scholarly journals Virtual reality: a powerful technology to provide novel insight into treatment mechanisms of addiction

2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Massimiliano Mazza ◽  
Kornelius Kammler-Sücker ◽  
Tagrid Leménager ◽  
Falk Kiefer ◽  
Bernd Lenz

AbstractDue to its high ecological validity, virtual reality (VR) technology has emerged as a powerful tool for mental health research. Despite the wide use of VR simulations in research on mental illnesses, the study of addictive processes through the use of VR environments is still at its dawn. In a systematic literature search, we identified 38 reports of research projects using highly immersive head-mounted displays, goggles, or CAVE technologies to provide insight into treatment mechanisms of addictive behaviors. So far, VR research has mainly addressed the roles of craving, psychophysiology, affective states, cognition, and brain activity in addiction. The computer-generated VR environments offer very realistic, dynamic, interactive, and complex real-life simulations requesting active participation. They create a high sense of immersion in users by combining stereoscopic three-dimensional visual, auditory, olfactory, and tactile perceptions, tracking systems responding to user movements, and social interactions. VR is an emerging tool to study how proximal multi-sensorial cues, contextual environmental cues, as well as their interaction (complex cues) modulate addictive behaviors. VR allows for experimental designs under highly standardized, strictly controlled, predictable, and repeatable conditions. Moreover, VR simulations can be personalized. They are currently refined for psychotherapeutic interventions. Embodiment, eye-tracking, and neurobiological factors represent novel future directions. The progress of VR applications has bred auspicious ways to advance the understanding of treatment mechanisms underlying addictions, which researchers have only recently begun to exploit. VR methods promise to yield significant achievements to the addiction field. These are necessary to develop more efficacious and efficient preventive and therapeutic strategies.

Author(s):  
Silvia Erika Kober ◽  
Johanna Louise Reichert ◽  
Daniela Schweiger ◽  
Christa Neuper ◽  
Guilherme Wood

Neurofeedback (NF) is a Brain-Computer Interface (BCI) application, in which the brain activity is fed back to the user in real-time enabling voluntary brain control. In this context, the significance of the feedback design is mainly unexplored. Highly immersive feedback scenarios using virtual reality (VR) technique are available. However, their effects on subjective user experience as well as on objective outcome measures remain open. In the present article, we discuss the general pros and cons of using VR as feedback modality in BCI applications. Furthermore, we report on the results of an empirical study, in which the effects of traditional two-dimensional and three-dimensional VR based feedback scenarios on NF training performance and user experience in healthy older individuals and neurologic patients were compared. In conclusion, we suggest indications and contraindications of immersive VR feedback designs in BCI applications. Our results show that findings in healthy individuals are not always transferable to patient populations having an impact on serious game and feedback design.


2020 ◽  
Vol 31 (3) ◽  
pp. 268-279 ◽  
Author(s):  
Klaus-Martin Krönke ◽  
Max Wolff ◽  
Holger Mohr ◽  
Anja Kräplin ◽  
Michael N. Smolka ◽  
...  

Deficient self-control leads to shortsighted decisions and incurs severe personal and societal costs. Although neuroimaging has advanced our understanding of neural mechanisms underlying self-control, the ecological validity of laboratory tasks used to assess self-control remains largely unknown. To increase ecological validity and to test a specific hypothesis about the mechanisms underlying real-life self-control, we combined functional MRI during value-based decision-making with smartphone-based assessment of real-life self-control in a large community sample ( N = 194). Results showed that an increased propensity to make shortsighted decisions and commit self-control failures, both in the laboratory task as well as during real-life conflicts, was associated with a reduced modulation of neural value signals in the ventromedial prefrontal cortex in response to anticipated long-term consequences. These results constitute the first evidence that neural mechanisms mediating anticipations of future consequences not only account for self-control in laboratory tasks but also predict real-life self-control, thereby bridging the gap between laboratory research and real-life behavior.


2014 ◽  
Vol 31 ◽  
pp. 57-66 ◽  
Author(s):  
P. Grewe ◽  
D. Lahr ◽  
A. Kohsik ◽  
E. Dyck ◽  
H.J. Markowitsch ◽  
...  

