scholarly journals Immersive Virtual Reality Simulation in Forensic Psychiatry and Adjacent Clinical Fields: A Review of Current Assessment and Treatment Methods for Practitioners

2021 ◽  
Vol 12 ◽  
Author(s):  
Kristina Sygel ◽  
Märta Wallinius

Background: Research has indicated that interactive, computerized case simulations using immersive virtual reality (VR) technology may be beneficial in the augmentation of conventional methods of assessment and treatment in forensic psychiatry, primarily through providing an engaging and safe environment in which the user can practice and learn skills and behaviors. However, there does not appear to be an overview of current developments available in the field, which may be an obstacle to clinicians considering the use of VR in their clinical practice.Objectives: Current, clinically relevant assessment and treatment methods applying immersive VR in forensic or adjacent clinical settings, were analyzed.Methods: This review surveyed the practical use of immersive VR in forensic psychiatry and relevant adjacent psychiatric and forensic fields from 2016 to 2020 and was performed in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines.Results: Out of the 1,105 journal articles screened, 14 met criteria for inclusion. Four articles described VR interventions directly addressing forensic psychiatric settings (treatment of general aggression and assessment of sexual offenders against children). The majority of the remaining articles were in the clinical domain of psychosis treatment. Several interventions were designed as part of comprehensive treatment programs, and others were intended as one-off assessments or paired with pre-existing psychological treatment. The degree to which the VR simulations were individualized to the user appeared to be largely dependent upon the extent of provider input. A variety of research methodologies were used in the included articles and the majority had limitations common to small-scale, non-randomized studies. None of the studies reported serious adverse effects.Discussion: There is a lack of large randomized controlled trials of current assessments or treatments using VR simulation in forensic psychiatry, let alone those with long-term follow-up, showing clear advantages of VR over standard practice. The evidence thus far is insufficient to recommend immediate and large-scale implementation of any one VR intervention, however, several have been shown to be feasible and acceptable to the participants and to provide insights and inspiration for future research and development.

2017 ◽  
Vol 30 (2) ◽  
pp. 79-89 ◽  
Author(s):  
Sophie Melissa Clare Davison ◽  
Catherine Deeprose ◽  
Sylvia Terbeck

ObjectiveThis study investigated immersive virtual reality (IVR), as a novel technique to test executive function of healthy younger and older adults. We predicted IVR tasks to have greater predictive power than traditional measures when assessing age-related cognitive functioning due to the real-world validity of the tasks.MethodsParticipants (n=40) completed the Stroop colour–word test and the trail-making test (TMT) as traditional and commonly used assessments of executive functioning. Participants then completed three IVR tasks; a seating arrangement task, an item location task (both set in a virtual chemistry lab), and a virtual parking simulator.ResultsYounger adults completed significantly more parking simulator levels (p<0.001), placed significantly more objects (p<0.001), and located significantly more items than older adults (p<0.01), demonstrating higher levels of performance. Significant correlations were found between performance on traditional neuropsychological measures and IVR measures. For example, Stroop CW performance significantly correlated with the number of parking simulator levels completed (τ=0.43, p<0.01). This suggests that IVR measures assess the same underlying cognitive constructs as traditional tasks. In addition, IVR measures contributed a significant percentage of the explained variance in age.ConclusionIVR measures (i.e. number of parking simulator levels completed and number of objects placed in the seating arrangement task) were found to be stronger contributors than existing traditional neuropsychological tasks in predicting age-related cognitive decline. Future research should investigate the implementation of these real-world-based tasks in clinical groups given this promising initial work.


2016 ◽  
Vol 9 (1) ◽  
pp. 112-112
Author(s):  
E. Almås ◽  

Objective: This presentation deal with issues of concern in sexology, as they have appeared in sexological publications in the period between 2001 and 2010. Examples are concerns about evidence base; on one side there is concern that there are so few randomized and controlled studies addressing psychological approaches and sex therapy in itself. On the other hand, there is concern that sexual problems are too complex to fit into standardized manuals, and that such simplifications cannot give justice to the complexity of sexual problems as they are embedded in culture and personal relationships. Another issue of concern is the fragmentation of sexology, due to market driven forces that restrict funding to biomedical ways of treatment, leaving more complex, but also more comprehensive treatment methods without funding. It is for example of concern that the number of AASECT certified sex therapists dropped from 928 in 1987 to 392 in 2002. Design and Method: These issues will be addressed based on a systematic literature search for publications on psychological treatment of sexual problems between 2001 and 2010. Results: A total of 261 publications were found, 49 of these concerned therapy as such. Among these, 38 addressed specific treatment methods, and 11 addressed different topics of discussion. This presentation will analyze the 11 articles and the concerns that are discussed. Conclusions: One of the aims is to pinpoint and highlight important issues for the development of better treatment for sexual problems.


