12 research outputs found

    PainDroid: An android-based virtual reality application for pain assessment

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    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

    Effects of Videogame Distraction and a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Young Elementary School-Aged Children

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    Objective This study examined the effects of videogame distraction and a virtual reality (VR) type head-mounted display helmet for children undergoing cold pressor pain. Methods Fifty children between the ages of 6 and 10 years underwent a baseline cold pressor trial followed by two cold pressor trials in which interactive videogame distraction was delivered via a VR helmet or without a VR helmet in counterbalanced order. Results As expected, children demonstrated significant improvements in pain threshold and pain tolerance during both distraction conditions. However, the two distraction conditions did not differ in effectiveness. Conclusions Using the VR helmet did not result in improved pain tolerance over and above the effects of interactive videogame distraction without VR technology. Clinical implications and possible developmental differences in elementary school-aged children's ability to use VR technology are discussed

    Effects of Videogame Distraction using a Virtual Reality Type Head-Mounted Display Helmet on Cold Pressor Pain in Children

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    Objective To test whether a head-mounted display helmet enhances the effectiveness of videogame distraction for children experiencing cold pressor pain. Method Forty-one children, aged 6–14 years, underwent one or two baseline cold pressor trials followed by two distraction trials in which they played the same videogame with and without the helmet in counterbalanced order. Pain threshold (elapsed time until the child reported pain) and pain tolerance (total time the child kept the hand submerged in the cold water) were measured for each cold pressor trial. Results Both distraction conditions resulted in improved pain tolerance relative to baseline. Older children appeared to experience additional benefits from using the helmet, whereas younger children benefited equally from both conditions. The findings suggest that virtual reality technology can enhance the effects of distraction for some children. Research is needed to identify the characteristics of children for whom this technology is best suited

    A música como recurso no cuidado à criança hospitalizada: uma intervenção possível? La musica como recurso en el cuidado al niño hospitalizado: una intervención possible? Musica as a resource in care for hospitalized children: a possible intervention?

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    Trata-se de um estudo bibliográfico realizado a partir das bases de dados MEDLINE e LILACS e vias não-sistematizadas, no período de 1994 a 2004. Teve como objetivo analisar a produção bibliográfica da enfermagem pediátrica quanto à utilização da música como recurso terapêutico no espaço hospitalar, a fim de identificar o estado do conhecimento desta área nesse campo. Da análise do material empírico, emergiram três unidades de significados: o cenário, as intervenções e as repercussões. Os resultados evidenciaram os benefícios da música para a criança hospitalizada, seus familiares e equipe de saúde e constatou-se que este recurso pode ser utilizado no espaço hospitalar como uma intervenção de baixo custo, não-farmacológica e não-invasiva, promovendo um processo de desenvolvimento que visa à saúde da criança, da família e dos trabalhadores.<br>Se trata de un estudio bibliográfico realizado a partir de bases de datos MEDLINE, LILACS y vías no sistematizadas que comprendió el período de 1994 al 2004. Tiene como objetivo analizar la producción bibliográfica relacionada a enfermería pediátrica la música con el fin de identificar el estado del conocimiento en ese campo. Del análisis del material empírico, surgieron tres unidades de significado: el escenario, las intervenciones y las repercusiones. Los resultados evidenciaron los beneficios de la música para el niño hospitalizado, sus familiares y equipo de salud. Verificamos que la música puede ser utilizada en los hospitales como una intervención de bajo costo, no farmacológica y no invasiva, promoviendo los procesos de desarrollo, visualizando la salud del niño, de la familia y de los trabajadores.<br>This bibliographic study involved the Medline and LILACS databases as well as non-systematized searches and covered the period from 1994 to 2004. We aimed to analyze the bibliographic production on pediatric nursing and music, in order to identify current knowledge in this area. Our analysis revealed 3 units of meaning: the setting, interventions and repercussions. The results disclose the benefits music can offer to hospitalized children, their family members and health teams. We observed that music can be used in hospitals as a low-cost, nonpharmacological and noninvasive intervention, promoting development processes with a view to the health of children, families and workers
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