games, and dynamic breathing biofeedback. Primary outcomes were a priori feasibility, appropriateness, acceptability, satisfaction, and safety. Secondary outcomes were pre-post measures of pain, physical function, sleep, depression, and hypothesized mechanisms (pain self-efficacy, mindfulness, and coping).
    RESULTS: The VR and study procedures met or exceeded all benchmarks. We observed preliminary improvements in pain, physical functioning, sleep, depression, and mechanisms. Qualitative exit interviews confirmed high satisfaction with RelieVRx and yielded recommendations for promoting VR-based trials with orthopedic patients.
    CONCLUSIONS: The results support a larger randomized clinical trial of RelieVRx versus a sham placebo control to replicate the findings and explore mechanisms. There is potential for self-guided VR to promote evidence-based pain management strategies and address the critical mental health care gap for patients following acute orthopedic injuries.
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  • 文章类型: Clinical Trial Protocol
    背景:本文描述了I/II阶段的协议,平行组,单盲随机对照试验(RCT)。RCT研究了与虚拟现实(VR)和认知康复(CR)相结合的12周有氧运动训练(AET)对78名多发性硬化症(MS)患者的新学习和记忆的综合影响。
    方法:参与者将接受由神经心理学测试组成的基线评估,神经影像学,自我报告问卷,和心肺健康。然后,参与者将被随机分为以下两种情况之一:有氧循环运动,将VR与CR或拉伸和调理相结合(即,主动控制;S/T)与CR相结合。参与者将被掩盖有关条件的意图。仅仅经过7周的锻炼,为期5周的凯斯勒基金会修改的故事记忆技术(KF-mSMT®)将被整合到培训中。经过12周的训练,参与者将完成与基线时相同的由治疗盲评估者进行的测量.主要研究结果包括新的学习和记忆(NLM),通过一小部分神经心理学评估来评估列表学习(加利福尼亚言语学习测试-II)。散文记忆(记忆评估量表),视觉空间记忆(简要视觉空间记忆测试-修订版),和日常记忆(生态记忆模拟)。次要研究结果包括海马结构的神经影像学结果,函数,和连通性。
    结论:如果成功,该试验将提供第一个I类证据,支持有氧循环运动与VR和CR的独特组合治疗行动不便者的MS相关学习和记忆障碍.
    BACKGROUND: This paper describes the protocol for a Phase I/II, parallel-group, single-blind randomized controlled trial (RCT). The RCT investigates the combined effects of 12-weeks of aerobic exercise training (AET) integrated with virtual reality (VR) and cognitive rehabilitation (CR) on new learning and memory in 78 persons with multiple sclerosis (MS) who have mobility disability and objective impairments in learning and memory.
    METHODS: Participants will undergo baseline assessments consisting of neuropsychological testing, neuroimaging, self-report questionnaires, and cardiorespiratory fitness. Participants will then be randomized into one of two conditions using concealed allocation: aerobic cycling exercise that incorporates VR combined with CR or stretching and toning (i.e., active control; S/T) combined with CR. Participants will be masked regarding the intent of the conditions. After 7-weeks of exercise alone, the 5-week Kessler Foundation modified Story Memory Technique (KF-mSMT®) will be integrated into the training. After the 12-week training period, participants will complete the same measures as at baseline administered by treatment-blinded assessors. Primary study outcomes include new learning and memory (NLM) measured by a small battery of neuropsychological assessments that assess list learning (California Verbal Learning Test-II), prose memory (Memory Assessment Scale), visuospatial memory (Brief Visuospatial Memory Test-Revised), and everyday memory (Ecological Memory Simulations). Secondary study outcomes include neuroimaging outcomes of hippocampal structure, function, and connectivity.
    CONCLUSIONS: If successful, this trial will provide the first Class I evidence supporting the unique combination of aerobic cycling exercise with VR and CR for treating MS-related learning and memory impairments in persons with mobility disability.
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  • 文章类型: Journal Article
    背景:虚拟现实(VR)是多模式镇痛方法中的一种有前途的工具;但是,关于手术后疼痛的虚拟现实的证据是有限的。这项研究调查了自我管理的虚拟现实在术后疼痛管理中的初始有效性和可行性。
    方法:报告术后疼痛评分≥4的患者随机分为对照或VR,分层为3种干预措施,具有不同的沉浸和互动水平。指导受试者在术后第2天至第4天每天至少3次使用虚拟现实作为附加治疗,持续10分钟。主要结果是平均每日疼痛强度。疼痛评分结果与患者及干预特点相关,探索哪些特征与虚拟现实效果相互作用。次要结果是镇痛药使用,焦虑,压力,和可行性。
    结果:100例患者被纳入分析:对照组37例,VR63例。VR对自我报告的疼痛评分没有显着影响(P=0.43),特定患者或干预特征也与更大的VR效果相关。两组之间的镇痛用法没有差异。然而,有一种趋势是增加患者的累积百分比,达到30%的疼痛减少,VR干预组的每日压力(P=0.01)和焦虑(P=0.03)水平显着降低。VR的使用少于规定,主要是因为疾病和疼痛。不良事件包括迷失方向,恶心,和疲劳。
    结论:这项探索性研究并未证明VR作为疼痛和镇痛药使用的附加疼痛治疗的初始有效性;然而,VR对压力和焦虑有积极影响。VR是安全的,适合广泛的目标受众,干预措施之间的可行性不同。个性化和改进VR技术可能会增强其有效性。
    BACKGROUND: Virtual reality (VR) is a promising tool in a multimodal analgesic approach; however, evidence regarding virtual reality for postsurgical pain is limited. This study investigates the initial effectiveness and feasibility of self-administered virtual reality in postsurgical pain management.