10.2196/26344 ◽  
2021 ◽  
Vol 23 (7) ◽  
pp. e26344
Author(s):  
Sophie Brassel ◽  
Emma Power ◽  
Andrew Campbell ◽  
Melissa Brunner ◽  
Leanne Togher

Background Virtual reality (VR) is increasingly being used for the assessment and treatment of impairments arising from acquired brain injuries (ABIs) due to perceived benefits over traditional methods. However, no tailored options exist for the design and implementation of VR for ABI rehabilitation and, more specifically, traumatic brain injury (TBI) rehabilitation. In addition, the evidence base lacks systematic reviews of immersive VR use for TBI rehabilitation. Recommendations for this population are important because of the many complex and diverse impairments that individuals can experience. Objective This study aims to conduct a two-part systematic review to identify and synthesize existing recommendations for designing and implementing therapeutic VR for ABI rehabilitation, including TBI, and to identify current evidence for using immersive VR for TBI assessment and treatment and to map the degree to which this literature includes recommendations for VR design and implementation. Methods This review was guided by PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses). A comprehensive search of 11 databases and gray literature was conducted in August 2019 and repeated in June 2020. Studies were included if they met relevant search terms, were peer-reviewed, were written in English, and were published between 2009 and 2020. Studies were reviewed to determine the level of evidence and methodological quality. For the first part, qualitative data were synthesized and categorized via meta-synthesis. For the second part, findings were analyzed and synthesized descriptively owing to the heterogeneity of data extracted from the included studies. Results In the first part, a total of 14 papers met the inclusion criteria. Recommendations for VR design and implementation were not specific to TBI but rather to stroke or ABI rehabilitation more broadly. The synthesis and analysis of data resulted in three key phases and nine categories of recommendations for designing and implementing VR for ABI rehabilitation. In the second part, 5 studies met the inclusion criteria. A total of 2 studies reported on VR for assessment and three for treatment. Studies were varied in terms of therapeutic targets, VR tasks, and outcome measures. VR was used to assess or treat impairments in cognition, balance, and anxiety, with positive outcomes. However, the levels of evidence, methodological quality, and inclusion of recommendations for VR design and implementation were poor. Conclusions There is limited research on the use of immersive VR for TBI rehabilitation. Few studies have been conducted, and there is limited inclusion of recommendations for therapeutic VR design and implementation. Future research in ABI rehabilitation should consider a stepwise approach to VR development, from early co-design studies with end users to larger controlled trials. A list of recommendations is offered to provide guidance and a more consistent model to advance clinical research in this area.


2018 ◽  
Vol 5 (5) ◽  
pp. 172331 ◽  
Author(s):  
Bettina Olk ◽  
Alina Dinu ◽  
David J. Zielinski ◽  
Regis Kopper

An important issue of psychological research is how experiments conducted in the laboratory or theories based on such experiments relate to human performance in daily life. Immersive virtual reality (VR) allows control over stimuli and conditions at increased ecological validity. The goal of the present study was to accomplish a transfer of traditional paradigms that assess attention and distraction to immersive VR. To further increase ecological validity we explored attentional effects with daily objects as stimuli instead of simple letters. Participants searched for a target among distractors on the countertop of a virtual kitchen. Target–distractor discriminability was varied and the displays were accompanied by a peripheral flanker that was congruent or incongruent to the target. Reaction time was slower when target–distractor discriminability was low and when flankers were incongruent. The results were replicated in a second experiment in which stimuli were presented on a computer screen in two dimensions. The study demonstrates the successful translation of traditional paradigms and manipulations into immersive VR and lays a foundation for future research on attention and distraction in VR. Further, we provide an outline for future studies that should use features of VR that are not available in traditional laboratory research.


2020 ◽  
Vol 68 (3-4) ◽  
pp. 259-284
Author(s):  
Eva Lienbacher ◽  
Beate Cesinger ◽  
Christine Vallaster

Zusammenfassung Diese Literaturanalyse beschäftigt sich mit dem Stand der Forschung zum Einsatz von Augmented Reality (AR) und Virtual Reality (VR) im stationären, kleinstrukturierten Einzelhandel. Zwar steigt die Zahl der wissenschaftlichen Beiträge, die den Einsatz dieser Digitalisierungstools untersuchen, aber der spezifische Kontext eines KMU im Einzelhandel wurde bislang nicht explizit untersucht. Basierend auf der Analyse von ausgewählten 27 wissenschaftlichen Artikeln zeigt sich, dass weder AR noch VR eine one-size-fits-all-Lösung ist, sondern dass – mehr als vielleicht in größeren Unternehmen – der Nutzen aus Sicht des KMU und der Konsumenten sowie organisatorische Voraussetzungen klar im Entscheidungsprozess berücksichtigt werden müssen. Durch konkrete Überlegungen schließt dieser Beitrag eine Forschungslücke und weist auf zukünftige Forschungsfelder im Kontext KMU hin. Abstract This literature analysis presents the state of research regarding the application of augmented reality (AR) and virtual reality (VR) in stationary, small-scale retail. Although the number of scientific contributions examining the use of these digitization tools is increasing, the specific context of SMEs in retail has not yet been explicitly examined. Based on the analysis of 27 scientific articles, this paper shows that neither AR nor VR is a one-size-fits-all solution, but that – more than perhaps in large companies – organizational requirements as well as benefits for the SME and the consumer must be taken into account in the decision-making process. This contribution closes a research gap and offers recommendations for future research in the context of SMEs.


Sensors ◽  
2020 ◽  
Vol 20 (18) ◽  
pp. 5163
Author(s):  
Javier Marín-Morales ◽  
Carmen Llinares ◽  
Jaime Guixeres ◽  
Mariano Alcañiz

Emotions play a critical role in our daily lives, so the understanding and recognition of emotional responses is crucial for human research. Affective computing research has mostly used non-immersive two-dimensional (2D) images or videos to elicit emotional states. However, immersive virtual reality, which allows researchers to simulate environments in controlled laboratory conditions with high levels of sense of presence and interactivity, is becoming more popular in emotion research. Moreover, its synergy with implicit measurements and machine-learning techniques has the potential to impact transversely in many research areas, opening new opportunities for the scientific community. This paper presents a systematic review of the emotion recognition research undertaken with physiological and behavioural measures using head-mounted displays as elicitation devices. The results highlight the evolution of the field, give a clear perspective using aggregated analysis, reveal the current open issues and provide guidelines for future research.


Retos ◽  
2020 ◽  
Author(s):  
Pablo Campo-Prieto ◽  
José Mª Cancela Carral ◽  
Iris Machado de Oliveira ◽  
Gustavo Rodríguez-Fuentes

  Introducción: El uso de la Realidad Virtual Inmersiva (RVI) se encuentra en auge en todas las franjas de edad. Sin embargo, algunos problemas estructurales han limitado su aplicación en colectivos más frágiles. Objetivo: Analizar la seguridad, usabilidad y experiencias de la RVI en personas mayores. Método: 4 varones (2 parkinsonianos y 2 sanos, 57-78 años) participaron en el estudio. Realizaron una sesión de RVI (10-15 minutos) con un dispositivo Head-Mounted Display (HTC Vive Pro). Se evaluó la seguridad de la experiencia inmersiva (SSQ), usabilidad del sistema (SUS) e impresiones tras la experiencia (GEQ y un cuestionario de satisfacción ad hoc para identificar fortalezas y puntos débiles de la herramienta). Resultados: Todos completaron la sesión con éxito, sin efectos adversos. La usabilidad del sistema fue buena, incluso salvando obstáculos como la presencia de gafas correctoras de visión y audífono. Las opiniones tras la sesión señalaron lo positivo de la experiencia y todos mostraron su predisposición a repetirla, calificándola como entretenida, divertida y útil. Conclusión: El uso con éxito de la RVI en los casos presentados abre la puerta a futuras investigaciones con ensayos clínicos que puedan evaluar la posible mejora de variables físicas, psíquicas y sociales en la población sénior española. Abstract. Background: The use of Immersive Virtual Reality (IVR) is booming in all age groups. However, some structural problems have limited its application in more fragile groups. Objective: Analyze the safety, usability and experiences of IVR in older people. Method: 4 males (2 parkinsonian and 2 healthy, 57-78 years) participated in the study. They conducted an RVI session (10-15 minutes) with a Head-Mounted Display (HTC Vive Pro) device. The safety of immersive experience (SSQ), system usability (SUS), and impressions after experience (GEQ and an ad hoc satisfaction questionnaire to identify strengths and weaknesses of the tool) were evaluated. Results: Everyone completed the session successfully, without adverse effects. The usability of the system was good, even overcoming obstacles such as the presence of vision corrective glasses and hearing aids. Opinions after the session pointed out the positive experience and all participants showed their willingness to repeat it, describing it as entertaining, fun, and useful. Conclusion: The successful use of IVR in the cases presented opens the door to future research with clinical trials that can evaluate the improvements of physical, psychic and social variables in the Spanish senior population.


