17 research outputs found
The Impact of Virtual Reality on the Experience of Exercise Pain
Exercise is essential for maintaining a healthy lifestyle, but intense or prolonged exercise can cause a degree of discomfort and pain. These negative exercise-based sensations have been considered as a limiter of exercise capacity and a potential barrier to physical activity. In recent years, computer technology has brought to light new opportunities for promoting physical activity. Virtual Reality (VR) is a representative example of this type of technology, since it allows users to experience a computer-simulated reality with visual, auditory, tactile and olfactory interactions, and distract them from perceiving nociceptive signals and pain.
The present thesis aims to identify whether and how VR with or without psychological intervention strategies may affect the perception of Exercise Pain (EP). These questions are answered through a series of studies conducted on a large group of participants. As a first step, the effect VR might have on EP during a weight-lifting exercise in comparison to a non-VR weight-lifting exercise is investigated. Then, the effect that personal awareness and internal sensations might have on VR technology during weight-lifting EP is examined. Lastly, the effect of VR and different psychological intervention strategies on weight-lifting EP is considered through three studies.
The findings of the present thesis extend our understanding of the physiological and psychological effects of VR, providing useful insights into the relationship of VR with the Heart Rate, the perception of task difficulty and the levels of pain and discomfort caused by an exhaustive muscle contraction. The main conclusion reached is that the use of VR during exercise can reduce physiological and psychological responses associated with negative sensations. This conclusion can be used as an informative input for the design of VR so that it can increase the level of physical activity and, by extension, promote a healthier lifestyle
Virtual Reality for Pain Management in Cancer:A Comprehensive Review
Virtual Reality is a computer-simulated 3-Dimensional technology in which the user interacts via different senses: visual, auditory, tactile, and/or olfactory. In the past decades, it has been argued that Virtual Reality as a technique could be applied in the clinical environment to successfully manage pain. This article provides a systematic review of research on Virtual Reality and pain management for patients who are suffering from cancer. More specifically, this article focuses on all types of Virtual Reality technologies (Non-Immersive, Semi-Immersive, Fully-Immersive) which has been developed and released to manage the pain which evokes from the treatment of cancer. An exhaustive search identified 23 relevant studies from 2010 to 2020. Overall, the identified studies indicated that Virtual Reality can improve the experience of pain for patients who are suffering from cancer. It was also found that, if Virtual Reality is appropriately designed, the pain which is arising from cancer treatments can be reduced. Even though some positive outcomes have been reported, overall, the results are inconclusive and studies that examine specifically the treatment of pain in cancer patients are limited. Further research needs to be conducted, to articulate clearly, under what circumstances Virtual Reality is an effective tool for cancer patients, and under what factors Virtual Reality can be the solution to the pain patients are experiencing.</p
Machine Learning in Pain Medicine:An Up-To-Date Systematic Review
Introduction: Pain is the unpleasant sensation and emotional experience that leads to poor quality of life for millions of people worldwide. Considering the complexity in understanding the principles of pain and its significant impact on individuals and society, research focuses to deliver innovative pain relief methods and techniques. This review explores the clinical uses of machine learning (ML) for the diagnosis, classification, and management of pain. Methods: A systematic review of the current literature was conducted using the PubMed database library. Results: Twenty-six papers related to pain and ML research were included. Most of the studies used ML for effectively classifying the patientsâ level of pain, followed by use of ML for the prediction of manifestation of pain and for pain management. A less common reason for performing ML analysis was for the diagnosis of pain. The different approaches are thoroughly discussed. Conclusion: ML is increasingly used in pain medicine and appears to be more effective compared to traditional statistical approaches in the diagnosis, classification, and management of pain
Is Your Virtual Self as Sensational as Your Real? Virtual Reality: The Effect of Body Consciousness on the Experience of Exercise Sensations
Objectives: Past research has shown that Virtual Reality (VR) is an effective method for reducing the perception of pain and effort associated with exercise. As pain and effort are subjective feelings, they are influenced by a variety of psychological factors, including oneâs awareness of internal body sensations, known as Private Body Consciousness (PBC). The goal of the present study was to investigate whether the effectiveness of VR in reducing the feeling of exercise pain and effort is moderated by PBC.
