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Journal ArticleDOI

Creating Virtual Reality Based Interventions for Older Adults Impacted by Substance Misuse: Safety and Design Considerations

26 Apr 2021-Journal of Technology in Human Services (Routledge)-Vol. 39, Iss: 3, pp 275-294
TL;DR: Virtual reality (VR) is an emerging evidence-based intervention approach that has been successfully used to address substance use disorders (SUDs) and manage chronic pain in young and middle age ad...
Abstract: Virtual reality (VR) is an emerging evidence-based intervention approach that has been successfully used to address substance use disorders (SUDs) and manage chronic pain in young and middle age ad...
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BookDOI
10 Jul 2018
TL;DR: Substance use disorders :, Substance use disorders:, کتابخانه مرکزی دانشگاه علوم پزش
Abstract: Substance use disorders : , Substance use disorders : , کتابخانه مرکزی دانشگاه علوم پزشکی تهران

143 citations

Journal ArticleDOI
TL;DR: The authors explored the impact of the Hispanic cultural value of familismo (a focus on, and passionate commitment to, one's family) on the injection heroin use patterns of a cohort of aging Mexican men.
Abstract: This study explored the impact of the Hispanic cultural value of familismo (a focus on, and passionate commitment to, one’s family) on the injection heroin use patterns of a cohort of aging Mexican...

3 citations

Journal ArticleDOI
TL;DR: In this article , a qualitative study explores VR-based mindfulness in a residential substance use treatment setting and reveals how VR mindfulness can offer novel ways to engage with mindfulness practice, even for some who were previously hesitant or struggled with mindfulness.
Abstract: Substance use disorders (SUDs) are common and create a significant burden in the USA. The practice of mindfulness involves training one’s attention on the present moment and learning to accept and tolerate difficult emotions. For people with substance use disorders (SUDs), there is compelling evidence on the psychological and physical health benefits of practicing mindfulness. Yet, many individuals with (and without) substance use disorders (SUDs) struggle to establish a regular mindfulness practice. Virtual Reality (VR) is a promising modality for engaging people with SUDs in mindfulness using immersive, interactive environments. This qualitative study explores VR-based mindfulness in a residential substance use treatment setting. A series of small patient and staff focus groups reveal how VR mindfulness can offer novel ways to engage with mindfulness practice, even for some who were previously hesitant or struggled with mindfulness. Our findings add to the literature suggesting VR can assist in focusing attention, improve perceived competency, and reduce distractions that might otherwise interfere with practicing mindfulness.
Book ChapterDOI
Jingchen Zhao1
01 Jan 2022
References
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Journal ArticleDOI
TL;DR: The authors argue that age is associated with increasing motivation to derive emotional meaning from life and decreasing motivation to expand one's horizons, which leads to age differences in social and environmental choices (consistent with antecedent emotion regulation), coping, and cognitive processing of positive and negative information.
Abstract: Far more attention has been paid to emotion regulation in childhood than in adulthood and old age. However, a growing body of empirical research suggests that the emotion domain is largely spared from deleterious processes associated with aging and points instead to developmental gains in later life. By applying tenets from socioemotional selectivity theory, we attempt to explain the observed gains in terms of motivation. We argue that age is associated with increasing motivation to derive emotional meaning from life and decreasing motivation to expand one's horizons. These changes lead to age differences in social and environmental choices (consistent with antecedent emotion regulation), coping (consistent with response-focused regulation), and cognitive processing of positive and negative information (consistent with goal-directed attention and memory). Broader implications for life-span development are discussed.

1,594 citations

Journal ArticleDOI
TL;DR: The present review sought to determine the magnitude and overall pattern of responses typically found in cue-reactivity research and which, if any, learning-based model of cue reactivity is best supported by the findings.
Abstract: Aims. The cue-reactivity procedure exposes addicts to a variety of drug-related stimuli while self-report of craving and physiological responses are monitored. The present review sought to determine the magnitude and overall pattern of responses typically found in cue-reactivity research and which, if any, learning-based model of cue reactivity is best supported by the findings. Design. Meta-analytical techniques were used to select and evaluate results from 41 cue-reactivity studies that compared responses of alcoholics, cigarette smokers, cocaine addicts or heroin addicts to drug-related versus neutral stimuli. Effect sizes were calculated, separately by addict type, for self-report of craving and physiological responses (heart rate, sweat gland activity and skin temperature). Findings. Across all addict groups, the effect size for craving was +0.92. Alcoholics had a significantly smaller craving effect size (+0.53) compared to other addict groups (+1.18 to +1.29). Relatively smaller effect sizes were found for physiological responses. The general profile of effect sizes across all addict groups was increased heart rate (+0.26) and sweat gland activity (+0.40) and decreased skin temperature (-0.24) when addicts were presented with drug-related stimuli. Conclusions. The cuereactivity paradigm can produce a stable profile of significant effects and, therefore, has a number of potential applications for investigating addictive phenomena. The implications of these findings for conditioning-based models of cue-reactivity phenomena are discussed.

