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Touloudi E, Hassandra M, Galanis E, Pinnas G, Krommidas C, Goudas M, Theodorakis Y. Effectiveness and acceptance of virtual reality vs. traditional exercise in obese adults: a pilot randomized trial. Front Sports Act Living 2025; 7:1520068. [PMID: 40176868 PMCID: PMC11962008 DOI: 10.3389/fspor.2025.1520068] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2024] [Accepted: 03/07/2025] [Indexed: 04/05/2025] Open
Abstract
Introduction Obesity is a significant global health concern, increasing the risk of various diseases and health complications. Effective and engaging exercise interventions are urgently needed for obesity management. This pilot study examines the effectiveness of virtual reality (VR)-based exercise compared to traditional exercise, both combined with Self-Determination Theory (SDT)-based counseling, individuals with obesity. Methods Forty individuals with overweight/obesity were randomly assigned to either a VR-based exercise group (intervention) or a traditional exercise group (control), with both groups receiving SDT-based counseling over 4 weeks. Assessments were conducted pre- and post-intervention. Results Participants in the VR-based exercise group showed significant reductions in BMI (2.6%) and body fat mass (5.3%) and consequently in hips circumference, compared to the control group. They also exhibited greater increases in physical activity levels, and improved psychological outcomes, including basic psychological needs (BPN), self-efficacy, self-esteem, and attitudes toward the program comparing with the control group. Moreover, the intervention group scored higher in interest/enjoyment and attitudes towards exercise compared with the control group and showed great results in perceived enjoyment, intention for future use, usability, and positive perceptions of using the VR system. Based on the participants' interviews, VR-based exercise was found to be more enjoyable and engaging. Discussion These findings suggest that VR-based exercise combined with counseling is more effective than traditional exercise in reducing weight, increasing physical activity, and improving psychological outcomes individuals with obesity. The immersive nature of VR may enhance motivation and adherence to exercise programs, offering a promising alternative for obesity management. However, the study's small sample size, short duration, and reliance on self-reported measures may limit its generalizability. Future research should explore long-term adherence, effectiveness in diverse populations, psychological mechanisms behind engagement, and comparisons with emerging fitness technologies like AI-powered platforms.
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Affiliation(s)
| | | | | | | | | | | | - Yannis Theodorakis
- Department of Physical Education and Sport Sciences, University of Thessaly, Trikala, Greece
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Aslan K, Özer Z, Yöntem MK. Effect of Virtual Reality on Pain, Anxiety, and Vital Signs in Endoscopy. Pain Manag Nurs 2025:S1524-9042(24)00312-6. [PMID: 39809653 DOI: 10.1016/j.pmn.2024.11.009] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/25/2023] [Revised: 11/28/2024] [Accepted: 11/30/2024] [Indexed: 01/16/2025]
Abstract
AIM This study was conducted to evaluate the effect of relaxation exercise with VR (Virtual Reality) glasses on pain severity, anxiety level, and vital signs in patients undergoing endoscopy. METHODS This is a quasi-experimental study including a control group with a pretest/post-test applied. This study was conducted with a total of 100 patients, including 50 patients in the intervention and 50 patients in the control group. The data were collected by using Personal Information Form, Visual Analogue Scale (VAS), Visual Anxiety Scale, Vital Signs Form and Virtual Reality Glass Application Satisfaction Form. RESULTS In the inter group evaluation, the mean systolic and diastolic blood pressure, heart rate and respiratory rate of the patients in the experimental group after endoscopy were found to be lower than the control group (p < .05). When the effect size value (Cohen d) of this finding was examined, it was found that the application of virtual reality glasses had a large effect on systolic and diastolic blood pressure and a moderate effect on respiration and heart rate. It was found that the mean VAS score of the patients in the control group after the endoscopy procedure was significantly higher than their mean values before the procedure (p = .001). There was no statistically significant difference in the mean VAS scores, anxiety scores and O2 saturation values of the patients in the experimental and control groups after the endoscopy. The mean virtual reality glasses satisfaction value of the patients was found to be 6.98. CONCLUSION Relaxation exercise performed with virtual reality glasses has positive effects on mean systolic and diastolic blood pressure values, heart rate and respiratory rate in patients undergoing endoscopy. In line with these results, it is recommended that the use of virtual reality glasses during endoscopy should be widespread by nurses.
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Affiliation(s)
- Kübra Aslan
- Graduate School of Education, Department of Nursing, Istanbul Sabahattin Zaim University, Istanbul, Turkey
| | - Zülfünaz Özer
- Department of Nursing, Faculty of Health Sciences, Istanbul Sabahattin Zaim University, Istanbul, Turkey..
