10,076 research outputs found

    UTILIZING VIRTUAL REALITY THERAPY IN THE TREATMENT OF GENERALIZED ANXIETY DISORDER IN COLLEGE COUNSELING CENTERS

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    Anxiety is a leading mental health concern among college students. A growing number of students are presenting with symptoms of generalized anxiety disorder (GAD), which is one of the most common anxiety disorders. As demands for treatment of this disorder increase, counseling centers are also facing limited funding for providing such services. The result is that there is a need to provide more cost effective, and empirically supported approaches to treatment. Therefore, implementing a program that will allow students to utilize already accessible technology to teach themselves how to combat anxiety is merited. Virtual reality therapy (VRT), is one such technology and it has been found to be an effective treatment for GAD and a wide variety of other mental health disorders. VRT has not been implemented in a college counseling center for treatment of GAD to this author’s awareness. Therefore, a proposal for utilizing a VRT in college counseling centers for the treatment of GAD in college students is warranted to address the noted increasing needs for services. The origins, assessment, and treatment of GAD are outlined in this project. A brief overview of VRT efficacy and nature therapy is also reviewed. A novel, 11 session, proposed protocol for utilizing VRT in the treatment of GAD in college counseling centers is also detailed

    Head-mounted virtual reality and mental health: critical review of current research

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    Background: eHealth interventions are becoming increasingly used in public health, with virtual reality (VR) being one of the most exciting recent developments. VR consists of a three-dimensional, computer-generated environment viewed through a head-mounted display. This medium has provided new possibilities to adapt problematic behaviors that affect mental health. VR is no longer unaffordable for individuals, and with mobile phone technology being able to track movements and project images through mobile head-mounted devices, VR is now a mobile tool that can be used at work, home, or on the move. Objective: In line with recent advances in technology, in this review, we aimed to critically assess the current state of research surrounding mental health. Methods: We compiled a table of 82 studies that made use of head-mounted devices in their interventions. Results: Our review demonstrated that VR is effective in provoking realistic reactions to feared stimuli, particularly for anxiety; moreover, it proved that the immersive nature of VR is an ideal fit for the management of pain. However, the lack of studies surrounding depression and stress highlight the literature gaps that still exist. Conclusions: Virtual environments that promote positive stimuli combined with health knowledge could prove to be a valuable tool for public health and mental health. The current state of research highlights the importance of the nature and content of VR interventions for improved mental health. While future research should look to incorporate more mobile forms of VR, a more rigorous reporting of VR and computer hardware and software may help us understand the relationship (if any) between increased specifications and the efficacy of treatment

    Attention and Social Cognition in Virtual Reality:The effect of engagement mode and character eye-gaze

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    Technical developments in virtual humans are manifest in modern character design. Specifically, eye gaze offers a significant aspect of such design. There is need to consider the contribution of participant control of engagement. In the current study, we manipulated participants’ engagement with an interactive virtual reality narrative called Coffee without Words. Participants sat over coffee opposite a character in a virtual café, where they waited for their bus to be repaired. We manipulated character eye-contact with the participant. For half the participants in each condition, the character made no eye-contact for the duration of the story. For the other half, the character responded to participant eye-gaze by making and holding eye contact in return. To explore how participant engagement interacted with this manipulation, half the participants in each condition were instructed to appraise their experience as an artefact (i.e., drawing attention to technical features), while the other half were introduced to the fictional character, the narrative, and the setting as though they were real. This study allowed us to explore the contributions of character features (interactivity through eye-gaze) and cognition (attention/engagement) to the participants’ perception of realism, feelings of presence, time duration, and the extent to which they engaged with the character and represented their mental states (Theory of Mind). Importantly it does so using a highly controlled yet ecologically valid virtual experience

    Digital interventions for subjective and objective social isolation among individuals with mental health conditions: a scoping review

