scholarly journals Development of a virtual reality simulation for exposure based addiction therapy

2021 ◽  
Vol 7 (2) ◽  
pp. 85-88
Author(s):  
Moritz Mourice Rick Faust ◽  
Christian Hanshans ◽  
Lukas M. Bröll ◽  
Bettina Maisch

Abstract After the success of virtual reality (VR) applications in supporting exposure-based and psychoeducational cognitive behavioural therapy for various mental illnesses, the technology is also gaining traction in addiction medicine. This paper will describe the concept behind a custom-developed VR simulation for this application with a particular emphasis on alcohol-related addictive disorders. Using Unreal Engine 4, an exposure simulation and a scenario for learning and applying coping strategies were developed for the Oculus Quest. Because of the common association of supermarkets with the procurement of alcohol among addicts, a small shop was implemented as initial scenario. Since the feeling of presence is an important parameter in the quality assessment of a simulation, the degree of immersion was evaluated in initial practical tests after development. In surveys with ten healthy testers, the majority showed a feeling of immersion. Cybersickness and unrealistic collision physics were identified as disruptive factors to the extent of immersion. This work provides the basis for a novel concept for addiction therapy which focusses on a fusion of playful psychoeducation, adjustable exposure, and the internalization of coping strategies with the help of multisensory biofeedback as well as the documentation of the objective physiological measurements for assessment of therapy success. The aim is to best possible address the specific requirements for clinical and home use in terms of self-containment, immersion, and ease of use. To evaluate and exploit the scientific potential of this concept scientific studies and technical improvements to both simulation and hardware are required.

Author(s):  
Paul Best ◽  
Matilde Meireles ◽  
Franziska Schroeder ◽  
Lorna Montgomery ◽  
Alan Maddock ◽  
...  

AbstractThe primary purpose of this article is to review the potential therapeutic value of freely available VR content as an addition to the practitioners ‘toolkit’. Research has shown that virtual reality (VR) may be useful to extend existing guided imagery-based practices found in traditional mental health therapy. However, the use of VR technology within routine mental health practice remains low, despite recent reductions in equipment costs. A systematic scoping review and interdisciplinary analysis of freely available VR experiences was performed across two popular online databases (SteamVR and Oculus.com). A total of 1785 experiences were retrieved and screened for relevance with 46 meeting the inclusion criteria. VR content was then reviewed for potential therapeutic value by an interdisciplinary panel with experience across a number of therapeutic interventions including cognitive behavioural therapy, Rogerian counselling, mindfulness-based therapies. and family therapy. Eleven (22%) of the 50 freely available VR experiences were reported to have therapeutic potential as tools to support routine mental health therapy. These included support with the following mental health issues—low mood, social anxiety, stress reduction and fear of heights. Guidance of a qualified mental health practitioner was recommended in all cases to maximise the benefit of the VR experiences retrieved. While the quality is variable, freely available VR experiences may contain valuable content that could support mental health therapy. This includes as a homework activity or as an initial setting for case formulation and behavioural experiments.


2021 ◽  
Author(s):  
Hyun Sik Moon ◽  
Hyeon Jeong Yoon ◽  
Sang Woo Park ◽  
Chae Yeon Kim ◽  
Mu Seok Jeong ◽  
...  

Abstract Purpose: To study the usefulness of virtual reality (VR) based training for diagnosing strabismusMethods: Fourteen ophthalmology residents performed at least 30 VR training sessions to diagnose esotropia and exotropia. Examinations of real patients with esotropia or exotropia before and after the VR training were video-recorded and presented to a strabismus expert to assess accuracy and performance scores for measuring the deviation angle and diagnosing strabismus with anonymization. A feedback survey regarding the usefulness and ease of use of the VR application was conducted for participants.Results: The mean age of 14 ophthalmology residents, including 10 men and 4 women, was 29.7 years. Before VR training, participants showed a mean accuracy score of 14.50 ± 5.45 and performance score of 9.64 ± 4.67 for measuring the deviation angle and diagnosing strabismus in real patients with strabismus. After VR training, they showed a significantly improved accuracy score of 22.14 ± 4.37 (p = 0.012) and performance score of 15.50 ± 1.99 (p = 0.011). According to the survey, most participants agreed on the usefulness of VR application.Conclusions: This study suggests that VR based training improves ophthalmology residents’ clinical diagnostic skills for strabismus in a short period.