| | - Mustafa Kemal Yöntem
- Department of Psychology, Faculty of Economics, Administrative and Social Sciences, University of Samsun, Samsun, Turkey
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Glympi A, Odegi D, Zandian M, Södersten P, Bergh C, Langlet B. Eating Behavior and Satiety With Virtual Reality Meals Compared With Real Meals: Randomized Crossover Study. JMIR Serious Games 2023; 11:e44348. [PMID: 37561558 PMCID: PMC10450530 DOI: 10.2196/44348] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/17/2022] [Revised: 03/09/2023] [Accepted: 06/07/2023] [Indexed: 08/11/2023] Open
Abstract
BACKGROUND Eating disorders and obesity are serious health problems with poor treatment outcomes and high relapse rates despite well-established treatments. Several studies have suggested that virtual reality technology could enhance the current treatment outcomes and could be used as an adjunctive tool in their treatment. OBJECTIVE This study aims to investigate the differences between eating virtual and real-life meals and test the hypothesis that eating a virtual meal can reduce hunger among healthy women. METHODS The study included 20 healthy women and used a randomized crossover design. The participants were asked to eat 1 introduction meal, 2 real meals, and 2 virtual meals, all containing real or virtual meatballs and potatoes. The real meals were eaten on a plate that had been placed on a scale that communicated with analytical software on a computer. The virtual meals were eaten in a room where participants were seated on a real chair in front of a real table and fitted with the virtual reality equipment. The eating behavior for both the real and virtual meals was filmed. Hunger was measured before and after the meals using questionnaires. RESULTS There was a significant difference in hunger from baseline to after the real meal (mean difference=61.8, P<.001) but no significant change in hunger from before to after the virtual meal (mean difference=6.9, P=.10). There was no significant difference in food intake between the virtual and real meals (mean difference=36.8, P=.07). Meal duration was significantly shorter in the virtual meal (mean difference=-5.4, P<.001), which led to a higher eating rate (mean difference=82.9, P<.001). Some participants took bites and chewed during the virtual meal, but the number of bites and chews was lower than in the real meal. The meal duration was reduced from the first virtual meal to the second virtual meal, but no significant difference was observed between the 2 real meals. CONCLUSIONS Eating a virtual meal does not appear to significantly reduce hunger in healthy individuals. Also, this methodology does not significantly result in eating behaviors identical to real-life conditions but does evoke chewing and bite behavior in certain individuals. TRIAL REGISTRATION ClinicalTrials.gov NCT05734209, https://clinicaltrials.gov/ct2/show/NCT05734209.
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Affiliation(s)
- Alkyoni Glympi
- Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Stockholm, Sweden
| | - Dorothy Odegi
- Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Stockholm, Sweden
| | - Modjtaba Zandian
- Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Stockholm, Sweden
| | - Per Södersten
- Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Stockholm, Sweden
| | | | - Billy Langlet
- Division of Clinical Geriatrics, Center for Alzheimer Research, Department of Neurobiology, Care Sciences and Society, Karolinska Institutet, Huddinge, Stockholm, Sweden
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Long JW, Masters B, Sajjadi P, Simons C, Masterson TD. The development of an immersive mixed-reality application to improve the ecological validity of eating and sensory behavior research. Front Nutr 2023; 10:1170311. [PMID: 37538924 PMCID: PMC10395832 DOI: 10.3389/fnut.2023.1170311] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/20/2023] [Accepted: 07/07/2023] [Indexed: 08/05/2023] Open
Abstract
Introduction The modern eating environment has been implicated as a driving force of the obesity epidemic. Mixed reality applications may improve traditional methodological assessments of eating behavior by improving the ecological validity of the laboratory setting. Methods Research experts evaluated the utility and ecological validity of a mixed reality application that allowed immersion within virtual environments through utilizing the passthrough cameras of the head mounted display to view and interact with real foods. An initial evaluation was conducted that involved three virtual environments: a traditional laboratory booth, a non-textured restaurant, and a full-textured restaurant. The feedback from the initial evaluation was used to create a new virtual restaurant environment and a subsequent evaluation was conducted. Results Nearly all research experts suggested adding social cues such as people and background noise to create a more authentic and ecologically valid experience. The experts scored the new virtual restaurant environment to be more acceptable than eating or conducting research in a sensory booth but scored lower when compared to conducting research in a real-world restaurant setting. Discussion The results of this evaluation suggest that mixed reality applications may be a new methodology to assess environmental influences of eating behavior and may be a promising direction for eating behavior and sensory science research.
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Affiliation(s)
- John W. Long
- Department of Nutritional Sciences, The Pennsylvania State University, University Park, PA, United States
| | - Bart Masters
- The Center for Immersive Experiences, The Pennsylvania State University, University Park, PA, United States
| | - Pejman Sajjadi
- Department of Software Engineering and Game Development, Kennesaw State University, Marietta, GA, United States
| | - Christopher Simons
- Department of Food Science and Technology, The Ohio State University, Columbus, OH, United States
| | - Travis D. Masterson
- Department of Nutritional Sciences, The Pennsylvania State University, University Park, PA, United States
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Luck-Sikorski C, Hochrein R, Döllinger N, Wienrich C, Gemesi K, Holzmann S, Holzapfel C, Weinberger NA. Digital communication and virtual reality for extending the behavioural treatment of obesity - the patients' perspective: results of an online survey in Germany. BMC Med Inform Decis Mak 2023; 23:100. [PMID: 37226164 DOI: 10.1186/s12911-023-02197-1] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/15/2022] [Accepted: 05/15/2023] [Indexed: 05/26/2023] Open
Abstract
BACKGROUND CBT has been found effective for the treatment of EDs and obesity. However not all patients achieve clinically significant weight loss and weight regain is common. In this context, technology-based interventions can be used to enhance traditional CBT but are not yet widespread. This survey therefore explores the status quo of pathways of communication between patients and therapists, the use of digital applications for therapy as well as attitudes towards VR from the perspective of patients with obesity in Germany. METHODS This cross-sectional online survey was conducted in October 2020. Participants were recruited digitally through social media, obesity associations and self-help groups. The standardized questionnaire included items concerning current treatment, paths of communication with their therapists, and attitudes toward VR. The descriptive analyses were performed with Stata. RESULTS The 152 participants were mostly female (90%), had a mean age of 46.5 years (SD = 9.2) and an average BMI of 43.0 kg/m² (SD = 8.4). Face-to-face communication with their therapist was considered of high importance in current treatment (M = 4.30; SD = 0.86) and messenger apps were the most frequently used digital application for communication. Participants were mostly neutral regarding the inclusion of VR methods in obesity treatment (M = 3.27; SD = 1.19). Only one participant had already used VR glasses as part of treatment. Participants considered VR suitable for exercises promoting body image change (M = 3.40; SD = 1.02). DISCUSSION Technological approaches in obesity therapy are not widespread. Face-to-face communication remains the most important setting for treatment. Participants had low familiarity with VR but a neutral to positive attitude toward the technology. Further studies are needed to provide a clearer picture of potential treatment barriers or educational needs and to facilitate the transfer of developed VR systems into clinical practice.
