The effects of virtual reality telemedicine a single pediatric use case patient with PTSD, post COVID-19: Exploratory research method. (Preprint)

2021 ◽  
Author(s):  
Erin Bogdanski

UNSTRUCTURED This paper is an exploratory research comparison between using standard tele psych over 2D devices with HMD ( Head Mounted Device) using the Thera VRTM software. The single case example is with the pediatric mental health subject, and was specifically used to treat PTSD and co morbid symptoms related to the impact of COVID-19. The case usage was all delivered as telemedicine, and was conducted in private practice. Interventions used on all devices were Trauma Focused CBT. Results suggested a positive improvement on both patient engagement and outcome in treatment after continuous use of Virtual Reality as telehealth with avatar technology. Written informed consent was obtained from the minor’s legal guardian under the THERA VR™ agreement, for the publication of any potentially identifiable images or data included in this article.

2021 ◽  
Author(s):  
Erin Bogdanski

UNSTRUCTURED This is a single case study of using virtual reality ( Thera VR ™) for individual psychotherapy for treating PTSD with Trauma Focused CBT. This case study is an exploratory comparison between standard Telehealth using. 2D device with full HMD ( head mounted device ) with avatar technology. The case study is based on the usage of live telemedicine sessions in private practice, then detailing the benefits of cognitive, behavioral and neurological use of the Thera VR ™ technology. Determination of these results suggest the benefits of virtual reality as tele psych, and suggest further research and trials focused on pediatric mental health treatment be observed as new standard of care.


Author(s):  
Phillippa Carnemolla ◽  
Catherine Bridge

The multi-dimensional relationship between housing and population health is now well recognised internationally, across both developing and developed nations. This paper examines a dimension within the housing and health relationship – accessibility – that to date has been considered difficult to measure. This paper reports on the mixed method results of larger mixed-method, exploratory study designed to measure the impact of home modifications on Health-Related Quality of Life, supported by qualitative data of recipients’ experiences of home modifications. Data was gathered from 157 Australian HACC clients, who had received home modifications. Measurements were taken for both before and after home modifications and reveal that home modifications were associated with an average 40% increase in Health-Related Quality of Life levels. The qualitative results revealed that participants positively associated home modifications across six effect themes: increased safety and confidence, improved mobility at home, increased independence, supported care-giving role, increased social participation, and ability to return home from hospital. This exploratory research gives an insight into the potential for accessible architecture to impact improvements in community health and wellbeing.


Author(s):  
Carolin Siepmann ◽  
Pascal Kowalczuk

AbstractSmartwatches are the most popular wearable device and increasingly subject to empirical research. In recent years, the focus has shifted from revealing determinants of smartwatch adoption to understanding factors that cause long-term usage. Despite their importance for personal fitness, health monitoring, and for achieving health and fitness goals, extant research on the continuous use intention of smartwatches mostly disregards health and fitness factors. Grounding on self-determination theory, this study addresses this gap and investigates the impact of health and fitness as well as positive and negative emotional factors encouraging or impeding consumers to continuously use smartwatches. We build upon the expectation-confirmation model (ECM) and extend it with emotional (device annoyance and enjoyment) as well as health and fitness factors (goal pursuit motivation and self-quantification behavior). We use structural equation modeling to validate our model based on 335 responses from actual smartwatch users. Results prove the applicability of the ECM to the smartwatch context and highlight the importance of self-quantification as a focal construct for explaining goal pursuit motivation, perceived usefulness, confirmation and device annoyance. Further, we identify device annoyance as an important barrier to continuous smartwatch use. Based on our results, we finally derive implications for researchers and practitioners alike.


2021 ◽  
pp. 016264342198997
Author(s):  
Sojung Jung ◽  
Ciara Ousley ◽  
David McNaughton ◽  
Pamela Wolfe

In this meta-analytic review, we investigated the effects of technology supports on the acquisition of shopping skills for students with intellectual and developmental disabilities (IDD) between the ages of 5 and 24. Nineteen single-case experimental research studies, presented in 15 research articles, met the current study’s inclusion criteria and the What Works Clearinghouse (WWC) standards. An analysis of potential moderators was conducted, and we calculated effect sizes using Tau-U to examine the impact of age, diagnosis, and type of technology on the reported outcomes for the 56 participants. The results from the included studies provide evidence that a wide range of technology interventions had a positive impact on shopping performance. These positive effects were seen for individuals across a wide range of ages and disability types, and for a wide variety of shopping skills. The strongest effect sizes were observed for technologies that provided visual supports rather than just auditory support. We provide an interpretation of the findings, implications of the results, and recommended areas for future research.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Géraldine Fauville ◽  
Anna C. M. Queiroz ◽  
Erika S. Woolsey ◽  
Jonathan W. Kelly ◽  
Jeremy N. Bailenson

AbstractResearch about vection (illusory self-motion) has investigated a wide range of sensory cues and employed various methods and equipment, including use of virtual reality (VR). However, there is currently no research in the field of vection on the impact of floating in water while experiencing VR. Aquatic immersion presents a new and interesting method to potentially enhance vection by reducing conflicting sensory information that is usually experienced when standing or sitting on a stable surface. This study compares vection, visually induced motion sickness, and presence among participants experiencing VR while standing on the ground or floating in water. Results show that vection was significantly enhanced for the participants in the Water condition, whose judgments of self-displacement were larger than those of participants in the Ground condition. No differences in visually induced motion sickness or presence were found between conditions. We discuss the implication of this new type of VR experience for the fields of VR and vection while also discussing future research questions that emerge from our findings.


2018 ◽  
Vol 10 ◽  
pp. 117957351881354 ◽  
Author(s):  
Thais Massetti ◽  
Talita Dias da Silva ◽  
Tânia Brusque Crocetta ◽  
Regiani Guarnieri ◽  
Bruna Leal de Freitas ◽  
...  

Background: Virtual reality (VR) experiences (through games and virtual environments) are increasingly being used in physical, cognitive, and psychological interventions. However, the impact of VR as an approach to rehabilitation is not fully understood, and its advantages over traditional rehabilitation techniques are yet to be established. Method: We present a systematic review which was conducted according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). During February and March of 2018, we conducted searches on PubMed (Medline), Virtual Health Library Search Portal databases (BVS), Web of Science (WOS), and Embase for all VR-related publications in the past 4 years (2015, 2016, 2017, and 2018). The keywords used in the search were “neurorehabilitation” AND “Virtual Reality” AND “devices.” Results: We summarize the literature which highlights that a range of effective VR approaches are available. Studies identified were conducted with poststroke patients, patients with cerebral palsy, spinal cord injuries, and other pathologies. Healthy populations have been used in the development and testing of VR approaches meant to be used in the future by people with neurological disorders. A range of benefits were associated with VR interventions, including improvement in motor functions, greater community participation, and improved psychological and cognitive function. Conclusions: The results from this review provide support for the use of VR as part of a neurorehabilitation program in maximizing recovery.


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