2021 ◽  
Author(s):  
Panagiotis Kourtesis ◽  
Simona Collina ◽  
Leonidas A. A. Doumas ◽  
Sarah E. MacPherson

Objective: The assessment of cognitive functions such as prospective memory, episodic memory, attention, and executive functions benefits from an ecologically valid approach to better understand how performance outcomes generalize to everyday life. Immersive virtual reality (VR) is considered capable of simulating real-life situations to enhance ecological validity. The present study attempted to validate the Virtual Reality Everyday Assessment Lab (VR-EAL), an immersive VR neuropsychological battery, against an extensive paper-and-pencil neuropsychological battery. Methods: Forty-one participants (21 females) were recruited: 18 gamers and 23 non-gamers who attended both an immersive VR and a paper-and-pencil testing session. Bayesian Pearson correlation analyses were conducted to assess construct and convergent validity of the VR-EAL. Bayesian t-tests were performed to compare VR and paper-and-pencil testing in terms of administration time, similarity to real life tasks (i.e., ecological validity), and pleasantness. Results: VR-EAL scores were significantly correlated with their equivalent scores on the paper-and-pencil tests. The participants’ reports indicated that the VR-EAL tasks were significantly more ecologically valid and pleasant than the paper-and-pencil neuropsychological battery. The VR-EAL battery also had a shorter administration time. Conclusion: The VR-EAL appears as an effective neuropsychological tool for the assessment of everyday cognitive functions, which has enhanced ecological validity, a highly pleasant testing experience, and does not induce cybersickness.


2018 ◽  
pp. 1586-1601
Author(s):  
Artemisa R. Dores ◽  
Liliana Mendes ◽  
Irene P. Carvalho ◽  
Sandra Guerreiro ◽  
Isabel Almeida ◽  
...  

Recent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, namely neurocognitive rehabilitation. This technology will certainly revolutionize the rehabilitation of the future. Its advantages include greater ecological validity than conventional rehabilitation methods, provision of safe contexts for learning/training, the possibility of programs to be contingent on patient performance, with increasing levels of task difficulty and provision of immediate feedback, and the use of a “game factor” that promotes motivation for participation. These are important aspects in the rehabilitation of patients with acquired brain injury. Patients with this and other types of neurological injuries endure cognitive deficits that cause difficulties in independent functioning and daily-life activities. Their rehabilitation calls for systematic intervention programs that are theoretically grounded and use innovative approaches to their advantage. In this paper we present a review about the advantages of VR in the generalization of acquired skills to real-life contexts, to promote patients' functionality and quality of life, and propose an innovative program of neurocognitive rehabilitation. Research in the field shows positive effects of VR programs, but urges progress in terms of the development of techniques (e.g., facial synthesis and of more research on the impact of these interventions. Future studies should also explore the existence of neuro-anatomical correlates of behavioral changes, contributing to the investigation of the relationship between neural plasticity and behavior and providing evidence for clinical practice.


2019 ◽  
Vol 36 (3) ◽  
pp. 192-217 ◽  
Author(s):  
Kalliopi Evangelia Stavroulia ◽  
Maria Christofi ◽  
Evangelia Baka ◽  
Despina Michael-Grigoriou ◽  
Nadia Magnenat-Thalmann ◽  
...  

Purpose The purpose of this paper is to propose the use of a virtual reality (VR)-based approach to improve teacher education and life-long professional development. Through constant training in real-life based situations but within a safe three-dimensional virtual school environment, teachers are given the opportunity to experience and learn how to react to different types of incidents that may take place in a school environment. Design/methodology/approach The current paper presents the design cycle that was followed for the implementation of the VR teacher training system. The effectiveness of the proposed approach is demonstrated with a case study that aimed to promote teachers’ understanding of student’s problematic situations related to substance use. As part of the experimental investigation, the impact of the VR system on participants’ emotions and mood states is evaluated through Electroencephalogram (EEG) measurements, heart rate (HR) recordings and self-reported data. Findings Results indicate significant changes to participant’s negative emotional and mood states, suggesting that the scenario and the VR experience had a strong impact on them. Moreover, participants’ HR was increased during the experiment, while the analysis of the EEG signal indicated that the participants experienced a stressful situation that could justify the change in their negative emotions and mood states. Originality/value The proposed VR-based approach aims to provide an innovative framework to teacher education and the related training methodology. In the long-term, the proposed VR system aims to form a new paradigm of teacher training, an alternative safe method that will allow user-teachers to learn through trial and error techniques that reflect real-life situations within a three-dimensional school space and without the risk of harming real students. To the best of our knowledge this is one of the first systematic attempts to use a VR-based methodology to address real teachers’ needs. The development of the VR application is linked to both strong theoretical foundations in education derived from the literature but also from real teachers’ problems and requirements derived from an extensive literature analysis, survey and interviews with experts including teachers, school counselors and psychologists. The VR tool addresses specific teachers’ competences as outcome, after an extensive documentation of existing Teachers’ Competence Models and significant guidance by experts who pointed specific competencies of primary importance to teachers.