    METHODS: Patients reporting a postsurgical pain score ≥4 were randomized for control or VR, stratified for 3 interventions with varying levels of immersion and interaction. Subjects were instructed to use virtual reality as add-on treatment at least 3 times a day for 10 minutes on days 2 till 4 postoperatively. Primary outcome was the mean daily pain intensity. Results of pain scores were related to patient and intervention characteristics, to explore which characteristics interact with virtual reality effects. Secondary outcomes were analgesic use, anxiety, stress, and feasibility.
    RESULTS: One hundred patients were included in the analyses: 37 in the control group and 63 for VR. VR did not demonstrate a significant effect on self-reported pain scores (P = .43), nor were specific patient or intervention characteristics associated with greater VR effects. Analgesic usage did not differ between groups. However, there was a trend toward greater cumulative percentages of patients achieving a 30% pain reduction, and significantly lower daily experienced stress (P = .01) and anxiety (P = .03) levels in VR intervention groups. VR was used less than prescribed, mainly because of illness and pain. Adverse events included disorientation, nausea, and fatigue.
    CONCLUSIONS: This explorative study did not demonstrate initial effectiveness of VR as add-on pain treatment regarding pain and analgesic use; however, VR positively affected stress and anxiety. VR is safe and suitable for a wide target audience, and feasibility differed between interventions. Personalizing and improving VR technology may enhance its effectiveness.
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  • 文章类型: Journal Article
    目的:本研究的目的是研究虚拟现实(VR)对姿势控制的影响,姿势,慢性颈痛(CNP)患者的运动恐惧症。
    方法:将41名CNP患者随机分配到VR组和对照组。VR组戴眼镜体验VR20分钟,然后进行运动控制(MC)练习20分钟。对照组仅接受MC锻炼40分钟。两组在6周内接受了18次会议。计算机动态姿势结果,包括感觉组织测试(SOT),稳定的极限,和单方面的立场测试,步态速度,前头部姿势(FHP),肩部前伸(SP),颈椎前凸角,运动恐惧症,并记录运动依从性。
    结果:VR组对SOT和运动恐惧症的复合平衡(Cohen'sd=1.20)有更多影响(Cohen'sd=-0.96),P<0.05)。此外,VR组的运动依从性更有效(P<0.05)。与这些结果相反,对照组在纠正FHP和SP方面更有效(Cohen'sd>0.7,P<0.05)。
    结论:虚拟现实似乎对姿势控制有影响,姿势,慢性颈痛患者的运动恐惧症。
    OBJECTIVE: The purpose of this study was to investigate the effects of virtual reality (VR) on postural control, posture, and kinesiophobia in patients with chronic neck pain (CNP).
    METHODS: Forty-one participants with CNP were randomly allocated to the VR and control groups. The VR group experienced VR with glasses for 20 minutes and then performed motor control (MC) exercises for 20 minutes. The control group received only MC exercises for 40 minutes. Both groups received 18 sessions over 6 weeks. Computerized dynamic posturography outcomes, including sensory organization test (SOT), limits of stability, and unilateral stance tests, gait speed, forward head posture (FHP), shoulder protraction (SP), cervical lordosis angle, kinesiophobia, and exercise compliance were recorded.
    RESULTS: The VR group had more effects regarding composite equilibrium (Cohen\'s d = 1.20) of SOT and kinesiophobia (Cohen\'s d = -0.96), P < .05). Also, the VR group was more effective in exercise compliance (P < .05). Contrary to these results, the control group was more effective in correcting FHP and SP (Cohen\'s d > 0.7, P < .05).
    CONCLUSIONS: Virtual reality seemed to have an effect on postural control, posture, and kinesiophobia in patients with chronic neck pain.
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  • 文章类型: Journal Article
    背景:住院的癌症患者经常经历急性和/或慢性疼痛。尽管虚拟现实(VR)已经在广泛的临床环境中得到了广泛的研究,尚未有研究评估对该患者人群疼痛管理的潜在影响.