2021 ◽  
pp. 135910452110569
Author(s):  
Yi Ren Tan ◽  
Yoon Phaik Ooi ◽  
Rebecca P Ang ◽  
Dion H Goh ◽  
Clare Kwan ◽  
...  

Virtual reality exposure therapy (VRET) has been commonly utilised as an extension of cognitive behavioural therapy (CBT). However, most studies examined its effectiveness among adults, with no study focusing on children with selective mutism (SM). We aimed to examine its feasibility and acceptability among children with SM. Twenty children aged 6–12 with SM diagnosis were recruited and completed six therapist-guided VRET sessions. Parents and clinicians completed measures at pre-VRET, post-VRET, 1-month and 3-month follow-up visits. At post-VRET, parent and child participants completed the acceptability questionnaires. Findings suggested the feasibility of VRET as all participants completed the programme with no attrition. Parents and child participants also reported VRET to be an acceptable and effective treatment for SM. Significant improvement in overall functioning were found at post-treatment and follow-up measures, but there were no significant changes in parent-rated speech frequency and anxiety measures. These support the acceptability of VRET as an adjunct modality (and not substitute) of CBT in SM treatment. Future studies, with more robust experimental designs and larger sample sizes, can be conducted to confirm its efficacy. As technology becomes more sophisticated, tools such as virtual environments can be explored to enhance evidence-based care for children and their families.


Author(s):  
Miguel A. Garcia-Ruiz ◽  
Arthur Edwards ◽  
Raul Aquino-Santos ◽  
Jay Shiro Tashiro ◽  
Bill Kapralos

This chapter investigates whether an educational virtual environment can be developed to practice listening comprehension skills that meets second language student needs, complies with usability criteria, and is motivating to use. The chapter also investigates whether the usability of virtual reality(VR) technology positively affects language learning listening comprehension. It provides background research and information in Computer Assisted Language Learning (CALL), VR, and second language methodology. It then presents a technical and qualitative description of Realtown, a virtual environment designed to promote listening comprehension. This chapter also describes a usability study of Realtown. Student errors, motivation, and ease of use, among other features, were positively measured on listening comprehension activities in Realtown. Future work includes longitudinal studies on learning issues, first-person, and collaborative experiences in VR, including the impact of VR on learning and knowledge transfer when combined with traditional instruction.


Author(s):  
Tom Burns

‘Into the 21st century’ explains how there is an increased focus on how our body, and not just the brain, influences our mental health. Rapidly advancing computer technology, including artificial intelligence and virtual reality, is beginning to provide new treatment possibilities, not just support and simplify the old ones. The development of sophisticated imaging has supercharged the area of neurosciences and the increased understanding of genetics and the new science of epigenetics provide psychiatry with greater tools to identify and manage mental illnesses. A paradox with our increasingly technological and scientific advances is that the core dilemmas of psychiatry appear not to be diminishing. Psychiatry will survive the 21st century, but certainly it is changing.


Author(s):  
Deepali Bedi

Paranoid Schizophrenia chronic mental illnesses according to DSM-IVTR characterized by the presence of delusion of persecution, suspicious, distrusting, guarded, reserved, tensed, and also sometimes hostile or aggressive. Patients also perceive exaggerated warmth and friendship by the professionals as attempt at bribery, manipulation or exploitation. But therapeutic relationship between patient and the professional is integral to the recovery process and the outcome. Good communication on the part of health care professionals is an essential element in developing the strong practitioner-patient relationship necessary in the treatment of schizophrenia. Professionals are usually at a look out for tools to build a working alliance best used in such cases. Usually behavioural therapy, supportive therapy and family therapy are used for such patients. But sometimes with chronic and resistant client will get stuck at the initial rapport itself. At this stage probably art therapy as an advance intervention strategy to work with patient as an advanced intervention strategies and treatment.