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Affiliation(s)
- Claudia Luck-Sikorski
- Research Group "Chronic Diseases and Psychological Health" (COPE), SRH University of Applied Health Sciences, Neue Str. 28-30, 07548, Gera, Germany.
| | - Regine Hochrein
- Research Group "Chronic Diseases and Psychological Health" (COPE), SRH University of Applied Health Sciences, Neue Str. 28-30, 07548, Gera, Germany
| | - Nina Döllinger
- Human-Technology-Systems, University of Würzburg, Würzburg, Germany
| | - Carolin Wienrich
- Human-Technology-Systems, University of Würzburg, Würzburg, Germany
| | - Kathrin Gemesi
- School of Medicine, Institute for Nutritional Medicine, Technical University of Munich, Munich, Germany
| | - Sophie Holzmann
- School of Medicine, Institute for Nutritional Medicine, Technical University of Munich, Munich, Germany
| | - Christina Holzapfel
- School of Medicine, Institute for Nutritional Medicine, Technical University of Munich, Munich, Germany
| | - Natascha-Alexandra Weinberger
- Research Group "Chronic Diseases and Psychological Health" (COPE), SRH University of Applied Health Sciences, Neue Str. 28-30, 07548, Gera, Germany
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Varlamov AV, Yakovleva NV. Distortions of Body Perception during Immersion in Computer Virtual Reality Using Full-Body Tracking. RUDN JOURNAL OF PSYCHOLOGY AND PEDAGOGICS 2022. [DOI: 10.22363/2313-1683-2022-19-4-670-688] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/14/2023] Open
Abstract
Person’s immersion in computer virtual reality (VR) is accompanied by numerous distortions in his/her perception due to the replacement of sensory stimuli coming through visual, auditory and partially proprioceptive channels. In this case, the person’s own body becomes an immersion tool, since its movements indirectly affect the movement of the avatar in VR. Performing actions in VR on behalf of the avatar contributes to the appearance of distortions in the perception of one’s own body due to the diffuse effect of actualizing the operational image at the moment of purposeful activity (the subjective body image is modified in accordance with the need to adapt to VR conditions). There are various ways of immersing in VR, taking into account the different degree of involvement of individual parts of the recipient’s real body in controlling a digital character. Thus, the full-body tracking (FBT) technology is becoming widespread, allowing the use of almost all human gross motor skills for projection onto the movements of the avatar. The purpose of the study was to establish the specific features of the distortion of a person’s perception of the size of his/her own body, after its being immersed in computer virtual reality, and the control over the avatar using the FBT technology. The study was conducted in two stages (in 2020 and 2021) in order to compare the intensity and direction of body image distortions of the subjects when they were immersed with and without the FBT technology. The OhShape VR app for mobile immersion without FBT and a modification of the VR Chat app for mobile immersion with FBT were used as experimental exposures. Psychometric data on the subjects’ perception of their own bodies were obtained using the psychometric data on the subjects’ perception of their own bodies were obtained using Moshe Feldenkrais’ methods for physical measurements. According to the results of the study, the use of FBT during immersion in VR leads to distortions in the perception of various body sizes by the subjects, including the trunk and legs, while mobile immersion without the use of FBT only causes distortions in the perception of the dimensions of the upper shoulder girdle. It should be noted that this observation testifies to the connection of distortions with the facts of the involvement of the corresponding parts of the real body of the subjects in the process of controlling the avatar. It is concluded that there are specific distortions in the perception of a person’s own body when being immersed in VR using FBT. Finally, an assumption is made about the possible connection of these distortions with the success of performing intra-environment mobile tasks.
