scholarly journals Effects of virtual reality on perceived pain during transrectal biopsy

2021 ◽  
Vol 32 ◽  
pp. S106-S107
Author(s):  
L. De Luca ◽  
B. Barone ◽  
L. Napolitano ◽  
F. Crocetto ◽  
V.F. Caputo ◽  
...  
Author(s):  
Joanna Ewa Piskorz ◽  
Marcin Czub ◽  
Beata Šulžickaja ◽  
Katarzyna Kiliś-Pstrusińska

Virtual reality (VR) technology is a remarkably effective method for distracting attention from painful stimuli. This is particularly important for children who undergo painful and stressful medical treatments. The main aim of the present study was to examine whether the type of VR distraction had an effect on reducing pain and stress in children during a short blood sampling treatment, and to investigate the effectiveness of mobile VR.Fifty-seven patients of a pediatric nephrology clinic (Mage = 12, range: 7–17) participated in a between-group experimental design study. Participants in the treatment group (active vs passive VR) underwent a venipuncture procedure with VR distraction. Mobile VR (Samsung gear) was used in this study. Participants in the active VR experimental condition played a game based on the multiple object tracking task paradigm. In the passive VR experimental condition, participants watched a film similar to the presented game. All participants rated their pain and stress levels on the Visual Analogue Scale and completed a short questionnaire.Both VR groups reported significantly lower pain and stress intensity than the control group. When comparing the two experimental groups, no statistically significant differences were found, although participants differed in their level of perceived pain and stress, with greater benefits in the active VR. The present study focused on comparing the effect sizes of active and passive VR interventions. Additionally, the study confirmed feasibility of using Multiple Object Tracking paradigm as a method of attention distraction in VR.


10.29007/dc7s ◽  
2020 ◽  
Author(s):  
Alexandra Sierra Rativa ◽  
Marie Postma ◽  
Menno Van Zaanen

In view of the growing urgency to protect wildlife, the general goal of our research is to develop an immersive virtual experience where users can step into the ‘shoes’ of wild animals. The specific objective of this research is to explore the possibility of creating a strong emotional connection experience with a virtual animal body. In a game setting, users explore a simulated natural habitat of the animal. At the end of the game, users experience a distress event during which they become the target of an illegal animal hunter. The users receive physical feedback through haptic virtual reality suits (vibrating motors) that mimic the sensation of feeling pain of a hunter's shot. We compare the perceived pain, empathy, immersion, and embodiment experience evoked through a game character with a natural body (beaver), with an artificial body (robot beaver), and an amorphous body. The results of this investigation show a significant effect of game character appearance and perceived pain during the distress event. Moreover, we find a significant effect of game character appearance on immersion. These results suggest that the design of the game character appearance can influence users’ emotional connectedness to the character and the game experience.


2022 ◽  
Author(s):  
Megan Armstrong ◽  
Jonathan Lun ◽  
Jonathan I Groner ◽  
Rajan K Thakkar ◽  
Renata Fabia ◽  
...  

Importance: Virtual Reality (VR) gaming is considered a safe and effective alternative to standard pain alleviation in the hospital, we advocate for its use during repeated redressing at home. Objective: This study will address the effectiveness and feasibility of the Virtual Reality Pain Alleviation Tool (VR-PAT) that was developed by the research team for repeated at-home burn dressing changes. Design, Setting and Participants: Randomized clinical trial among patients recruited at the Nationwide Childrens Hospital (NCH) outpatient burn clinic between September 2019 and June 2021. We included English-speaking burn patients 5-17 years old requiring daily dressing changes for at least one week after first outpatient dressing change. Interventions: One group played an interactive VR-PAT game during dressing changes, while the other utilized standard distraction techniques available in the home for a week. Both child and caretaker were later asked to assess perceived pain. Those in the intervention group were asked to evaluate convenience and enjoyment of the VR-PAT game. Outcomes: Patients were asked to rate perceived pain on a scale of 1-10, and caregivers were asked to rate observed pain on a scale of 1-10. For the VR-PAT group, patients were also asked to rate various aspects of the VR game on a scale of 1-10 and caregivers were asked questions assessing ease of use. Conclusions: Subjects found the VR-PAT to be a useful distraction during home dressing changes and reported it be easy to implement. In the VR-PAT group, child and caregiver reported pain decreased as the week of dressing changes progressed and was lower than those in the control group after the fourth dressing change. Children playing the VR-PAT reported consistent happiness and fun as the week went on and increased realism and engagement, which means our results were not just due to the novel experience of VR-PAT.