Design and Methods: Eighty participants were recruited to this study and were randomly assigned to a VR or a non-VR control group. All participants were required to maintain a 20% 1RM isometric bicep curl, whilst reporting ratings of pain intensity and perception of effort. Participants in the VR group completed the isometric bicep curl task whilst wearing a VR device which simulated an exercising environment. Participants in the non-VR group completed a conventional isometric bicep curl exercise without VR. Participantsâ heart rate was continuously monitored along with time to exhaustion. A questionnaire was used to assess PBC.
Results: Participants in the VR group reported significantly lower pain and effort and exhibited longer time to exhaustion compared to the non-VR group. Notably, PBC had no effect on these measures and did not interact with the VR manipulation.
Conclusions: Results verified that VR during exercise could reduce negative sensations associated with exercise regardless of the levels of PBC
A Scoping Review Exploring the Feasibility of Virtual Reality Technology Use with Individuals Living with Dementia
The existing evidence base in relation to the feasibility of using Virtual Reality technology systems with individuals living with a dementia appeared limited and was therefore explored. The research was collected and reviewed in terms of the different types of Virtual Reality systems (equipment and levels of immersion) and feasibility of the technology within different stages of demen- tia as well as the methodological limitations. A systematic search of the literature was conducted using the healthcare databases advanced search (Medline, PsychINFO, and EMBASE) and snowballing methods. The participants had a dementia diagnosis and the feasibility of Virtual Reality in terms of its acceptability and practicality was discussed. Only five articles met the eligibility criteria. Four included semi-immersive Virtual Reality with participants in the early stages of dementia. One included fully- immersive Virtual Reality where dementia stage ranged from âmildâ to âsevereâ. Based on available demographic information, study participants resided in residential care homes, alone in the community or with their spouse. The existing literature sug- gests that both semi and fully-immersive Virtual Reality technology use can be feasible amongst individuals living within the ear- lier stages of dementia outside of a hospital environment, with it being viewed as a welcomed distraction that increased alert- ness and pleasure. However, Virtual Reality was also found to increase fear and anxiety in one study, raising important ethical implications around the safety of the user. The current evidence-base leaves a predominant gap in Virtual Reality technology system use for people within the moderate to later stages of dementia and those living in a hospital environment
How Real is Unreal? Virtual Reality and the Impact of Visual Imagery on the Experience of Exercise-Induced Pain
As a consequence of prolonged muscle contraction, acute pain arises during exercise due to a build-up of noxious biochemicals in and around the muscle. Specific visual cues, e.g., the size of the object in weight lifting exercises, may reduce acute pain experienced during exercise. In this study, we examined how Virtual Reality (VR) can facilitate this âmaterial-weight illusionâ, influencing perception of task difficulty, which may reduce perceived pain. We found that when vision understated the real weight, the time to exhaustion was 2 minutes longer. Furthermore, participantsâ heart rate was significantly lower by 5-7 bpm in the understated session. We concluded that visual-proprioceptive information modulated the individualâs willingness to continue to exercise for longer, primarily by reducing the intensity of negative perceptions of pain and effort associated with exercise. This result could inform the design of VR aimed at increasing the level of physical activity and thus a healthier lifestyle
Bring the Outside In: Providing Accessible Experiences Through VR for People with Dementia in Locked Psychiatric Hospitals
Many people with dementia (PWD) residing in long-term care may face barriers in accessing experiences beyond their physical premises; this may be due to location, mobility constraints, legal mental health act restrictions, or offence-related restrictions. In recent years, there have been research interests towards designing non-pharmacological interventions aiming to improve the Quality of Life (QoL) for PWD within long-term care. We explored the use of Virtual Reality (VR) as a tool to provide 360°-video based experiences for individuals with moderate to severe dementia residing in a locked psychiatric hospital. We discuss at depth the appeal of using VR for PWD, and the observed impact of such interaction. We also present the design opportunities, pitfalls, and recommendations for future deployment in healthcare services. This paper demonstrates the potential of VR as a virtual alternative to experiences that may be difficult to reach for PWD residing within locked setting
âNow i can see meâ designing a multi-user virtual reality remote psychotherapy for body weight and shape concerns
Recent years have seen a growing research interest towards designing computer-assisted health interventions aiming to improve mental health services. Digital technologies are becoming common methods for diagnosis, therapy, and training. With the advent of lower-cost VR head-mounted-displays (HMDs) and high internet data transfer capacity, there is a new opportunity for applying immersive VR tools to augment existing interventions. This study is among the first to explore the use of a Multi-User Virtual Reality (MUVR) system as a therapeutic medium for participants at high-risk for developing Eating Disorders. This paper demonstrates the positive effect of using MUVR remote psychotherapy to enhance traditional therapeutic practices. The study capitalises on the opportunities which are offered by a MUVR remote psychotherapeutic session to enhance the outcome of Acceptance and Commitment Therapy, Play Therapy and Exposure Therapy for sufferers with body shape and weight concerns. Moreover, the study presents the design opportunities and challenges of such technology, while strengths on the feasibility, and the positive user acceptability of introducing MUVR to facilitate remote psychotherapy. Finally, the appeal of using VR for remote psychotherapy and its observed positive impact on both therapists and participants is discussed
Bringing the outside in: The feasibility of virtual reality with people with dementia in an inpatient psychiatric care setting
Background and objectives: Emerging research supports virtual reality use with people with dementia in the community, but is limited to this area, warranting further investigation in different care settings. The feasibility of virtual reality within an inpatient psychiatric care setting was therefore explored.