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Wiebe A, Kannen K, Selaskowski B, Mehren A, Thöne AK, Pramme L, Blumenthal N, Li M, Asché L, Jonas S, Bey K, Schulze M, Steffens M, Pensel MC, Guth M, Rohlfsen F, Ekhlas M, Lügering H, Fileccia H, Pakos J, Lux S, Philipsen A, Braun N. Virtual reality in the diagnostic and therapy for mental disorders: A systematic review. Clin Psychol Rev 2022; 98:102213. [PMID: 36356351 DOI: 10.1016/j.cpr.2022.102213] [Citation(s) in RCA: 55] [Impact Index Per Article: 18.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/19/2021] [Revised: 08/21/2022] [Accepted: 10/11/2022] [Indexed: 01/27/2023]
Abstract
BACKGROUND Virtual reality (VR) technologies are playing an increasingly important role in the diagnostics and treatment of mental disorders. OBJECTIVE To systematically review the current evidence regarding the use of VR in the diagnostics and treatment of mental disorders. DATA SOURCE Systematic literature searches via PubMed (last literature update: 9th of May 2022) were conducted for the following areas of psychopathology: Specific phobias, panic disorder and agoraphobia, social anxiety disorder, generalized anxiety disorder, posttraumatic stress disorder (PTSD), obsessive-compulsive disorder, eating disorders, dementia disorders, attention-deficit/hyperactivity disorder, depression, autism spectrum disorder, schizophrenia spectrum disorders, and addiction disorders. ELIGIBILITY CRITERIA To be eligible, studies had to be published in English, to be peer-reviewed, to report original research data, to be VR-related, and to deal with one of the above-mentioned areas of psychopathology. STUDY EVALUATION For each study included, various study characteristics (including interventions and conditions, comparators, major outcomes and study designs) were retrieved and a risk of bias score was calculated based on predefined study quality criteria. RESULTS Across all areas of psychopathology, k = 9315 studies were inspected, of which k = 721 studies met the eligibility criteria. From these studies, 43.97% were considered assessment-related, 55.48% therapy-related, and 0.55% were mixed. The highest research activity was found for VR exposure therapy in anxiety disorders, PTSD and addiction disorders, where the most convincing evidence was found, as well as for cognitive trainings in dementia and social skill trainings in autism spectrum disorder. CONCLUSION While VR exposure therapy will likely find its way successively into regular patient care, there are also many other promising approaches, but most are not yet mature enough for clinical application. REVIEW REGISTRATION PROSPERO register CRD42020188436. FUNDING The review was funded by budgets from the University of Bonn. No third party funding was involved.
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Affiliation(s)
- Annika Wiebe
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Kyra Kannen
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Benjamin Selaskowski
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Aylin Mehren
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Ann-Kathrin Thöne
- School of Child and Adolescent Cognitive Behavior Therapy (AKiP), Faculty of Medicine and University Hospital Cologne, University of Cologne, Cologne, Germany
| | - Lisa Pramme
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Nike Blumenthal
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Mengtong Li
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Laura Asché
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Stephan Jonas
- Institute for Digital Medicine, University Hospital Bonn, Bonn, Germany
| | - Katharina Bey
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Marcel Schulze
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Maria Steffens
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Max Christian Pensel
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Matthias Guth
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Felicia Rohlfsen
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Mogda Ekhlas
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Helena Lügering
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Helena Fileccia
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Julian Pakos
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Silke Lux
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Alexandra Philipsen
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany
| | - Niclas Braun
- Department of Psychiatry and Psychotherapy, University Hospital Bonn, Bonn, Germany.
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Malighetti C, Sansoni M, Gaudio S, Matamala-Gomez M, Di Lernia D, Serino S, Riva G. From Virtual Reality to Regenerative Virtual Therapy: Some Insights from a Systematic Review Exploring Inner Body Perception in Anorexia and Bulimia Nervosa. J Clin Med 2022; 11:jcm11237134. [PMID: 36498708 PMCID: PMC9737310 DOI: 10.3390/jcm11237134] [Citation(s) in RCA: 12] [Impact Index Per Article: 4.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/09/2022] [Revised: 11/10/2022] [Accepted: 11/20/2022] [Indexed: 12/02/2022] Open
Abstract
Despite advances in our understanding of the behavioral and molecular factors that underlie the onset and maintenance of Eating Disorders (EDs), it is still necessary to optimize treatment strategies and establish their efficacy. In this context, over the past 25 years, Virtual Reality (VR) has provided creative treatments for a variety of ED symptoms, including body dissatisfaction, craving, and negative emotions. Recently, different researchers suggested that EDs may reflect a broader impairment in multisensory body integration, and a particular VR technique-VR body swapping-has been used to repair it, but with limited clinical results. In this paper, we use the results of a systematic review employing PRISMA guidelines that explore inner body perception in EDs (21 studies included), with the ultimate goal to analyze the features of multisensory impairment associated with this clinical condition and provide possible solutions. Deficits in interoception, proprioception, and vestibular signals were observed across Anorexia and Bulimia Nervosa, suggesting that: (a) alteration of inner body perception might be a crucial feature of EDs, even if further research is needed and; (b) VR, to be effective with these patients, has to simulate/modify both the external and the internal body. Following this outcome, we introduce a new therapeutic approach-Regenerative Virtual Therapy-that integrates VR with different technologies and clinical strategies to regenerate a faulty bodily experience by stimulating the multisensory brain mechanisms and promoting self-regenerative processes within the brain itself.
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Affiliation(s)
- Clelia Malighetti
- Department of Psychology, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20100 Milan, Italy
| | - Maria Sansoni
- Department of Psychology, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20100 Milan, Italy
- Correspondence: ; Tel.: +39-02-72-343-863
| | - Santino Gaudio
- Department of Neuroscience, Functional Pharmacology, Uppsala University, Husargatan 3, 75237 Uppsala, Sweden
- Department of Biomedicine and Prevention, University of Rome Tor Vergata, Viale Montpellier 1, 00133 Rome, Italy
| | - Marta Matamala-Gomez
- Department of Psychology, Mind and Behavior Technological Center, University of Milano-Bicocca, Piazza dell’Ateneo Nuovo 1, 20126 Milan, Italy
| | - Daniele Di Lernia
- Department of Psychology, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20100 Milan, Italy
| | - Silvia Serino
- Department of Psychology, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20100 Milan, Italy
| | - Giuseppe Riva
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Via Magnasco 2, 20149 Milan, Italy
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Largo Gemelli 1, 20100 Milan, Italy
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Virtual Reality in the Treatment of Patients with Overweight and Obesity: A Systematic Review. SUSTAINABILITY 2022. [DOI: 10.3390/su14063324] [Citation(s) in RCA: 7] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/17/2022]
Abstract
Obesity is one of the world’s most serious health issues. Therefore, therapists have looked for methods to fight obesity. Currently, technology-based intervention options in medical settings are very common. One such technology is virtual reality (VR) which has been used in the treatment of obesity since the late 1990s. The main objective of this study is to review the literature on the use of VR in the treatment of obesity and overweight to better understand the role of VR-based interventions in this field. To this end, four databases (PubMed, Medline, Scopus, and Web of Science) were searched for related publications from 2000 to 2022 using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA). From the 645 articles identified, 24 were selected. The main strength of this study is that it is the first systematic review to focus completely on the use of VR in the treatment of obesity. It includes most research in which VR was utilized to carry out the intervention. Although several limitations were detected in the reviewed studies, the findings of this review suggest that employing VR for self-monitoring of diet, physical activity, and/or weight is effective in supporting weight loss as well as improving satisfaction of body image and promoting health self-efficacy in overweight or obese persons.
