248 research outputs found

    Virtual reality relaxation for people with mental health conditions: a systematic review.

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    PURPOSE: Vulnerability to stress is linked to poor mental health. Stress management interventions for people with mental health conditions are numerous but they are difficult to implement and have limited effectiveness in this population. Virtual reality (VR) relaxation is an innovative intervention that aims to reduce stress. This review aimed to synthesize evidence of VR relaxation for people with mental health conditions (PROSPERO 269405). METHODS: Embase, Medline, PsycInfo, and Web of Science were searched until 17th September 2021. The review was carried out according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses. The Effective Public Health Practice Project (EPHPP) tool assessed methodological quality of studies. RESULTS: Searching identified 4550 studies. Eighteen studies (N = 848) were included in the review. Studies were published between 2008 and 2021. Eleven were conducted in Europe. Thirteen studies were controlled trials. Participants were mostly working-age adult outpatients experiencing anxiety or stress-related conditions. Other conditions included eating disorders, depression, bipolar disorder, and psychosis. Five studies tested inpatients. All studies used a range of nature-based virtual environments, such as forests, islands, mountains, lakes, waterfalls, and most commonly, beaches to promote relaxation. Studies provided evidence of the feasibility, acceptability, and short-term effectiveness of VR relaxation to increase relaxation and reduce stress. EPHPP ratings were 'strong' (N = 11), 'moderate' (N = 4), and 'weak' (N = 3). CONCLUSIONS: VR relaxation has potential as a low-intensity intervention to promote relaxation and reduce stress for adults with mental health conditions, especially anxiety and stress-related problems. Further research is warranted on this promising intervention

    A Reflection on Virtual Reality Design for Psychological, Cognitive & Behavioral Interventions: Design Needs, Opportunities & Challenges

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    Despite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholders’ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design

    Exploring the benefits of VR therapy : designing small houses for mental health treatment in a university setting.

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    LAUREA MAGISTRALEQuesta tesi di ricerca si propone di esplorare i benefici della terapia in realtà virtuale come possibile soluzione per un trattamento della salute mentale accessibile e accattivante per gli studenti universitari, soprattutto in seguito alla pandemia di COVID-19 che ha evidenziato la necessità di un supporto alla salute mentale, particolarmente per i giovani che sono tra i più colpiti. Attraverso una revisione della letteratura di riferimento e dei dati provenienti da varie fonti, tra cui l’OMS, questa ricerca esamina la prevalenza e l’impatto di ansia, stress e depressione sulla salute mentale. Inoltre, per comprendere più a fondo le condizioni dei giovani, questa ricerca riporta il lavoro di Miguel Benasayag, Gérard Schmit e Umberto Galimberti, che forniscono approfondimenti sull’esperienza umana e sull’impatto dei fattori sociali e culturali sulla salute mentale. In particolare, le loro pubblicazioni “L’età delle passioni tristi” e “L’ospite inquietante” offrono prospettive rilevanti sullo stato attuale della salute mentale nella società contemporanea tra le nuove generazioni. Sulla base di questa ricerca, la tesi propone la progettazione di piccole case per la terapia in VR, che possono fornire un’esperienza terapeutica più immersiva e coinvolgente. La soluzione proposta mira ad affrontare lo stigma, l’accessibilità e il coinvolgimento associati ai trattamenti tradizionali per la salute mentale. Nel complesso, questo studio vuole portare l’attenzione sul ruolo della realtà virtuale nel trattamento della salute mentale e offre spunti per la progettazione e l’implementazione di casette per la terapia VR come potenziale soluzione alle sfide della salute mentale affrontate dagli studenti universitari.This research thesis aims to explore the benefits of virtual reality (VR) therapy as a possible solution for accessible and captivating mental health treatment for university students, especially in the aftermath of the COVID-19 pandemic. The current situation has highlighted the need for mental health support, and young people are among the most affected. Through a review of relevant literature and data from various sources, including the World Health Organization, this research examines the prevalence and impact of anxiety, stress, and depression on mental health. To gain a deeper understanding of the mental health conditions of young people, this study examines the work of Miguel Benasayag, Gérard Schmit and Umberto Galimberti, who provide insights into the human experience and the impact of social and cultural factors on mental health. Specifically, their publications “The Age of Sad Passion” and “L’ospite inquietante” offer relevant perspectives on the current state of mental health in contemporary society among new generations. Based on this research, the study proposes the design and implementation of small houses for VR therapy, which can provide a more immersive and engaging therapeutic experience. The proposed solution aims to address the accessibility and engagement barriers associated with traditional mental health treatments. Overall, this study contributes to the understanding of the role of VR therapy in mental health treatment and offers insights into the design and implementation of small houses for VR therapy as a potential solution for mental health challenges faced by university students

    Exploration of Virtual Reality Environments as an Efficacious, Evidence-Based Stress Reduction Activity in the Workplace Setting

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    With rapid technological change for workplace engagement, as well as unforeseeable impacts (i.e., COVID-19) that have universally changed the way we engage daily with work globally, there is value to examining innovative methods of reducing the impacts of stress when engaged with work. The research presented herein explores two areas focusing on VR-based workplace interventions. Study 1 examines two Virtual Reality (VR) relaxation interventions to determine if they have a significant effect on measures of physiological arousal, affect, and subjective measures. Qualitative participant feedback is also examined for factors that were of help or hindrance to the goal of relaxation. Participant views on the place of technology, such as VR in the future of workplace wellbeing, are also assessed. Results provided a majority belief in the value of developing workplace VR interventions, as well as reporting feelings of being more relaxed post-test. Study 2 is an exploratory survey that aims to explore general population respondents’ understanding and knowledge of VR and its applications for workplace wellbeing. The before/after effect of a short educational video is also explored, as well qualitative open-ended questions. The results suggest that education can have significant effects on peoples’ views and understanding of VR. This aligns with how most respondents reported they had a below-average understanding of VR. Responses indicate a majority of those surveyed had not used VR more than 5 times in the last five years, with most having not used it at all. After education, a majority indicated that they believed that VR could be a useful tool to combat workplace stress. These results demonstrate the potential of VR augmented relaxation interventions, bolstered by positive opinions on the potential of VR. Given the changing nature of workplaces and work itself, discussion of this change is provided along with recommendations for further study directions

