scholarly journals Virtual Therapeutics – Requirements to deliver value with virtual reality and biofeedback applications for alcohol addiction therapy

2021 ◽  
Vol 7 (2) ◽  
pp. 81-84
Author(s):  
Christian Hanshans ◽  
Bettina Maisch ◽  
Johannes Zauner ◽  
Moritz M. R. Faust ◽  
Lukas M. Bröll ◽  
...  

Abstract The application of virtual reality (VR) as a supportive tool in psychotherapy has gained great popularity in recent years. Especially for addiction therapy, a combination of virtual exposure and learning or training coping skills by using biofeedback has a high potential to improve conventional therapy. To add value, the new therapy system has to meet the needs of patients and practitioners likewise. Added values consistently named by experts included, but were not limited to, new possibilities of creating individual exposition or coping scenarios, enhanced psychoeducation, a shorter duration of treatment, telemedical aspects, the possibility of measuring and predicting craving and finally an improvement in abstinence. Besides literature research, we evaluated existing technical solutions in the field of virtual addiction treatment, surveyed experts and evolved a concept that led to a first prototype. The prototype consists of a wireless VR headset and a wireless multi-sensor system for measuring the physiological reaction to stimuli or the effectiveness of coping strategies by means of biofeedback. For further studies we developed both, a virtual exposure and a coping scenario and tested the hardware and software in a pilot study in order to elaborate factors that could negatively affect the therapy adherence, the effectiveness of exposition (immersion) and possible hurdles in practical use. Cybersickness and the lack of haptic feedback turned out to be the main limiting factors. Concepts for the next iteration of the therapy system will reflect these points for upcoming clinical studies. In our proof of concept, we demonstrated that virtual therapy can be implemented with a reasonable effort of time and costs. The combination of software and hardware, that supplements the traditional therapeutic approach, lays the foundation for upcoming clinical use and trials to prove the better outcome of VR enhanced addiction therapy.

Author(s):  
Igor' Polyuschenkov

The materials on the development of asynchronous electric drive with scalar control are given. The technical solutions associated with the design of software and hardware parts of the microprocessor control system are described. When developed, tools of model-based programming technique are used.


Crystals ◽  
2021 ◽  
Vol 11 (2) ◽  
pp. 107
Author(s):  
Tao Zhan ◽  
En-Lin Hsiang ◽  
Kun Li ◽  
Shin-Tson Wu

We demonstrate a light efficient virtual reality (VR) near-eye display (NED) design based on a directional display panel and a diffractive deflection film (DDF). The DDF was essentially a high-efficiency Pancharatnam-Berry phase optical element made of liquid crystal polymer. The essence of this design is directing most of the display light into the eyebox. The proposed method is applicable for both catadioptric and dioptric VR lenses. A proof-of-concept experiment was conducted with off-the-shelf optical parts, where the light efficiency was enhanced by more than 2 times.


Author(s):  
Benjamin Williams ◽  
Alexandra E. Garton ◽  
Christopher J. Headleand

2006 ◽  
Vol 10 (1) ◽  
pp. 24-30 ◽  
Author(s):  
David Swapp ◽  
Vijay Pawar ◽  
Céline Loscos

2021 ◽  
Author(s):  
B. L. McGee ◽  
Lisa Jacka

Virtual reality in one form or another has been around for over 50 years, most notably in entertainment and business environments. Technology-focused teachers have been leading the way with attempts at utilising and integrating virtual reality into K-12 and Higher Education. However, as quickly as technology changes so does the enthusiasm for the use in educational contexts. Much of this is due to the high-level cost (time and money) with no evidence-based educational return. In 2020 the global pandemic forced the education sector to innovate to provide authentic learning environments for students. The time is right for virtual reality to take centre stage. Over 171 million people worldwide currently use virtual reality, and the market in education is expected to grow by 42% over the next five years. This paper focuses on a range of virtual reality literature encompassing work across the spectrum of software and hardware, identifying where more educational implementation and research needs to be done and providing a perspective on future possibilities focusing on current affordances.


2020 ◽  
Vol 23 (2) ◽  
Author(s):  
Patrycjusz Kołodziejczyk ◽  
Katarzyna Baranowska-Kempisty ◽  
Piotr Bernat ◽  
Piotr Tutka

Tobacco smoking is one of the leading causes of death among people. Cytisine, a plant alkaloid considered to be the oldest medication for smoking cessation, has been used in Poland since the 1970s. The drug is a partial nicotinic receptor agonist, with pharmacological actions close to those of nicotine and varenicline (a synthetic cytisine derivative and most expensive smoking cessation medication currently available). Cytisine has several advantages compared to existing smoking cessation drugs, including: 1) it is more effective than placebo and nicotine replacement therapy, and at least as effective as varenicline, 2) its use is associated with a low frequency of adverse events, 3) it is available as over the counter medicine and is much cheaper than other smoking cessation drugs that are cost-prohibitive, 4) it derives from a natural plant and may be preferred by smokers who do not want to use other treatments, 5) it has shorter duration of treatment (i.e. 25 days) compared to other medicines for smoking cessation. This review describes the use of cytisine for nicotine addiction treatment, mechanism of anti-smoking action, pharmacokinetics, efficacy, tolerability and safety.


2018 ◽  
Vol 35 (2) ◽  
pp. 149-160 ◽  
Author(s):  
Mustufa H. Abidi ◽  
Abdulrahman M. Al-Ahmari ◽  
Ali Ahmad ◽  
Saber Darmoul ◽  
Wadea Ameen

AbstractThe design and verification of assembly operations is essential for planning product production operations. Recently, virtual prototyping has witnessed tremendous progress, and has reached a stage where current environments enable rich and multi-modal interaction between designers and models through stereoscopic visuals, surround sound, and haptic feedback. The benefits of building and using Virtual Reality (VR) models in assembly process verification are discussed in this paper. In this paper, we present the virtual assembly (VA) of an aircraft turbine engine. The assembly parts and sequences are explained using a virtual reality design system. The system enables stereoscopic visuals, surround sounds, and ample and intuitive interaction with developed models. A special software architecture is suggested to describe the assembly parts and assembly sequence in VR. A collision detection mechanism is employed that provides visual feedback to check the interference between components. The system is tested for virtual prototype and assembly sequencing of a turbine engine. We show that the developed system is comprehensive in terms of VR feedback mechanisms, which include visual, auditory, tactile, as well as force feedback. The system is shown to be effective and efficient for validating the design of assembly, part design, and operations planning.


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