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Bressler M, Merk J, Heinzel J, Butz MV, Daigeler A, Kolbenschlag J, Prahm C. Visualizing the Unseen: Illustrating and Documenting Phantom Limb Sensations and Phantom Limb Pain With C.A.L.A. FRONTIERS IN REHABILITATION SCIENCES 2022; 3:806114. [PMID: 36189032 PMCID: PMC9397903 DOI: 10.3389/fresc.2022.806114] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 10/31/2021] [Accepted: 01/14/2022] [Indexed: 11/13/2022]
Abstract
Currently, there is neither a standardized mode for the documentation of phantom sensations and phantom limb pain, nor for their visualization as perceived by patients. We have therefore created a tool that allows for both, as well as for the quantification of the patient's visible and invisible body image. A first version provides the principal functions: (1) Adapting a 3D avatar for self-identification of the patient; (2) modeling the shape of the phantom limb; (3) adjusting the position of the phantom limb; (4) drawing pain and cramps directly onto the avatar; and (5) quantifying their respective intensities. Our tool (C.A.L.A.) was evaluated with 33 occupational therapists, physiotherapists, and other medical staff. Participants were presented with two cases in which the appearance and the position of the phantom had to be modeled and pain and cramps had to be drawn. The usability of the software was evaluated using the System Usability Scale and its functional range was evaluated using a self-developed questionnaire and semi-structured interview. In addition, our tool was evaluated on 22 patients with limb amputations. For each patient, body image as well as phantom sensation and pain were modeled to evaluate the software's functional scope. The accuracy of the created body image was evaluated using a self-developed questionnaire and semi-structured interview. Additionally, pain sensation was assessed using the SF-McGill Pain Questionnaire. The System Usability Scale reached a level of 81%, indicating high usability. Observing the participants, though, identified several operational difficulties. While the provided functions were considered useful by most participants, the semi-structured interviews revealed the need for an improved pain documentation component. In conclusion, our tool allows for an accurate visualization of phantom limbs and phantom limb sensations. It can be used as both a descriptive and quantitative documentation tool for analyzing and monitoring phantom limbs. Thus, it can help to bridge the gap between the therapist's conception and the patient's perception. Based on the collected requirements, an improved version with extended functionality will be developed.
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Affiliation(s)
- Michael Bressler
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
| | - Joachim Merk
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
| | - Johannes Heinzel
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
| | - Martin V. Butz
- Neuro-Cognitive Modeling Group, Department of Computer Science and Department of Psychology, Faculty of Science, Eberhard Karls University, Tuebingen, Germany
| | - Adrien Daigeler
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
| | - Jonas Kolbenschlag
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
| | - Cosima Prahm
- Department of Hand, Plastic, Reconstructive and Burn Surgery, BG Trauma Clinic, University of Tuebingen, Tuebingen, Germany
- *Correspondence: Cosima Prahm
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Turnbull G, Alexi J, Mann G, Li Y, Engel M, Bayliss DM, Farrell S, Bell J. EXPRESS: The Influence of Three-Dimensional Cues on Body Size Judgements. Q J Exp Psychol (Hove) 2022; 75:2318-2331. [PMID: 35034530 DOI: 10.1177/17470218221076850] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Research has shown that body size judgements are frequently biased, or inaccurate. Critically, judgement biases are further exaggerated for individuals with eating disorders, a finding that has been attributed to difficulties integrating body features into a perceptual whole. However, current understanding of which body features are integrated when judging body size is lacking. In this study, we examine whether individuals integrate three-dimensional (3D) cues to body volume when making body size judgements. Computer-generated body stimuli were presented in a 3D Virtual Reality (VR) environment. Participants (N = 412) were randomly assigned to one of two conditions: in one condition the to-be-judged body was displayed binocularly (containing 3D cues to body volume), in the other, bodies were presented monocularly (2D cues only). Across 150 trials, participants were required to make a body size judgement of a target female body from a third-person point of view using an unmarked visual analogue scale (VAS). It was found that 3D cues significantly influenced body size judgements. Namely, thin 3D bodies were judged smaller, and overweight 3D bodies were judged larger, than their 2D counterpart. Furthermore, to reconcile these effects, we present evidence that the two perceptual biases, regression to the mean and serial dependence, were reduced by the additional 3D feature information. Our findings increase our understanding of how body size is perceptually encoded and creates testable predictions for clinical populations exhibiting integration difficulties.
