2,197 research outputs found

    Therapeutic use of VR serious games in the treatment of negative schizophrenia symptoms : a systematic review

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    Schizophrenia is a chronic brain disorder that affects 1 in every 300 people worldwide. This study intended to perform a systematic review to describe the state-of-the-art of interventions involving patients with negative symptoms of schizophrenia that use Virtual Reality (VR) games as a complement to therapy, and to analyze the key features of such games. Literature research was conducted in three databases, namely, the Institute of Electrical and Electronics Engineers (IEEE), Scopus, and PubMed, to identify relevant publications dated from 2010 to 2021. Of the initial 74 publications found, only 11 satisfied the eligibility requirements and were included in this study. The results were then organized and displayed in a flow diagram. Overall, the results from the studies suggest that the use of VR in therapies enables an increase in social skills and a decrease in anxiety symptoms. The use of such technology in therapy has proven to be effective, although it still lacks features to provide better long-term results.2411-78B2-7CDB | Pedro Miguel MoreiraN/

    Virtual reality and neuropsychology: a cognitive rehabilitation approach for people with psychiatric disabilities

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    This pilot-study evaluated the feasibility of a 9 month Cognitive Rehabilitation Program – using Virtual Reality and the Integrated Psychological Therapy (IPT) – to improve cognitive functioning in people with schizophrenia. In order to assess the program it was applied (pre and post) the WCST, WAIS-III sub-tests, Stroop Test, and The Subjective Scale to Investigate Cognition in Schizophrenia. Results identified significant differences (p<0.05) between pre and post tests in the subjective and objective assessed cognitive dimensions. The results point out that virtual reality technology and IPT may be a significant resource and intervention methodology in the cognitive remediation of people with psychiatric disabilities.info:eu-repo/semantics/publishedVersio

    Common Issues of Virtual Reality in Neuro-Rehabilitation

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    2010-2011 > Academic research: not refereed > Chapter in an edited book (author)201803 bcwhVersion of RecordPublishe

    IoT Based Virtual Reality Game for Physio-therapeutic Patients

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    Biofeedback therapy trains the patient to control voluntarily the involuntary process of their body. This non-invasive and non-drug treatment is also used as a means to rehabilitate the physical impairments that may follow a stroke, a traumatic brain injury or even in neurological aspects within occupational therapy. The idea behind this study is based on using immersive gaming as a tool for physical rehabilitation that combines the idea of biofeedback and physical computing to get a patient emotionally involved in a game that requires them to do the exercises in order to interact with the game. This game is aimed towards addressing the basic treatment for ‘Frozen Shoulder’. In this work, the physical motions are captured by the wearable ultrasonic sensor attached temporarily to the various limbs of the patient. The data received from the sensors are then sent to the game via serial wireless communication. There are two main aspects to this study: motion capturing and game design. The current status of the application is a single ultrasonic detector. The experimental result shows that physio-therapeutic patients are benefited through the IoT based virtual reality game

    Digital technologies for innovative mental health rehabilitation

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    Schizophrenia is a chronic mental illness, characterized by the loss of the notion of reality, failing to distinguish it from the imaginary. It affects the patient in life’s major areas, such as work, interpersonal relationships, or self-care, and the usual treatment is performed with the help of anti- psychotic medication, which targets primarily the hallucinations, delirium, etc. Other symptoms, such as the decreased emotional expression or avolition, require a multidisciplinary approach, including psychopharmacology, cognitive training, and many forms of therapy. In this context, this paper addresses the use of digital technologies to design and develop innovative rehabilitation techniques, particularly focusing on mental health rehabilitation, and contributing for the promotion of well-being and health from a holistic perspective. In this context, serious games and virtual reality allows for creation of immersive environments that contribute to a more effective and lasting recovery, with improvements in terms of quality of life. The use of machine learning techniques will allow the real-time analysis of the data collected during the execution of the rehabilitation procedures, as well as enable their dynamic and automatic adaptation according to the profile and performance of the patients, by increasing or reducing the exercises’ difficulty. It relies on the acquisition of biometric and physiological signals, such as voice, heart rate, and game performance, to estimate the stress level, thus adapting the difficulty of the experience to the skills of the patient. The system described in this paper is currently in development, in collaboration with a health unit, and is an engineering effort that combines hardware and software to develop a rehabilitation tool for schizophrenic patients. A clinical trial is also planned for assessing the effectiveness of the system among negative symptoms in schizophrenia patients.This work is funded by the European Regional Development Fund (ERDF) through the Regional Operational Program North 2020, within the scope of Project GreenHealth - Digital strategies in biological assets to improve well-being and promote green health, Norte-01-0145-FEDER-000042.info:eu-repo/semantics/publishedVersio

    A survey of eMedia-delivered interventions for schizophrenia used in randomized controlled trials

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    Background: Randomized trials evaluating electronic Media (eMedia) delivery of interventions are increasingly frequent in mental health. Although a number of reviews have reported efficacy of these interventions, none has reviewed the type of eMedia interventions and quality of their description. We therefore decided to conduct a survey of eMedia-delivered interventions for schizophrenia. Methods: We surveyed all relevant trials reliably identified in the Cochrane Schizophrenia Group’s comprehensive register of trials by authors working independently. Data were extracted regarding the size of the trial, interventions, outcomes and how well the intervention was described. Results: eMedia delivery of interventions is increasingly frequent in trials relevant to the care of people with schizophrenia. The trials varied considerably in sample sizes (mean =123, median =87, range =20–507), and interventions were diverse, rarely evaluating the same approaches and were poorly reported. This makes replication impossible. Outcomes in these studies are limited, have not been noted to be chosen by end users and seem unlikely to be easy to apply in routine care. No study reported on potential adverse effects or cost, end users satisfaction or ease of use. None of the papers mentioned the use of CONSORT eHealth guidelines. Conclusion: There is a need to improve reporting and testing of psychosocial interventions delivered by eMedia. New trials should comply with CONSORT eHealth guidance on design, conduct and reporting, and existing CONSORT should be updated regularly, as the field is constantly evolving

    The Neuropsychological Effects of Combined Physical and Mental Exercise in Schizophrenia

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    People suffering from severe mental disorders encounter many debilitating side effects. Those diagnosed with schizophrenia face a large number of challenges each day. Not only must they endure symptoms, like hallucinations and delusions, commonly associated with the illness, but their higher-level cognitive functioning is further impaired in numerous ways. People with schizophrenia, suffering from thought disorder, battle with a pattern of disorganized thinking in which seemingly simple tasks, i.e attention and memory, are difficult. Negative symptoms include the inability to establish social relationships, and hinder their everyday experiences, including work. Their extremely sedentary lifestyle also negatively impacts engagement in other activities. Many medications are currently available for patients seeking medical relief from schizophrenia. Yet, these are known to present various negative side effects of their own, including weight-gain and supposed “disassociation from self”. In response, opponents of drug therapy hope alternative measures can provide such relief, focusing mainly on physical and cognitive exercise programs independently. Studies conducted on the benefits of physical exercise have proven conclusive. They have illustrated effects like increased motor control, improved willingness to participate, weight loss, improved mood state and enhanced self-image. Research conducted by Pajonk and colleagues (2010) identified higher increases in hippocampal volume for patients with schizophrenia completing exercise. Improvements in memory were also greater for this group over the control. As a region of the brain responsible for tasks like memory, attention and navigation, plasticity of the hippocampus provides hope for improvements in such neurological functions. Additionally, review of twenty-five randomized clinical trials conducted by Mead et. al concluded that exercise can improve symptoms like depression as well

    Virtual Reality in Evidence-Based Psychotherapy

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