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    Background: Social isolation encompasses subjective and objective concepts. Both are associated with negative health consequences and are more prevalent among people with mental health problems than among the general population. To alleviate social isolation, digital interventions have potential as accessible alternatives or adjuncts to face-to-face interventions. This scoping review aimed to describe the types of digital interventions evaluated for feasibility, acceptability and effectiveness in alleviating social isolation among individuals with mental health problems, and to present an overview of the quantitative evidence yielded to inform future intervention design. // Methods: We searched five electronic databases for quantitative and mixed methods studies published between January 2000 and July 2020. Studies were included if they evaluated digital interventions for individuals with mental health conditions, had subjective and/or objective social isolation as their primary outcome, or as one of their outcomes if no primary outcome was specified. Feasibility studies were included if feasibility outcomes were the primary outcomes and social isolation was among their secondary outcomes. A narrative synthesis was conducted to present our findings. The protocol was registered on Open Science Framework (doi:https://doi.org/10.17605/OSF.IO/CNX8A). // Results: Thirty-two studies were included for our review: 16 feasibility studies, seven single-group studies and nine effectiveness trials. There was great variation in the interventions, study designs and sample populations. Interventions included web-based programmes, phone-based programmes, blended interventions, socially assistive robots and virtual reality interventions. Many were feasibility studies, or otherwise not fully powered to detect an effect if one were present, thus preventing clear conclusions about clinical effectiveness. Satisfactory feasibility outcomes indicated potential for future trials to assess these interventions. // Conclusion: Our scoping review identified a range of digital approaches utilized to alleviate social isolation among individuals with mental health disorders. Conclusions regarding clinical effectiveness cannot be reached due to variability of approaches and lack of large-scale randomized controlled trials. To make clear recommendations for digital social isolation interventions, future research needs to be based on rigorous methods and larger samples. Future studies should also focus on utilizing theory-driven approaches and improving existing approaches to advance the field

    The words of the body: psychophysiological patterns in dissociative narratives

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    Trauma has severe consequences on both psychological and somatic levels, even affecting the genetic expression and the cell\u2019s DNA repair ability. A key mechanism in the understanding of clinical disorders deriving from trauma is identified in dissociation, as a primitive defense against the fragmentation of the self originated by overwhelming experiences. The dysregulation of the interpersonal patterns due to the traumatic experience and its detrimental effects on the body are supported by influent neuroscientific models such as Damasio\u2019s somatic markers and Porges\u2019 polyvagal theory. On the basis of these premises, and supported by our previous empirical observations on 40 simulated clinical sessions, we will discuss the longitudinal process of a brief psychodynamic psychotherapy (16 sessions, weekly frequency) with a patient who suffered a relational trauma. The research design consists of the collection of self-report and projective tests, pre-post therapy and after each clinical session, in order to assess personality, empathy, clinical alliance and clinical progress, along with the verbatim analysis of the transcripts trough the Psychotherapy Process Q-Set and the Collaborative Interactions Scale. Furthermore, we collected simultaneous psychophysiological measures of the therapeutic dyad: skin conductance and hearth rate. Lastly, we employed a computerized analysis of non-verbal behaviors to assess synchrony in posture and gestures. These automated measures are able to highlight moments of affective concordance and discordance, allowing for a deep understanding of the mutual regulations between the patient and the therapist. Preliminary results showed that psychophysiological changes in dyadic synchrony, observed in body movements, skin conductance and hearth rate, occurred within sessions during the discussion of traumatic experiences, with levels of attunement that changed in both therapist and the patient depending on the quality of the emotional representation of the experience. These results go in the direction of understanding the relational process in trauma therapy, using an integrative language in which both clinical and neurophysiological knowledge may take advantage of each other

    Digital interventions for subjective and objective social isolation among individuals with mental health conditions: a scoping review