Author(s):  
Xue-qin Chang ◽  
Dao-hua Zhang ◽  
Xin-xin Jin

Virtual reality technology is a way for teachers and students to create a simulated three-dimensional world,a vivid and lifelike learning evironment for students in terms of vision, hearing and touch, having the students feel as participants of the virtual environment.A multi-user virtual campus system based on virtual reality technology is put forward in this paper, which includes the basic models, system structure and implementation scheme. The system is a simulation of real life in campus where students can take activities such as having class, doing exercises and making friends; and teacher can make lectures, review works of students and conduct examinations; managers can manage the daily teaching activities and students' affairs.


2016 ◽  
Vol 19 ◽  
Author(s):  
Camila R. Oliveira ◽  
Brandel José P. Lopes Filho ◽  
Michael A. Sugarman ◽  
Cristiane S. Esteves ◽  
Margarida Maria B. M. P. Lima ◽  
...  

AbstractCognitive assessment with virtual reality (VR) may have superior ecological validity for older adults compared to traditional pencil-and-paper cognitive assessment. However, few studies have reported the development of VR tasks. The aim of this study was to present the development, feasibility, content validity, and preliminary evidence of construct validity of an ecological task of cognitive assessment for older adults in VR (ECO-VR). The tasks were prepared based on theoretical and clinical backgrounds. We had 29 non-expert judges identify virtual visual stimuli and three-dimensional scenarios, and five expert judges assisted with content analysis and developing instructions. Finally, six older persons participated in three pilot studies and thirty older persons participated in the preliminary study to identify construct validity evidence. Data were analyzed by descriptive statistics and partial correlation. Target stimuli and three-dimensional scenarios were judged adequate and the content analysis demonstrated that ECO-VR evaluates temporo-spatial orientation, memory, language and executive functioning. We made significant changes to the instructions after the pilot studies to increase comprehensibility and reduce the completion time. The total score of ECO-VR was positively correlated mainly with performance in executive function (r = .172, p < .05) and memory tests (r = .488, p ≤ .01). The ECO-VR demonstrated feasibility for cognitive assessment in older adults, as well as content and construct validity evidences.


Author(s):  
Artemisa R. Dores ◽  
Liliana Mendes ◽  
Irene P. Carvalho ◽  
Sandra Guerreiro ◽  
Isabel Almeida ◽  
...  

Recent research has shown the potential of Virtual Reality (VR) in the field of rehabilitation, namely neurocognitive rehabilitation. This technology will certainly revolutionize the rehabilitation of the future. Its advantages include greater ecological validity than conventional rehabilitation methods, provision of safe contexts for learning/training, the possibility of programs to be contingent on patient performance, with increasing levels of task difficulty and provision of immediate feedback, and the use of a “game factor” that promotes motivation for participation. These are important aspects in the rehabilitation of patients with acquired brain injury. Patients with this and other types of neurological injuries endure cognitive deficits that cause difficulties in independent functioning and daily-life activities. Their rehabilitation calls for systematic intervention programs that are theoretically grounded and use innovative approaches to their advantage. In this paper we present a review about the advantages of VR in the generalization of acquired skills to real-life contexts, to promote patients' functionality and quality of life, and propose an innovative program of neurocognitive rehabilitation. Research in the field shows positive effects of VR programs, but urges progress in terms of the development of techniques (e.g., facial synthesis and of more research on the impact of these interventions. Future studies should also explore the existence of neuro-anatomical correlates of behavioral changes, contributing to the investigation of the relationship between neural plasticity and behavior and providing evidence for clinical practice.


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