1,493 citations


"Creating Virtual Reality Based Inte..." refers background in this paper

  • ...A high level of craving is associated with continued substance use and puts former users at significant risk of relapse (Carter & Tiffany, 1999; Fatseas et al., 2011; McHugh, Park, & Weiss, 2014; Sayette, 2016)....

    [...]

  • ...…conditioning (Hone-Blanchet et al., 2014; Siegel, 1983) existing research on cue induced substance craving has demonstrated that craving is influenced by the interplay of a variety of complex (proximal and contextual) cues (Carter & Tiffany, 1999; Conklin, Salkeld, Perkins, & Robin, 2013)....

    [...]

  • ...Various reviews of the use of VRCET for substance misuse in adults conclude that VR shows significant promise in addressing substance craving (Amista et al., 2017; Carter & Tiffany, 1999; Fatseas et al., 2015; HoneBlanchet et al., 2014; Sayette, 2016; Segawa et al., 2019)....

    [...]

Journal ArticleDOI
Rupert R A Bourne1, Seth Flaxman2, Tasanee Braithwaite1, Maria V Cicinelli, Aditi Das, Jost B. Jonas3, Jill E Keeffe4, John H Kempen5, Janet L Leasher6, Hans Limburg, Kovin Naidoo7, Kovin Naidoo8, Konrad Pesudovs9, Serge Resnikoff10, Serge Resnikoff8, Alexander J Silvester11, Gretchen A Stevens12, Nina Tahhan8, Nina Tahhan10, Tien Yin Wong13, Hugh R. Taylor14, Rupert R A Bourne1, Peter Ackland, Aries Arditi, Yaniv Barkana, Banu Bozkurt15, Alain M. Bron16, Donald L. Budenz17, Feng Cai, Robert J Casson18, Usha Chakravarthy19, Jaewan Choi, Maria Vittoria Cicinelli, Nathan Congdon19, Reza Dana20, Rakhi Dandona21, Lalit Dandona22, Iva Dekaris, Monte A. Del Monte23, Jenny deva24, Laura Dreer25, Leon B. Ellwein26, Marcela Frazier25, Kevin D. Frick27, David S. Friedman27, João M. Furtado28, H. Gao29, Gus Gazzard30, Ronnie George, Stephen Gichuhi31, Victor H. Gonzalez, Billy R. Hammond32, Mary Elizabeth Hartnett33, Minguang He14, James F. Hejtmancik26, Flavio E. Hirai34, John J Huang35, April D. Ingram36, Jonathan C. Javitt27, Jost B. Jonas3, Charlotte E. Joslin, John H. Kempen20, John H. Kempen37, Moncef Khairallah, Rohit C Khanna4, Judy E. Kim38, George N. Lambrou39, Van C. Lansingh, Paolo Lanzetta40, Jennifer I. Lim41, Kaweh Mansouri, Anu A. Mathew42, Alan R. Morse, Beatriz Munoz27, David C. Musch23, Vinay Nangia, Maria Palaiou20, Maurizio Battaglia Parodi, Fernando Yaacov Pena42, Tunde Peto19, Harry A. Quigley27, Murugesan Raju43, Pradeep Y. Ramulu27, Alan L. Robin27, Luca Rossetti44, Jinan B. Saaddine45, Mya Sandar46, Janet B. Serle47, Tueng T. Shen22, Rajesh K. Shetty48, Pamela C. Sieving26, Juan Carlos Silva49, Rita S. Sitorus50, Dwight Stambolian37, Gretchen Stevens12, Hugh Taylor14, Jaime Tejedor, James M. Tielsch27, Miltiadis K. Tsilimbaris51, Jan C. van Meurs52, Rohit Varma53, Gianni Virgili54, Jimmy Volmink55, Ya Xing Wang, Ningli Wang56, Sheila K. West27, Peter Wiedemann57, Tien Wong13, Richard Wormald58, Yingfeng Zheng46 
Anglia Ruskin University1, University of Oxford2, Heidelberg University3, L V Prasad Eye Institute4, Massachusetts Eye and Ear Infirmary5, Nova Southeastern University6, University of KwaZulu-Natal7, Brien Holden Vision Institute8, Flinders University9, University of New South Wales10, Royal Liverpool University Hospital11, World Health Organization12, National University of Singapore13, University of Melbourne14, Selçuk University15, University of Burgundy16, University of Miami17, University of Adelaide18, Queen's University Belfast19, Harvard University20, The George Institute for Global Health21, University of Washington22, University of Michigan23, Universiti Tunku Abdul Rahman24, University of Alabama25, National Institutes of Health26, Johns Hopkins University27, University of São Paulo28, Henry Ford Health System29, University College London30, University of Nairobi31, University of Georgia32, University of Utah33, Federal University of São Paulo34, Yale University35, Alberta Children's Hospital36, University of Pennsylvania37, Medical College of Wisconsin38, Novartis39, University of Udine40, University of Illinois at Urbana–Champaign41, Royal Children's Hospital42, University of Missouri43, University of Milan44, Centers for Disease Control and Prevention45, Singapore National Eye Center46, Icahn School of Medicine at Mount Sinai47, Mayo Clinic48, Pan American Health Organization49, University of Indonesia50, University of Crete51, Erasmus University Rotterdam52, University of Southern California53, University of Florence54, Stellenbosch University55, Capital Medical University56, Leipzig University57, Moorfields Eye Hospital58
TL;DR: There is an ongoing reduction in the age-standardised prevalence of blindness and visual impairment, yet the growth and ageing of the world's population is causing a substantial increase in number of people affected, highlighting the need to scale up vision impairment alleviation efforts at all levels.

