Bio: J. Jolton is an academic researcher from Minneapolis College of Art and Design. The author has contributed to research in topics: Virtual reality & User interface. The author has an hindex of 1, co-authored 1 publications receiving 5 citations.
TL;DR: An interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems, demonstrating the degree to which low-cost VR environments can now create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback.
Abstract: Using widely accessible VR technologies, researchers have implemented a series of multimodal spatial interfaces and virtual environments. The results demonstrate the degree to which we can now use low-cost (for example, mobile-phone based) VR environments to create rich virtual experiences involving motion sensing, physiological inputs, stereoscopic imagery, sound, and haptic feedback. Adapting spatial interfaces to these new platforms can open up exciting application areas for VR. In this case, the application area was in-home VR therapy for patients suffering from persistent pain (for example, arthritis and cancer pain). For such therapy to be successful, a rich spatial interface and rich visual aesthetic are particularly important. So, an interdisciplinary team with expertise in technology, design, meditation, and the psychology of pain collaborated to iteratively develop and evaluate several prototype systems. The video at http://youtu.be/mMPE7itReds demonstrates how the sine wave fitting responds to walking motions, for a walking-in-place application.
TL;DR: Activity of virtual reality on pain in invasive procedures will be examined and it is shown that patients give their attentions to the environment that they see and process of pain signal operations slows down and pain perceived less.
Abstract: Invasive procedures, which are commonly used in diagnosis and treatment of diseases, are known as painful procedures. Cognitive behavioral implementations in pain management are used as nonpharmacological method. In the recent years, developed virtual reality, thanks to the advancement of computer technology, falls into many different methods which are used in these implementations. Virtual reality makes people to feel that they are in a different environment by using human machine interfaces. Patients give their attentions to the environment that they see and process of pain signal operations slows down and pain perceived less. In this essay, activity of virtual reality on pain in invasive procedures will be examined.
••01 Jan 2018
TL;DR: Pallavicini et al. as mentioned in this paper used virtual reality (VR) to promote mental health at different levels, such as stress management, anxiety, eating disorders, and phobias.
Abstract: Focusing on health-care, in the last few decades advanced technologies have become crucial keys in supporting subjective well-being (Botella et al., 2012; Riva et al., 2012). Among them, Virtual Reality (VR) defined as three-dimensional, stereoscopic, interactive computer graphics — has been proven effective in promoting mental health at different levels. In particular, several research studies showed the efficacy of VR in stress management (Gaggioli et al., 2014; Pallavicini et al., 2013; Rizzo et al., 2012; Serino et al., 2014) and in the treatment of different disorders; these include phobias (Parsons & Rizzo, 2008; Rothbaum et al., 1995), anxiety (Meyerbröker & Emmelkamp, 2010, 2011; Pallavicini et al., 2009) and eating disorders (Ferrer-García et al., 2009; Riva, 2005). This technology is also adopted in neuropsychology, for both the assessment and training of cognitive processes (Cipresso et al., 2014; Fordell et al., 2011; Raspelli et al., 2012). Although the dramatic development in the field of VR systems, there are still important problems related to the use of this technology (Pallavicini et al., 2015; Proffitt & Lange, 2015). First, from a technological point of view, VR are not so easy to be used, requiring a specific training for the clinician and the patient. Secondly, from a clinical perspective, these technologies are not easy to be moved at patients’ home, where the delivery of interactive exercises may be useful, especially when patients are provided with a rehabilitative training (Pallavicini et al., 2015). Within this perspective, the growing availability, low-cost and easy-to-use of Mobile Virtual Reality (MVR) (i.e., the integration of VR system on mobile devices such as smartphone and tablet) represents a meaningful opportunity to support mental health interventions (Gaggioli et al., 2014; Gorini et al., 2010; Pallavicini et al., 2009). MVR, in particular, can offer to the community an innovative tool for the management, monitoring and delivery of exercises, that can Federica Pallavicini Università di Milano-Bicocca, Italy
TL;DR: While most studies showed effects immediately or up to one month post treatment, RCTs are needed to further evaluate VR/AR/MR, establish long-term benefits, and assess accessibility, especially among individuals who experience pain management disparities.