    方法:在城市学术医院进行的前瞻性随机对照试验,比较VR与主动对照以减轻中重度癌症疾病和治疗相关疼痛。
    结果:共有128名成年住院癌症患者(任何肿瘤类型)被随机分配到10分钟的沉浸式VR分散治疗或10分钟的二维引导图像分散治疗。两个手臂的参与者年龄相似,性别,种族,转移性疾病的存在,同时进行疼痛专家咨询,和基线阿片类药物使用。尽管两组的自我报告疼痛评分(主要结果)均有所改善,与主动对照相比,随机接受VR的患者在干预后即刻疼痛减轻显著(p=.03).这种差异也持续24小时(p=.004)。组内分析显示,VR手臂疼痛困扰(p=0.05)和一般痛苦(p=0.03)也有显着改善。
    结论:在患有与癌症和癌症治疗相关的中度-重度疼痛的住院成年患者中,与主动控制相比,VR提供了更多的非药理学疼痛缓解,并且这种益处在干预结束后仍持续很长时间。
    结论:虚拟现实(VR),一种让用户沉浸在新环境中的技术,已被证明可以改善不同患者人群的疼痛。为了测试VR在改善报告中重度疼痛的住院癌症患者疼痛中的作用,我们比较了10分钟沉浸式VR干预和10分钟二维引导图像体验对改善自我报告疼痛评分的影响.我们发现,尽管两种干预措施都能改善疼痛,VR做得更多。此外,接受VR治疗的参与者24小时后疼痛持续改善.
    BACKGROUND: Hospitalized patients with cancer often experience acute and/or chronic pain. Although virtual reality (VR) has been extensively studied across a wide range of clinical settings, no studies have yet evaluated potential impact on pain management in this patient population.
    METHODS: Prospective randomized controlled trial at an urban academic hospital comparing VR against an active control to mitigate moderate-severe cancer disease and treatment-related pain.
    RESULTS: A total of 128 adult hospitalized patients with cancer (any tumor type) were randomized to 10 minutes of immersive VR distraction therapy or 10 minutes of two-dimensional guided imagery distraction therapy delivered by handheld tablet. Participants in the two arms were similar in age, sex, race, presence of metastatic disease, concurrent pain specialist consultation, and baseline opioid use. Although both groups experienced improved self-reported pain scores (primary outcome), those randomized to VR experienced significantly greater reduction in pain immediately after intervention compared with active control (p = .03). This difference was sustained for 24 hours as well (p = .004). Within-group analysis showed significant improvement in VR arm of pain bothersomeness (p = .05) and general distress (p = .03) as well.
    CONCLUSIONS: Among hospitalized adult patients with moderate-severe pain related to cancer and cancer therapies, VR provided more nonpharmacologic pain relief than active control and this benefit sustained long after conclusion of the intervention.
    CONCLUSIONS: Virtual reality (VR), a developing technology that immerses the user in new environments, has been shown to improve pain in different patient populations. To test the role of VR in improving pain in hospitalized patients with cancer who report moderate-severe pain, we compared the impact of a 10-minute immersive VR intervention to that of a 10-minute two-dimensional guided imagery experience to improve self-reported pain scores. We found that, although both interventions improved pain, VR did so significantly more. Moreover, participants assigned to VR had sustained improvement in pain 24 hours later.
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  • 文章类型: Journal Article
    背景:基于虚拟现实(VR)的诊断和治疗干预为解决识别和治疗自闭症谱系障碍(ASD)个体的挑战开辟了新的可能性。
    目的:对随机对照试验进行系统评价和荟萃分析,以研究沉浸式VR技术对认知功能的影响,社会,18岁以下儿童和青少年ASD的情绪技能。
    方法:按照“系统评价和荟萃分析的首选报告项目”指南系统地检索了四个数据库,并评估了六个随机对照试验以进行进一步分析。Cochrane偏差风险工具用于评估研究的方法学质量。
    结果:汇总结果有利于VR,并且在社交技能方面实验组和对照组之间存在显着差异(SMD:1.43;95%CI:0.01-2.84;P:0.05),情绪技能(SMD:2.45;95%CI:0.21-4.18;P:0.03)和认知技能。
    结论:VR提供了一系列好处,使其成为ASD儿童和青少年改善认知的有希望的工具,在安全和支持性环境中的社交和情感技能。然而,可访问性,负担能力,自定义,在开发和实施基于VR的ASD干预措施时,成本也是需要考虑的重要方面。
    BACKGROUND: Virtual Reality (VR) based diagnostic and therapeutic interventions have opened up new possibilities for addressing the challenges in identifying and treating individuals with Autism Spectrum Disorders (ASD).
    OBJECTIVE: To conduct a systematic review and meta-analysis of Randomized Controlled Trials to investigate the impact of Immersive VR techniques on the cognitive, social, and emotional skills of under-18 children and adolescents with ASD.
    METHODS: Four databases were systematically searched as per \"Preferred Reporting Items for Systematic Reviews and Meta-analyses\" guidelines and assessed six RCTs for further analysis. The Cochrane Risk of Bias tool was used to assess the methodological quality of the studies.
    RESULTS: Pooled results favoured VR and reported significant differences between experimental and control groups concerning social skills (SMD:1.43; 95 % CI: 0.01-2.84; P: 0.05), emotional skills (SMD: 2.45; 95 % CI: 0.21-4.18; P: 0.03) and cognitive skills.
    CONCLUSIONS: VR offers an array of benefits that make it a promising tool for children and adolescents with ASD to improve their cognitive, social and emotional skills in a safe and supportive setting. However, accessibility, affordability, customization, and cost are also significant aspects to consider when developing and implementing VR-based interventions for ASD.
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