2018 ◽  
Vol 35 (6) ◽  
pp. 406-416 ◽  
Author(s):  
Kathryn A. Birnie ◽  
Yalinie Kulandaivelu ◽  
Lindsay Jibb ◽  
Petra Hroch ◽  
Karyn Positano ◽  
...  

Purpose: Needle procedures are among the most distressing aspects of pediatric cancer-related treatment. Virtual reality (VR) distraction offers promise for needle-related pain and distress given its highly immersive and interactive virtual environment. This study assessed the usability (ease of use and understanding, acceptability) of a custom VR intervention for children with cancer undergoing implantable venous access device (IVAD) needle insertion. Method: Three iterative cycles of mixed-method usability testing with semistructured interviews were undertaken to refine the VR. Results: Participants included 17 children and adolescents (8-18 years old) with cancer who used the VR intervention prior to or during IVAD access. Most participants reported the VR as easy to use (82%) and understand (94%), and would like to use it during subsequent needle procedures (94%). Based on usability testing, refinements were made to VR hardware, software, and clinical implementation. Refinements focused on increasing responsiveness, interaction, and immersion of the VR program, reducing head movement for VR interaction, and enabling participant alerts to steps of the procedure by clinical staff. No adverse events of nausea or dizziness were reported. Conclusions: The VR intervention was deemed acceptable and safe. Next steps include assessing feasibility and effectiveness of the VR intervention for pain and distress.


RENOTE ◽  
2007 ◽  
Vol 5 (2) ◽  
Author(s):  
Everton Souza ◽  
Edgard Lamounier ◽  
Alexandre Cardoso

This paper presents Ludos Top - an educational 3D game that use virtual reality techniques, which can support multi-student with anew design model of networking on the web. The project has actively involved end-users to focus on increase interactivity through the use of versatile system architecture.We present a quick prototyping of a multi-user virtual world through the employment of Ajax, X3D and Web Services provides an efficient, flexible and robust means for distributed application. Results showimproved network capabilities, in terms of interactive, ease of use, enjoyability, playability and usability.


2021 ◽  
Vol 2 ◽  
Author(s):  
Ashu Adhikari ◽  
Abraham M. Hashemian ◽  
Thinh Nguyen-Vo ◽  
Ernst Kruijff ◽  
Markus von der Heyde ◽  
...  

When users in virtual reality cannot physically walk and self-motions are instead only visually simulated, spatial updating is often impaired. In this paper, we report on a study that investigated if HeadJoystick, an embodied leaning-based flying interface, could improve performance in a 3D navigational search task that relies on maintaining situational awareness and spatial updating in VR. We compared it to Gamepad, a standard flying interface. For both interfaces, participants were seated on a swivel chair and controlled simulated rotations by physically rotating. They either leaned (forward/backward, right/left, up/down) or used the Gamepad thumbsticks for simulated translation. In a gamified 3D navigational search task, participants had to find eight balls within 5 min. Those balls were hidden amongst 16 randomly positioned boxes in a dark environment devoid of any landmarks. Compared to the Gamepad, participants collected more balls using the HeadJoystick. It also minimized the distance travelled, motion sickness, and mental task demand. Moreover, the HeadJoystick was rated better in terms of ease of use, controllability, learnability, overall usability, and self-motion perception. However, participants rated HeadJoystick could be more physically fatiguing after a long use. Overall, participants felt more engaged with HeadJoystick, enjoyed it more, and preferred it. Together, this provides evidence that leaning-based interfaces like HeadJoystick can provide an affordable and effective alternative for flying in VR and potentially telepresence drones.


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