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    Background: Social isolation encompasses subjective and objective concepts. Both are associated with negative health consequences and are more prevalent among people with mental health problems than among the general population. To alleviate social isolation, digital interventions have potential as accessible alternatives or adjuncts to face-to-face interventions. This scoping review aimed to describe the types of digital interventions evaluated for feasibility, acceptability and effectiveness in alleviating social isolation among individuals with mental health problems, and to present an overview of the quantitative evidence yielded to inform future intervention design. // Methods: We searched five electronic databases for quantitative and mixed methods studies published between January 2000 and July 2020. Studies were included if they evaluated digital interventions for individuals with mental health conditions, had subjective and/or objective social isolation as their primary outcome, or as one of their outcomes if no primary outcome was specified. Feasibility studies were included if feasibility outcomes were the primary outcomes and social isolation was among their secondary outcomes. A narrative synthesis was conducted to present our findings. The protocol was registered on Open Science Framework (doi:https://doi.org/10.17605/OSF.IO/CNX8A). // Results: Thirty-two studies were included for our review: 16 feasibility studies, seven single-group studies and nine effectiveness trials. There was great variation in the interventions, study designs and sample populations. Interventions included web-based programmes, phone-based programmes, blended interventions, socially assistive robots and virtual reality interventions. Many were feasibility studies, or otherwise not fully powered to detect an effect if one were present, thus preventing clear conclusions about clinical effectiveness. Satisfactory feasibility outcomes indicated potential for future trials to assess these interventions. // Conclusion: Our scoping review identified a range of digital approaches utilized to alleviate social isolation among individuals with mental health disorders. Conclusions regarding clinical effectiveness cannot be reached due to variability of approaches and lack of large-scale randomized controlled trials. To make clear recommendations for digital social isolation interventions, future research needs to be based on rigorous methods and larger samples. Future studies should also focus on utilizing theory-driven approaches and improving existing approaches to advance the field

    SynApps: Children’s ASD Management Through A Mobile Application and An Interactive Biofeedback Exercise

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    This thesis explores how to provide better access to alternative treatment options through an immersive biofeedback exercise and mobile application for children with autism spectrum disorders (ASD). This thesis also seeks to connect children with ASD to medical professionals and treatment facilities. This is done through a motion graphics piece depicting an abdominal breathing exercise and correlating mobile application. Users participate in biofeedback exercises in which their real-time biofeedback is monitored, transmitted to the mobile application, and reflected to the user. The mobile application analyzes and identifies physiological signals and detects what feedback is most useful to help the individual meet goals of increased vagal tones. Increased vagal tones correlates with high frequency heart rate variability. The game promotes self-awareness and self-regulation through abdominal breathing, heart rate variability, and mindfulness. If done consistently, biofeedback exercises may help re-train the body’s response to stressful situations, leading to function and behavioral improvements in everyday life. Additionally, this treatment application aims to be a preventative health option for children with ASD as a means to hopefully diminish the lifetime costs of care. This topic is important to the field of design and the broader community because it utilizes the power of design, motion, and interactive technology to potentially bring about improvements to the lives of children with ASD. Furthermore, this thesis unifies design with science as a means to bring better health care access and support services to people with ASD

    Telerehabilitation In Monitoring Treatment of Heart Disease Patients: Literature Review

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    Aims: Heart disease is a chronic disease that affects the patient's physical and psychological adaptation. Currently, cardiac rehabilitation focuses on delivering rehabilitation components remotely using technology via telerehabilitation. Objective: The purpose of this review is to identify the use of telerehabilitation in monitoring signs and symptoms of heart disease. Methods: Literature review method with four databases PubMed, Proquest, Ebsco, Cochrane Library, Taylor & Francis database, and identification of gray literature, spanning 2011-2021, and 24 articles were reviewed. Results: The results of the review show that cardiac rehabilitation components are provided through various tele media mobile phones, messenger applications (SMS, QQ, and WeChat), videoconferencing, online information (websites, emails), e-visit, and virtual reality (VR). Telerehabilitation is useful in monitoring exercise capacity, resting systolic blood pressure, blood pressure control, ECG monitoring media, monitoring of dysrhythmias (atrial fibrillation/AF), complaints of fatigue, monitoring of dyspnoea symptoms, hemoglobin and electrolyte levels. sodium and potassium), and depressive symptoms. Conclusions: Telerehabilitation can be an alternative for continuous care of patients in monitoring signs and symptoms of heart disease, both physical and psychological aspects.
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