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Affiliation(s)
- Georgia Turnbull
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Joanna Alexi
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Georgina Mann
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Yanqi Li
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Manja Engel
- Utrecht University, Faculty of Social and Behavioural Sciences, Experimental Psychology/Helmholtz Institute. Heidelberglaan 1, 3584 CS Utrecht, Netherlands 8125
| | - Donna M Bayliss
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Simon Farrell
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
| | - Jason Bell
- School of Psychological Science, University of Western Australia (M304), 35 Stirling Highway, Crawley WA 6009, Australia 2720
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12
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Phelan S, Peruvemba S, Levinson D, Stulberg N, Lacy A, Legato M, Werner JP. Feasibility of a virtual reality-based approach to improve behavioral weight management outcomes. Pilot Feasibility Stud 2021; 7:129. [PMID: 34158129 PMCID: PMC8218475 DOI: 10.1186/s40814-021-00865-5] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/11/2021] [Accepted: 06/03/2021] [Indexed: 12/02/2022] Open
Abstract
Background Behavioral weight loss interventions promote clinically significant weight loss over 12 months, but weight regain remains problematic and a substantial proportion of participants do not achieve long-term weight loss maintenance. Novel methods are needed that instill habit strength for sustaining weight control behaviors long term. Virtual reality (VR) has the potential to provide opportunities within behavioral treatment for patients to practice desired weight control behaviors in the frequency and magnitude necessary to build durable habits. A pilot randomized trial was done to test the feasibility integrating virtual reality (VR) into standard behavioral weight loss treatment. Methods Participants were 15 adults (43 years; 46.7% Hispanic), with overweight or obesity who were randomly assigned to a 4-week Standard Behavioral Weight Loss plus Non-Weight-Related VR app (i.e., Control Group) or Standard Behavioral Weight Loss plus Weight-Related VR app (i.e., Intervention Group). The Intervention’s VR tool was designed to enable practice of behavioral skills taught in weekly group meetings, including managing social and home environmental cues for eating and activity. Results Participants were recruited over 3 months, and retention at the final assessment visit was high (86.6%). The VR footage and resulting app were rated as highly realistic (6.7 on a 10-point scale), and the VR program overall was rated as highly satisfactory (3.6 on a 4-point scale). Adverse effects of eye strain and motion sickness were minimal (~ 2 on a 7-point scale). As expected, the intervention and control groups both lost weight and unadjusted means (SD) averaged 3.4% (2.7) and 2.3% (3.6), respectively, over the 4 weeks. Overall, participants reported preferring a VR approach above traditional weight loss programs (rating of 5 on a 7-point scale). Conclusions Future research is needed to develop and test the feasibility of using VR for other weight control skills with a larger sample size and longer evaluation period to determine if VR can improve standard behavioral weight loss outcomes by intensifying practice opportunities and building habit strength for weight loss maintenance. Trial registration NCT04534088; date of registration: 09/01/2020, retrospectively registered. Supplementary Information The online version contains supplementary material available at 10.1186/s40814-021-00865-5.
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Affiliation(s)
- Suzanne Phelan
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA. .,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA.
| | - Sapna Peruvemba
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA
| | - David Levinson
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA
| | - Noah Stulberg
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA
| | - Aidan Lacy
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA
| | - Maria Legato
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Department of Kinesiology & Public Health, California Polytechnic State University, San Luis Obispo, CA, USA
| | - James P Werner
- Center for Health Research, California Polytechnic State University, San Luis Obispo, CA, USA.,Art & Design Department, California Polytechnic State University, San Luis Obispo, CA, USA
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13
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Riva G, Malighetti C, Serino S. Virtual reality in the treatment of eating disorders. Clin Psychol Psychother 2021; 28:477-488. [PMID: 34048622 PMCID: PMC8362149 DOI: 10.1002/cpp.2622] [Citation(s) in RCA: 34] [Impact Index Per Article: 8.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2021] [Revised: 05/07/2021] [Accepted: 05/21/2021] [Indexed: 12/19/2022]
Abstract
Over the last 25 years, virtual reality (VR) has offered innovative solutions for targeting different key symptoms of eating disorders: from craving to negative emotions, from attentional biases to body dissatisfaction. The present narrative review assesses the existing literature in these areas trying to identify their different levels of clinical evidence. Specifically, the review presents four clinical approaches based upon VR and their implications in the treatment of eating disorders: VR cue exposure, VR reference frame shifting, VR for correcting body distortions and attentional biases. In general, existing findings demonstrate the clinical value of VR. On one side, the present review suggests that two VR-based techniques-VR exposure and reference frame shifting-have a significant research support and provide a possible advantage over traditional cognitive-behavioural therapy (CBT) for bulimia nervosa and binge eating disorder. On the other side, two emerging VR applications-multisensory body illusions and the use of VR for the modification of attentional biases-even if supported by preliminary data still need further research.
