5,069 research outputs found
Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults.
Immersive virtual reality (VR) can provide a high level of engagement and distraction analgesia to address pain. However, community-based applications of this technology for older adults have not been studied. The objective of this study was to examine the applicability and effectiveness of an immersive VR intervention for pain, depression, and quality of life (QOL) in older adults. This pretestâposttest, mixed-methods design included senior center members (n = 12) with pain that interfered with daily functioning. The outcomes included the Numeric Pain Rating Scale, Patient-Reported Outcomes Measurement Information System (PROMISÂŽ) depression scale, World Health Organization Quality of Life Scale Brief Version (WHO QOL-BREF), and open-ended questions. The VR intervention (15- to 45-min sessions, 12 sessions over 6 weeks) was well accepted with no dropouts. There was a significant decrease in pain (p =.002, d = â1.54) with no effect on depression and QOL. There were no adverse effects, and positive perceptions of VR were reported. The 6-week immersive VR intervention was applicable and effective in reducing pain intensity for community-dwelling older adults
Interactive Gaming Reduces Experimental Pain With or Without a Head Mounted Display
While virtual reality environments have been shown to reduce pain, the precise mechanism that produces the pain attenuating effect has not been established. It has been suggested that it may be the ability to command attentional resources with the use of head mounted displays (HMDs) or the interactivity of the environment. Two experiments compared participantsâ pain ratings to high and low levels of electrical stimulation while engaging in interactive gaming with an HMD. In the first, gaming with the HMD was compared to a positive emotion induction condition; and in the second experiment the HMD was compared to a condition in which the game was projected onto a wall. Interactive gaming significantly reduced numerical ratings of painful stimuli when compared to the baseline and affect condition. However, when the two gaming conditions were directly compared, they equally reduced participantsâ pain ratings. These data are consistent with past research showing that interactive gaming can attenuate experimentally induced pain and its effects are comparable whether presented in a head mounted display or projected on a wall
Improving Dental Experiences by Using Virtual Reality Distraction: A Simulation Study
Dental anxiety creates significant problems for both patients and the dental profession. Some distraction interventions are already used by healthcare professionals to help patients cope with unpleasant procedures. The present study is novel because it a) builds on evidence that natural scenery is beneficial for patients, and b) uses a Virtual Reality (VR) representation of nature to distract participants. Extending previous work that has investigated pain and anxiety during treatment, c) we also consider the longer term effects in terms of more positive memories of the treatment, building on a cognitive theory of memory (Elaborated Intrusions). Participants (n = 69) took part in a simulated dental experience and were randomly assigned to one of three VR conditions (active vs. passive vs. control). In addition, participants were distinguished into high and low dentally anxious according to a median split resulting in a 362 between-subjects design. VR distraction in a simulated dental context affected memories a week later. The VR distraction had effects not only on concurrent experiences, such as perceived control, but longitudinally upon the vividness of memories after the dental experience had ended. Participants with higher dental anxiety (for whom the dental procedures were presumably more aversive) showed a greater reduction in memory vividness than lower dental-anxiety participants. This study thus suggests that VR distractions can be considered as a relevant intervention for cycles of care in which peopleâs previous experiences affect their behaviour for future events
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Trends in virtual reality technologies for the learning patient
NextMed convened the Medicine Meets Virtual Reality 22 (MMVR 22) conference in 2016. Since 1992, the conference has brought together a diverse group of researchers to share creative solutions for the evolving challenge of integrating virtual reality tools into medical education. Virtual reality (VR) and its enabling technologies utilize hardware and software to simulate environments and encounters where users can interact and learn. The MMVR 22 symposium proceedings contain projects that support a variety of learners: medical students, practitioners, soldiers, and patients. This report will contemplate the trends in virtual reality technologies for patients navigating their medical and healthcare learning. The learning patient seeks more than intervention; they seek prevention. From virtual humans and environments to motion sensors and haptic devices, patients are surrounded by increasingly rich and transformative data-driven tools. Applied data enables VR applications to simulate experience, predict health outcomes, and motivate new behavior. The MMVR 22 presents investigations into the usability of wearable devices, the efficacy of avatar inclusion, and the viability of multi-player gaming. With increasing need for individualized and scalable programming, only committed open source efforts will align instructional designers, technology integrators, trainers, and clinicians.âCurriculum and InstructionCurriculum and Instructio
Synopsis of an engineering solution for a painful problem Phantom Limb Pain
This paper is synopsis of a recently proposed solution for treating patients who suffer from Phantom Limb Pain (PLP). The underpinning approach of this research and development project is based on an extension of âmirror boxâ therapy which has had some promising results in pain reduction. An outline of an immersive individually tailored environment giving the patient a virtually realised limb presence, as a means to pain reduction is provided. The virtual 3D holographic environment is meant to produce immersive, engaging and creative environments and tasks to encourage and maintain patientsâ interest, an important aspect in two of the more challenging populations under consideration (over-60s and war veterans). The system is hoped to reduce PLP by more than 3 points on an 11 point Visual Analog Scale (VAS), when a score less than 3 could be attributed to distraction alone
Virtual reality in the treatment of pain
Many medical procedures produce acute pain that in most cases is quite disturbing for the individual.
Medication is the treatment of choice for acute pain. However, given the involvement of psychological aspects
in the experience of pain, psychological techniques are being used as an effective adjunct to alleviate pain
related to medical procedures. In the last years a new technology is demonstrating an enormous potential in
this field: Virtual Reality (VR) distraction. In this article we review studies that explore the efficacy of immersive
VR distraction in reducing pain related to different medical procedures. We include clinical studies and
analogue studies with healthy participants. We discuss the results achieved by these studies and recommend
future directions of VR pain control research
PainDroid: An android-based virtual reality application for pain assessment
Earlier studies in the field of pain research suggest that little efficient intervention currently exists in response to the exponential increase in the prevalence of pain. In this paper, we present an Android application (PainDroid) with multimodal functionality that could be enhanced with Virtual Reality (VR) technology, which has been designed for the purpose of improving the assessment of this notoriously difficult medical concern. Pain- Droid has been evaluated for its usability and acceptability with a pilot group of potential users and clinicians, with initial results suggesting that it can be an effective and usable tool for improving the assessment of pain. Participant experiences indicated that the application was easy to use and the potential of the application was similarly appreciated by the clinicians involved in the evaluation. Our findings may be of considerable interest to healthcare providers, policy makers, and other parties that might be actively involved in the area of pain and VR research
Virtual Reality Pain Intervention for Pediatric Burn Patients
Burns can be devasting trauma in the pediatric population, leading to lifelong physical and psychological pain and anxiety. Burn pain management is complicated and undertreated traditionally. The purpose of this scholarly project is to examine the use of virtual reality (VR) for distraction in pediatric patients who have experienced a burn to determine if VR improves pain management during painful procedures. A literature review revealed a gap in pain management in pediatric burn survivors with just traditional pharmacologic analgesia during painful procedures. Leiningerâs Culture Care Theory provides a theoretical framework for this projectâs purpose to determine if implementing a virtual reality distraction program will assist pediatric burn survivors in managing pain, thereby improving psychological well-being. A partnership with an urban outpatient burn clinic was cultivated, and a Virtual Reality program was created and implemented within an outpatient burn clinic setting. Virtual reality distraction intervention was conducted during painful procedures in an outpatient setting, and evaluation was conducted following the intervention. The results of the project and evaluation revealed that virtual reality distraction is an effective non-pharmacological adjunct in reducing procedural pain for pediatric burn survivors
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