2020 ◽  
Vol 9 (2) ◽  
pp. 129-136 ◽  
Author(s):  
Payal Patel ◽  
David Ivanov ◽  
Shubhang Bhatt ◽  
George Mastorakos ◽  
Brandon Birckhead ◽  
...  

2004 ◽  
Vol 63 (3) ◽  
pp. 143-149 ◽  
Author(s):  
Fred W. Mast ◽  
Charles M. Oman

The role of top-down processing on the horizontal-vertical line length illusion was examined by means of an ambiguous room with dual visual verticals. In one of the test conditions, the subjects were cued to one of the two verticals and were instructed to cognitively reassign the apparent vertical to the cued orientation. When they have mentally adjusted their perception, two lines in a plus sign configuration appeared and the subjects had to evaluate which line was longer. The results showed that the line length appeared longer when it was aligned with the direction of the vertical currently perceived by the subject. This study provides a demonstration that top-down processing influences lower level visual processing mechanisms. In another test condition, the subjects had all perceptual cues available and the influence was even stronger.


Swiss Surgery ◽  
2002 ◽  
Vol 8 (6) ◽  
pp. 250-254
Author(s):  
Vogelbach ◽  
Bogdan ◽  
Rosenthal ◽  
Pfefferkorn ◽  
Triponez

Fragestellung: Die dieser Untersuchung zugrunde liegende Frage war, ob das angewandte Ausbildungskonzept geeignet war, um am Beispiel der Einführung der laparoskopischen Cholezystektomie eine neue Operationsmethode in einer universitären Ausbildungsklinik mit einer grossen Anzahl Chirurgen zu etablieren. Patienten und Methodik: Seit Einführung der ersten laparoskopischen Cholezystektomie wurden alle Cholezystektomien während zwei Jahren (Mai 1990 bis Mai 1992) prospektiv erfasst. Ein Ausbildungskonzept wurde gewählt, bei dem jeweils ein Operateur durch einen Tutor geschult wurde und so 15 konsekutive Eingriffe durchführte, um dann die Technik einem weiteren auszubildenden Chirurgen zu instruieren. Resultate: In zwei Jahren wurden 355 Patienten cholezystektomiert. 60% der Operationen wurden laparoskopisch durchgeführt oder begonnen. 40% der Operationen wurden offen durchgeführt. In den ersten zwei Jahren konnten 13 Operateure (durchschnittlich 16 Operationen / Operateur , range 1 - 60) in die neue Technik eingeführt werden. Es traten keine schweren Komplikationen, insbesondere keine Gallenwegsverletzungen in dieser Einführungsphase auf. Diskussion: In der Literatur wird dieses Vorgehen bei der Einführungsphase seit 1992 wiederholt vorgestellt, diskutiert und empfohlen. Zwischenzeitlich gibt es Richtlinien von Fachgesellschaften und nationalen Institutionen, welche die Ausbildung zur Ausführung neuer chirurgischer Techniken reglementieren. In den letzten Jahren verlagern sich die ersten Ausbildungsschritte in Richtung Trainingskurse an skill-stations und virtual reality Trainer. Schlussfolgerung: Das beschriebene Ausbildungskonzept bewährte sich in der Einführungsphase der laparoskopischen Cholezystektomie zu Beginn der 90er-Jahre.


Dreaming ◽  
2018 ◽  
Vol 28 (3) ◽  
pp. 205-224 ◽  
Author(s):  
Patrick McNamara ◽  
Kendra Holt Moore ◽  
Yiannis Papelis ◽  
Saikou Diallo ◽  
Wesley J. Wildman
Keyword(s):  

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