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Affiliation(s)
- Giuseppe Riva
- Applied Technology for Neuro‐Psychology Lab.Istituto Auxologico ItalianoMilanItaly
- Humane Technology Lab.Università Cattolica del Sacro CuoreMilanItaly
| | - Clelia Malighetti
- Humane Technology Lab.Università Cattolica del Sacro CuoreMilanItaly
| | - Silvia Serino
- Humane Technology Lab.Università Cattolica del Sacro CuoreMilanItaly
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14
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Asiain J, Braun M, Roussos AJ. Virtual reality as a psychotherapeutic tool: current uses and limitations. BRITISH JOURNAL OF GUIDANCE & COUNSELLING 2021. [DOI: 10.1080/03069885.2021.1885008] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/20/2022]
Affiliation(s)
- Joaquín Asiain
- Laboratorio para la investigación en Psicología y tecnología de la información y comunicación, LIPSTIC, Universidad de Belgrano, Buenos Aires, Argentina
| | - Malena Braun
- Laboratorio para la investigación en Psicología y tecnología de la información y comunicación, LIPSTIC, Universidad de Belgrano, Buenos Aires, Argentina
| | - Andrés J. Roussos
- Laboratorio para la investigación en Psicología y tecnología de la información y comunicación, LIPSTIC, Universidad de Belgrano, Buenos Aires, Argentina
- CONICET, LIPSTIC, Universidad de Buenos Aires, Buenos Aires, Argentina
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15
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Tao G, Garrett B, Taverner T, Cordingley E, Sun C. Immersive virtual reality health games: a narrative review of game design. J Neuroeng Rehabil 2021; 18:31. [PMID: 33573684 PMCID: PMC7879508 DOI: 10.1186/s12984-020-00801-3] [Citation(s) in RCA: 38] [Impact Index Per Article: 9.5] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/10/2020] [Accepted: 12/17/2020] [Indexed: 11/10/2022] Open
Abstract
BACKGROUND High quality head-mounted display based virtual reality (HMD-VR) has become widely available, spurring greater development of HMD-VR health games. As a behavior change approach, these applications use HMD-VR and game-based formats to support long-term engagement with therapeutic interventions. While the bulk of research to date has primarily focused on the therapeutic efficacy of particular HMD-VR health games, how developers and researchers incorporate best-practices in game design to achieve engaging experiences remains underexplored. This paper presents the findings of a narrative review exploring the trends and future directions of game design for HMD-VR health games. METHODS We searched the literature on the intersection between HMD-VR, games, and health in databases including MEDLINE, Embase, CINAHL, PsycINFO, and Compendex. We identified articles describing HMD-VR games designed specifically as health applications from 2015 onwards in English. HMD-VR health games were charted and tabulated according to technology, health context, outcomes, and user engagement in game design. FINDINGS We identified 29 HMD-VR health games from 2015 to 2020, with the majority addressing health contexts related to physical exercise, motor rehabilitation, and pain. These games typically involved obstacle-based challenges and extrinsic reward systems to engage clients in interventions related to physical functioning and pain. Less common were games emphasizing narrative experiences and non-physical exercise interventions. However, discourse regarding game design was diverse and often lacked sufficient detail. Game experience was evaluated using primarily ad-hoc questionnaires. User engagement in the development of HMD-VR health games primarily manifested as user studies. CONCLUSION HMD-VR health games are promising tools for engaging clients in highly immersive experiences designed to address diverse health contexts. However, more in-depth and structured attention to how HMD-VR health games are designed as game experiences is needed. Future development of HMD-VR health games may also benefit from greater involvement of end-users in participatory approaches.
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Affiliation(s)
- Gordon Tao
- Graduate Programs in Rehabilitation Science, Faculty of Medicine, University of British Columbia, Vancouver, BC, Canada.
| | - Bernie Garrett
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
| | - Tarnia Taverner
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
| | - Elliott Cordingley
- Faculty of Science, University of British Columbia, Vancouver, BC, Canada
| | - Crystal Sun
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
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16
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Thomas JG, Goldstein CM, Bond DS, Hadley W, Tuerk PW. Web-based virtual reality to enhance behavioural skills training and weight loss in a commercial online weight management programme: The Experience Success randomized trial. Obes Sci Pract 2020; 6:587-595. [PMID: 33354337 PMCID: PMC7746971 DOI: 10.1002/osp4.451] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.8] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/09/2020] [Revised: 07/30/2020] [Accepted: 08/09/2020] [Indexed: 12/01/2022] Open
Abstract
OBJECTIVE Commercial online weight management programmes are popular and easily accessible but often lack training in empirically validated behaviour change strategies and produce suboptimal outcomes. This study evaluated the effects of a Web-based virtual reality (VR) programme for enhancing behavioural skills training and weight loss when offered as an adjunct to a commercial online weight management programme. METHODS N = 146 adults with overweight/obesity (body mass index [BMI] 27-40 kg/m2) were randomized to 6 months of no-cost access to the Weight Watchers (WW) online platform alone or enhanced with the Experience Success (WW + ES) programme, consisting of four Web-based VR sessions for training in behavioural weight-loss skills related to the home environment, the workplace, physical activity and social situations (i.e., a party at a friend's house). Weight was measured at the research centre at baseline, 3 and 6 months. RESULTS Both groups achieved statistically significant weight loss across the trial, with no difference in mean ± standard error (SE) weight loss between WW and WW + ES at 3 months (2.7 ± 1.1 kg vs. 4.2 ± 1.1 kg, respectively; P = .086) but greater weight loss in WW + ES at 6 months (2.6 ± 1.3 kg vs. 4.9 ± 1.3 kg, respectively; P = .042). CONCLUSIONS This study demonstrates the potential of Web-based VR skills training to enhance outcomes of commercial online weight management programmes that are widely accessible. Compared with traditional didactic methods for online skills training, VR simulation provides opportunities to learn behavioural skills via modelling and experiment with skills in real-world situations. More research is needed to identify specific behavioural mechanisms by which ES may improve outcomes.