    Using Cognitive Behavioural Therapies (CBT) approaches with student teachers: preventative approaches for supporting young people post covid

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    The wellbeing and mental health of teachers and pupils is slowly becoming an important part of settings and schools. Jones (2020) identifies that it is necessary for a whole school to adopt a cultural shift that encompasses wellbeing at the heart of its agenda. The wellbeing of adults and pupils is inextricably linked (Harding et al., 2019), and when teaching about wellbeing it is difficult to separate as factors that impact on adults, and also on pupils. This is why some of the activities included in this session will support both adults and children. The World Health Organisation (WHO, 2012) states that mental health disorders cannot be separated from human rights issues. The vulnerability of a person to mental health conditions will be increased if their lives are linked to certain risk factors. These might include: loneliness lack of education poverty malnutrition bullying racial/sexual harassment exposure to aggression, violence and trauma abuse power imbalances early childhood experiences It is therefore important that while establishing understanding of our own wellbeing we also work on approaches to prevention, particularly if we know that we are at risk. Graham and Truscott (2020) consider wellbeing as an inter-related term that includes many of the above factors. It is an individual responsibility to understand what drives our own wellbeing, as well as acknowledging the impact of risk factors/environment (Borrelli et al., 2014). During and post pandemic, I have been working with student teachers on their ability to manage their own wellbeing, and in turn, to understand the impact on pupils and families in schools. I have used a wellbeing module approach to implement CBT activities to develop preventative strategies, and raising awareness of their triggers and responses. Learning Objectives By the end of the class participants will be able to: 1. Consider how to encourage the concept of resilience as a ‘fuel’ for better mental health in students/young people/children. 2.Develop an understanding of how to promote responsibility for personal well-being and mental health in students/young people/children 3. Have knowledge of support mechanisms and be updated on current legislation regarding well-being and mental health

    Immersive Horizons: Exploring the Transformative Power of Virtual Reality Across Economic Sectors

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    open access articleThe scholarly discourse surrounding the manifold advantages, applications, and limitations of implementing Virtual Reality (VR) in the contemporary milieu has burgeoned over time. VR holds immense potential, attracting fervent interest from governmental and private entities alike. Nevertheless, the existing body of literature pertaining to the expanding utilization of VR in diverse economic sectors remains scant. Therefore, the primary objective of this study is to furnish a comprehensive literature review encompassing VR applications across various economic domains while elucidating concerns surrounding its integration within engineering education. A total of 108 publications were extracted from prominent databases such as Scopus, Elsevier, Science Direct, and Google Scholar, with a subsequent review of 51 relevant works. These scrutinized journals were published between 2015 and 2022 and were predominantly authored in English. The reviewed publications encompassed VR applications in education, robotics, healthcare, transportation, sports, agriculture, governance, security, and media. The study’s findings unveiled significant advancements in VR implementation within engineering education, medical training, cognitive augmentation, aircraft assembly, governance, and diverse other spheres. Notwithstanding these achievements, impediments to VR deployment were identified, stemming from financial exigencies, cultural and conventional norms, with scant evidence of VR’s prevalence in underdeveloped nations, given that all the assessed research originated from developed economies. Additionally, the limitations of this review encompassed a small sample size and a narrowly focused demographic in the examined articles. Nevertheless, despite these constraints, the research highlights substantial progress in VR utilization over the preceding decade

    Exploring perspectives of people with type-1 diabetes on goalsetting strategies within self-management education and care

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    Background. Collaborative goal-setting strategies are widely recommended for diabetes self-management support within healthcare systems. Creating self-management plans that fit with peoples’ own goals and priorities has been linked with better diabetic control. Consequently, goal-setting has become a core component of many diabetes selfmanagement programmes such as the ‘Dose Adjustment for Normal Eating (DAFNE) programme’. Within DAFNE, people with Type-1 Diabetes (T1D) develop their own goals along with action-plans to stimulate goal-achievement. While widely implemented, limited research has explored how goal-setting strategies are experienced by people with diabetes.Therefore, this study aims to explore the perspectives of people with T1D on theimplementation and value of goal-setting strategies within DAFNE and follow-up diabetes care. Furthermore, views on barriers and facilitators to goal-attainment are explored.Methods. Semi-structured interviews were conducted with 20 people with T1D who attended a DAFNE-programme. Following a longitudinal qualitative research design, interviews took place 1 week, and 6-8 months after completion of DAFNE. A recurrent cross-sectional approach is applied in which themes will be identified at each time-point using thematic analyses.Expected results. Preliminary identified themes surround the difference in value that participants place on goal-setting strategies, and the lack of support for goal-achievement within diabetes care.Current stage. Data collection complete; data-analysis ongoing.Discussion. Goal-setting strategies are increasingly included in guidelines for diabetes support and have become essential parts of many primary care improvement schemes. Therefore, exploring the perspectives of people with T1D on the value and implementation of goal-setting strategies is vital for their optimal application
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