2019 ◽  
Vol 79 (9-10) ◽  
pp. 5501-5527 ◽  
Author(s):  
David Checa ◽  
Andres Bustillo

AbstractThe merger of game-based approaches and Virtual Reality (VR) environments that can enhance learning and training methodologies have a very promising future, reinforced by the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active participants, permitting the development of exploration-based learning paradigms. There are separate reviews of VR technologies and serious games for educational and training purposes with a focus on only one knowledge area. However, this review covers 135 proposals for serious games in immersive VR-environments that are combinations of both VR and serious games and that offer end-user validation. First, an analysis of the forum, nationality, and date of publication of the articles is conducted. Then, the application domains, the target audience, the design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the proposed solutions and the differences between training and learning applications. Finally, the study lays the basis for future research lines that will develop serious games in immersive VR-environments, providing recommendations for the improvement of these tools and their successful application for the enhancement of both learning and training tasks.


Author(s):  
Guido Makransky ◽  
Gustav B. Petersen

AbstractThere has been a surge in interest and implementation of immersive virtual reality (IVR)-based lessons in education and training recently, which has resulted in many studies on the topic. There are recent reviews which summarize this research, but little work has been done that synthesizes the existing findings into a theoretical framework. The Cognitive Affective Model of Immersive Learning (CAMIL) synthesizes existing immersive educational research to describe the process of learning in IVR. The general theoretical framework of the model suggests that instructional methods which are based on evidence from research with less immersive media generalize to learning in IVR. However, the CAMIL builds on evidence that media interacts with method. That is, certain methods which facilitate the affordances of IVR are specifically relevant in this medium. The CAMIL identifies presence and agency as the general psychological affordances of learning in IVR, and describes how immersion, control factors, and representational fidelity facilitate these affordances. The model describes six affective and cognitive factors that can lead to IVR-based learning outcomes including interest, motivation, self-efficacy, embodiment, cognitive load, and self-regulation. The model also describes how these factors lead to factual, conceptual, and procedural knowledge acquisition and knowledge transfer. Implications for future research and instructional design are proposed.


2017 ◽  
Vol 48 (3) ◽  
pp. 362-391 ◽  
Author(s):  
M. Rus-Calafell ◽  
P. Garety ◽  
E. Sason ◽  
T. J. K. Craig ◽  
L. R. Valmaggia

Over the last two decades, there has been a rapid increase of studies testing the efficacy and acceptability of virtual reality in the assessment and treatment of mental health problems. This systematic review was carried out to investigate the use of virtual reality in the assessment and the treatment of psychosis. Web of Science, PsychInfo, EMBASE, Scopus, ProQuest and PubMed databases were searched, resulting in the identification of 638 articles potentially eligible for inclusion; of these, 50 studies were included in the review. The main fields of research in virtual reality and psychosis are: safety and acceptability of the technology; neurocognitive evaluation; functional capacity and performance evaluation; assessment of paranoid ideation and auditory hallucinations; and interventions. The studies reviewed indicate that virtual reality offers a valuable method of assessing the presence of symptoms in ecologically valid environments, with the potential to facilitate learning new emotional and behavioural responses. Virtual reality is a promising method to be used in the assessment of neurocognitive deficits and the study of relevant clinical symptoms. Furthermore, preliminary findings suggest that it can be applied to the delivery of cognitive rehabilitation, social skills training interventions and virtual reality-assisted therapies for psychosis. The potential benefits for enhancing treatment are highlighted. Recommendations for future research include demonstrating generalisability to real-life settings, examining potential negative effects, larger sample sizes and long-term follow-up studies. The present review has been registered in the PROSPERO register: CDR 4201507776.


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