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Affiliation(s)
- John Graham Thomas
- Department of Psychiatry and Human BehaviorWarren Alpert Medical School of Brown University, The Miriam Hospital/Weight Control and Diabetes Research CenterProvidenceRhode IslandUSA
| | - Carly M. Goldstein
- Department of Psychiatry and Human BehaviorWarren Alpert Medical School of Brown University, The Miriam Hospital/Weight Control and Diabetes Research CenterProvidenceRhode IslandUSA
| | - Dale S. Bond
- Department of Psychiatry and Human BehaviorWarren Alpert Medical School of Brown University, The Miriam Hospital/Weight Control and Diabetes Research CenterProvidenceRhode IslandUSA
| | - Wendy Hadley
- College of EducationUniversity of OregonEugeneOregonUSA
| | - Peter W. Tuerk
- Virtually Better, Inc.DecaturGeorgiaUSA
- Department of Human Services, Sheila C. Johnson Center for Clinical ServicesUniversity of VirginiaCharlottesvilleVirginiaUSA
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17
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Isgin-Atici K, Ozkan A, Celikcan U, Ede G, Aslan C, Bulbul AS, Buyuktuncer Z, Kanbur N. Usability Study of a Novel Tool: The Virtual Cafeteria in Nutrition Education. JOURNAL OF NUTRITION EDUCATION AND BEHAVIOR 2020; 52:1058-1065. [PMID: 33168205 DOI: 10.1016/j.jneb.2020.08.001] [Citation(s) in RCA: 7] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/24/2019] [Revised: 07/16/2020] [Accepted: 08/02/2020] [Indexed: 06/11/2023]
Abstract
OBJECTIVE This study aimed to evaluate the usability of the virtual cafeteria (VC) and determine its suitability for further studies in portion size education and rehabilitation of nutrition. METHODS The study was conducted with 73 participants (aged 18-40 years). The VC, where the participants performed the task of assembling a meal, was created as a virtual reality simulation of a buffet-style cafeteria (94 food and 10 beverage items). The participants were asked to complete the System Usability Scale, which regards ≥70 points as acceptable, and to give comments about the VC. RESULTS The mean System Usability Scale score was 79.4 ± 12.71 (range, 22.2-97.2). Approximately 68% of the participants described positive qualities for the VC. The participants with technical background reported the VC as more usable (96%) than the others (74%) (χ2 = 5,378; df = 1, P = 0.025). CONCLUSIONS AND IMPLICATIONS Offered as a novel tool for education and rehabilitation of nutrition, the VC was confirmed to feature good usability.
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Affiliation(s)
- Kubra Isgin-Atici
- Department of Nutrition and Dietetics, Hacettepe University, Ankara, Turkey
| | - Alper Ozkan
- Department of Computer Engineering, Hacettepe University, Ankara, Turkey
| | - Ufuk Celikcan
- Department of Computer Engineering, Hacettepe University, Ankara, Turkey.
| | - Gozde Ede
- Department of Nutrition and Dietetics, Hacettepe University, Ankara, Turkey
| | - Cem Aslan
- Department of Computer Engineering, Hacettepe University, Ankara, Turkey
| | - Ahmed Samil Bulbul
- Department of Computer Engineering, Hacettepe University, Ankara, Turkey
| | - Zehra Buyuktuncer
- Department of Nutrition and Dietetics, Hacettepe University, Ankara, Turkey
| | - Nuray Kanbur
- Department of Pediatrics, Division of Adolescent Medicine, Hacettepe University, Ankara, Turkey
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18
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Cassani R, Novak GS, Falk TH, Oliveira AA. Virtual reality and non-invasive brain stimulation for rehabilitation applications: a systematic review. J Neuroeng Rehabil 2020; 17:147. [PMID: 33129331 PMCID: PMC7603766 DOI: 10.1186/s12984-020-00780-5] [Citation(s) in RCA: 30] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/03/2020] [Accepted: 10/23/2020] [Indexed: 12/14/2022] Open
Abstract
The present article reports the results of a systematic review on the potential benefits of the combined use of virtual reality (VR) and non-invasive brain stimulation (NIBS) as a novel approach for rehabilitation. VR and NIBS are two rehabilitation techniques that have been consistently explored by health professionals, and in recent years there is strong evidence of the therapeutic benefits of their combined use. In this work, we reviewed research articles that report the combined use of VR and two common NIBS techniques, namely transcranial direct current stimulation (tDCS) and transcranial magnetic stimulation (TMS). Relevant queries to six major bibliographic databases were performed to retrieve original research articles that reported the use of the combination VR-NIBS for rehabilitation applications. A total of 16 articles were identified and reviewed. The reviewed studies have significant differences in the goals, materials, methods, and outcomes. These differences are likely caused by the lack of guidelines and best practices on how to combine VR and NIBS techniques. Five therapeutic applications were identified: stroke, neuropathic pain, cerebral palsy, phobia and post-traumatic stress disorder, and multiple sclerosis rehabilitation. The majority of the reviewed studies reported positive effects of the use of VR-NIBS. However, further research is still needed to validate existing results on larger sample sizes and across different clinical conditions. For these reasons, in this review recommendations for future studies exploring the combined use of VR and NIBS are presented to facilitate the comparison among works.
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Affiliation(s)
- Raymundo Cassani
- Institut National de La Recherche Scientique (INRS-EMT), University of Quebec, 800 rue de la Gauchetière O, Montreal, QC H5A-1K6 Canada
| | - Guilherme S. Novak
- Department of Psychology, Federal University of Health Sciences of Porto Alegre, Rua Sarmento Leite, 245, Porto Alegre, CEP 90.050-170 Brazil
| | - Tiago H. Falk
- Institut National de La Recherche Scientique (INRS-EMT), University of Quebec, 800 rue de la Gauchetière O, Montreal, QC H5A-1K6 Canada
| | - Alcyr A. Oliveira
- Department of Psychology, Federal University of Health Sciences of Porto Alegre, