scholarly journals Case Report: Virtual Reality Analgesia in an Opioid Sparing Orthopedic Outpatient Clinic Setting: A Case Study

2020 ◽  
Vol 1 ◽  
Author(s):  
Reza Firoozabadi ◽  
Moamen Elhaddad ◽  
Sydney Drever ◽  
Maryam Soltani ◽  
Michael Githens ◽  
...  

Immersive virtual reality is proving effective as a non-pharmacologic analgesic for a growing number of painful medical procedures. External fixator surgical pins provide adjunctive stability to a broken pelvic bone until the bones heal back together, then pins are removed. The purpose of the present case study was to measure for the first time, whether immersive virtual reality could be used to help reduce pain and anxiety during the orthopedic process of removing external fixator pins from a conscious patient in the orthopedic outpatient clinic, and whether it is feasible to use VR in this context. Using a within-subject within wound care design with treatment order randomized, the patient had his first ex-fix pin unscrewed and removed from his healing pelvic bone while he wore a VR helmet and explored an immersive snowy 3D computer generated world, adjunctive VR. He then had his second pin removed during no VR, standard of care pain medications. The patient reported having 43% less pain intensity, 67% less time spent thinking about pain, and 43% lower anxiety during VR vs. during No VR. In addition, the patient reported that his satisfaction with pain management was improved with the use of VR. Conducting simple orthopedic procedures using oral pain pills in an outpatient setting instead of anesthesia in the operating room greatly reduces the amount of opioids used, lowers medical costs and reduces rare but real risks of expensive complications from anesthesia including oversedation, death, and post-surgical dementia. These preliminary results suggest that immersive VR merits more attention as a potentially viable adjunctive non-pharmacologic form of treatment for acute pain and anxiety during medical procedures in the orthopedic outpatient clinic. Recent multi-billion dollar investments into R and D and mass production have made inexpensive immersive virtual reality products commercially available and cost effective for medical applications. We speculate that in the future, patients may be more willing to have minor surgery procedures in the outpatient clinic, with much lower opioid doses, while fully awake, if offered adjunctive virtual reality as a non-pharmacologic analgesic during the procedure. Additional research and development is recommended.

2018 ◽  
Vol 39 (2) ◽  
pp. 90-96 ◽  
Author(s):  
Sara Benham ◽  
Minhee Kang ◽  
Namrata Grampurohit

Immersive virtual reality (VR) can provide a high level of engagement and distraction analgesia to address pain. However, community-based applications of this technology for older adults have not been studied. The objective of this study was to examine the applicability and effectiveness of an immersive VR intervention for pain, depression, and quality of life (QOL) in older adults. This pretest–posttest, mixed-methods design included senior center members ( n = 12) with pain that interfered with daily functioning. The outcomes included the Numeric Pain Rating Scale, Patient-Reported Outcomes Measurement Information System (PROMIS®) depression scale, World Health Organization Quality of Life Scale Brief Version (WHO QOL-BREF), and open-ended questions. The VR intervention (15- to 45-min sessions, 12 sessions over 6 weeks) was well accepted with no dropouts. There was a significant decrease in pain ( p = .002, d = −1.54) with no effect on depression and QOL. There were no adverse effects, and positive perceptions of VR were reported. The 6-week immersive VR intervention was applicable and effective in reducing pain intensity for community-dwelling older adults.


2021 ◽  
Vol 9 (1) ◽  
Author(s):  
Floriane Puel ◽  
Vincent Minville ◽  
Fanny Vardon-Bounes

AbstractIn the intensive care unit, patients are subject to discomforts and pain. Their management is essentially based on pharmacologic approaches. Immersive virtual reality could represent an adjunctive non-invasive and non-pharmacological pain control technique. It is based on real-time interaction with an artificial 360° immersive world using interfaces that enable physical and emotional perceptions to make the user feel better trying to reduce pain perception and to limit anxiety. Evaluation of virtual reality in intensive care unit is lacking and further studies are necessary before to introduce this alternative method for critical patients.


2009 ◽  
Vol 3 (1-2) ◽  
pp. 175-191 ◽  
Author(s):  
Francis Rousseaux ◽  
Indira Thouvenin

This papers starts with some mysterious contribution by Michel Foucault (1967) about heterotopias as special epistemological sites. With a recent case-study – an immersive virtual reality art project dealing with some ancient abbey reconstruction and managed by a French engineering school – we analyse the successive attempts to satisfy the system users by extending Foucault's heterotopology, which appears to be useful and creative for the Virtual Reality research communities.


Geosciences ◽  
2021 ◽  
Vol 11 (4) ◽  
pp. 149
Author(s):  
Federico Pasquaré Pasquaré Mariotto ◽  
Fabio Luca Bonali

In this paper, we have adopted a modern, cutting-edge methodology to make geoheritage sites (geosites) available and explorable worldwide, through both immersive and non-immersive virtual reality, particularly suitable also in COVID-19 times. In doing this, we have focused our attention on five different outcroppings, shallow magma bodies in Iceland: such geological objects, although being often underestimated, are, on the contrary, very suitable for geoheritage popularization purposes. These outstanding outcrops have been transformed in virtual outcrops (VOs) through UAV-based photogrammetry 3D modelling, and have been uploaded on a brand-new, dedicated online resource (GeoVires Virtual Reality Lab for Earth Sciences) which is accessible worldwide for Earth Science teaching and communication. As already stressed above, the choice of these Icelandic shallow magma bodies has been suggested by the fact that such geological objects, although extraordinarily challenging both in terms of geotourism and teaching, are seldom the object of attention from the international scientific community. The five VOs are defined here as virtual geosites (VGs) because they are, indeed, geosites that are fully accessible with a smartphone, a tablet, or a PC; moreover, each is provided with a detailed description and notes available during 3D exploration. Our work could represent a model for future, similar efforts aimed at popularizing Earth Sciences and making geoheritage available to a broad public through VGs.


Sign in / Sign up

Export Citation Format

Share Document