Research design and methods: Eight people with dementia and 16 caregivers were recruited in January and February 2018 from a UK hospital specialising in progressive neurological conditions. A mixed methods design measured affect and behaviour using the Observed Emotion Rating Scale, Overt Aggression Scale-Modified for Neurorehabilitation and St Andrewâs Sexual Behaviour Assessment. Thematic analysis was conducted following semi-structured interviews. Caregivers who worked at the hospital supported people with dementia throughout the process and were interviewed for their views on Head Mounted Display-Virtual Reality (HMD-VR) use with people with dementia.
Results: HMD-VR was tried and accepted by people with dementia. Participants viewed HMD-VR positively as a âchange in environmentâ and would use it again. People with dementia experienced more pleasure during and after HMD-VR compared to before exposure, as well as increased alertness after. Three core themes emerged: âVirtual Reality Experiencesâ, âImpact of Virtual Realityâ and âExperiences within the Virtual Environmentâ. Caregivers discussed preconceptions about virtual reality use and how these changed.
Discussion and implications: This is the first study to explore the feasibility of HMD-VR with people with mild to moderately severe dementia in hospital and found that overall HMD-VR is viable. Findings evidence the clinical feasibility of HMD-VR implementation in this environment and inform future research
Immersive Virtual Reality in Children with Upper Limb Injuries: Findings from a Feasibility Study
PURPOSE:Children who sustain Upper Limb Injuries (ULIs), including fractures and burns, may undergo intensive rehabilitation. The discomfort of therapy can reduce their compliance, limit their range of motion (ROM) and lead to chronic pain. Virtual Reality (VR) interventions have been found to reduce anticipated and procedural pain. This feasibility study aimed to explore perceptions and impacts of a custom-made, fully immersive Head-Mounted Display VR (HMD-VR) experience within a United Kingdom (UK) National Health Service (NHS) outpatient rehabilitation service for children with ULIs. METHODS:Ten children aged 9â16 in one UK Childrenâs hospital trialled HMD-VR during one rehabilitation session. They, their parents (nâ=â10), and hospital physiotherapy staff (nâ=â2) were interviewed about their perceptions of pain, difficulty, enjoyability, therapeutic impacts, benefits, and limitations. Children rated the sessions on enjoyability, difficulty, and pain compared to usual rehabilitation exercises. Physiotherapists were asked to provide range of motion readings. RESULTS: Inductive thematic analysis of interview data generated three themes, âEscape through Engagementâ; âEnhanced Movementâ; and âAdaptability and Practicalityâ. Children rated the session as more enjoyable, less difficult and painful than their usual rehabilitation exercises. Findings suggested that HMD-VR was an engaging, enjoyable experience that distracted children from the pain and boredom of therapy. Also, it seemed to enhance the movement they achieved. Participants perceived it was useful for rehabilitation and adaptable to individual needs and other patient groups. Suggestions were made to increase adaptability and build in practical safeguards. CONCLUSION: Findings from this small-scale feasibility study suggested HMD-VR was perceived as usable, acceptable, and effective with potential for further development. Future work could include larger scale trials