1,473 citations


"Creating Virtual Reality Based Inte..." refers background in this paper

  • ...The intense near-field vision demands are more difficult for the older eye which cannot accommodate very near vision through squeezing the eye itself (the same way the younger eye can), making very near-field vision less comfortable with age (Bourne et al., 2017; Werner, Schefrin, & Bradley, 2010)....

    [...]

Journal Article
TL;DR: Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant, and neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR.
Abstract: Although the terms cyberspace and virtual reality have been around for years, virtual reality as an industry is in its infancy. The term virtual reality is credited to Jaron Lanier, founder of VPL Research; earlier experimenters, like Myron Krueger in the mid-1970s, used phrases like artificial reality. William Gibson coined cyberspace in his 1984 science fiction novel. Neuromancer. Few technologies in recent years have evoked such fiery discussions in the technical community, and fewer still have sparked such passionate involvement of the humanities and the cultural sector. Maybe the humanities community reacts because the VR interaction is so tightly coupled to the human senses. Perhaps the cultural sector clamours for a role in the evolution of VR because the technology is finally interfacing with the human, rather than the human interfacing with the technology. Whatever the reasons, VR is more a convergence of previously disparate disciplines than a whole new branch of technology. It simply takes a fresh look at human interaction. Evolving from user interface design, flight and visual simulation, and telepresence technologies, VR is unique in its emphasis on the experience of the human participant. VR focuses the user's attention on the experience while suspending disbelief about the method of creating it. We feel that neither the devices used nor the level of interactiveness or fidelity determine whether a system is VR. The quality of the experience is crucial. To stimulate creativity and productivity. the virtual experience must be credible. The reality must both react to the human participants in physically and perceptually appropriate ways, and conform to their personal cognitive representations of the microworld in which they are engrossed. The experience does not necessarily have to be realistic/spl minus/just consistent. >

1,232 citations

Journal ArticleDOI
TL;DR: A model incorporating the effects of distractors and secondary task demands was developed to aid in predicting visual search performance and found a reduction in the size of the field as a function of age.
Abstract: The useful field of view is defined as the visual area in which information can be acquired within one eye fixation. We studied visual search within this context and found a reduction in the size of the field as a function of age. This loss, however, was recovered partially with practice. Standard acuity and perimetric tests of visual field, although diagnostic of disease, underestimate the degree of difficulty experienced by visually healthy older adults in everyday activities requiring the use of peripheral vision. To aid in predicting such performance, a model incorporating the effects of distractors and secondary task demands was developed.

839 citations

Trending Questions (1)
How can virtual reality be used to develop interventions to reduce drug driving?

The provided paper does not specifically discuss the use of virtual reality to develop interventions to reduce drug driving. The paper focuses on the use of virtual reality interventions for older adults impacted by substance misuse.