Abstract: Aim: Characterize use and efficacy/effectiveness of virtual, augmented, or mixed reality (VR/AR/MR) technology as non-pharmacological therapy for chronic pain. Methods: Systematic search of 12 databases to identify empirical studies, of individuals who experience chronic pain or illness involving chronic pain, published between 1990 and 2021. JBI Critical Appraisal Checklists assessed study bias and a narrative synthesis was provided. Results: 46 studies, investigating a total of 1456 participants and including 19 randomized controlled trials (RCT), were reviewed. VR/AR/MR was associated with improved pain-related outcomes in 78% of the RCTs. Conclusion: While most studies showed effects immediately or up to one month post treatment, RCTs are needed to further evaluate VR/AR/MR, establish long-term benefits, and assess accessibility, especially among individuals who experience pain management disparities.
TL;DR: Children who used virtual reality before an operation felt more familiar with the operating room environment and understood the preoperative preparation procedures and the findings supported its positive effects.
Abstract: AIMS To synthesise and evaluate the effectiveness of virtual reality interventions in preoperative children. BACKGROUND Children consider operations as a predictable threat and stressful event. Children's anxiety before an operation increases as the time draws closer. Children could understand the operating room environment and process before the operation using virtual reality, which may reduce their anxiety before an operation. DESIGN A systematic review and meta-analysis of randomised controlled trials following the Cochrane method were conducted. METHOD CINAHL, Cochrane Library, Embase, Joanna Briggs Institute, MEDLINE and PubMed databases were searched for randomised controlled trials published before February 2021. A random-effects model meta-analysis to calculate pooled prevalence and 95% confidence intervals was performed. Conduction of the review adheres to the PRISMA checklist. RESULTS Of 257 articles screened, six interventions involving 529 participants aged 4-12 years were included in the analysis. All study evidence levels were B2/Level 2, the quality was medium to high on the modified Jadad scale, with a low risk of bias. The results revealed that virtual reality significantly reduced preoperative anxiety in children (SMD: -0.91, 95% CI: -1.43 to -0.39, p = .0006). Furthermore, virtual reality significantly improved children's compliance with anaesthesia (SMD: 3.49, 95% CI: 1.32 to 9.21, p = .01). CONCLUSION Children who used virtual reality before an operation felt more familiar with the operating room environment and understood the preoperative preparation procedures. Virtual reality effectively reduced children's anxiety and improved their compliance with anaesthesia. RELEVANCE TO CLINICAL PRACTICE This systematic review and meta-analysis investigated the effect of virtual reality on preoperative anxiety in children and the findings supported its positive effects. The results could provide a reference for incorporating virtual reality into preoperative preparation guidelines.
TL;DR: In this paper , the authors present a methodology for adapting the five dimensions of the Multidimensional Assessment of Interoceptive Awareness (MAIA) conceptual framework to explore interoceptive awareness in VR experiences via qualitative interviews.
Abstract: lmmersive virtual reality (VR) technologies can produce powerful illusions of being in another place or inhabiting another body, and theories of presence and embodiment provide valuable guidance to designers of VR applications that use these illusions to “take us elsewhere.” However, an increasingly common design goal for VR experiences is to develop a deeper awareness of the internal landscape of one's own body (i.e., interoceptive awareness); here, design guidelines and evaluative techniques are less clear. To address this, we present a methodology, including a reusable codebook, for adapting the five dimensions of the Multidimensional Assessment of Interoceptive Awareness (MAIA) conceptual framework to explore interoceptive awareness in VR experiences via qualitative interviews. We report results from a first exploratory study (n=21) applying this method to understand the interoceptive experiences of users in a VR environment. The environment includes a guided body scan exercise with a motion-tracked avatar visible in a virtual mirror and an interactive visualization of a biometric signal detected via a heartbeat sensor. The results provide new insights on how this example VR experience might be refined to better support interoceptive awareness and how the methodology might continue to be refined for understanding other “inward-facing” VR experiences.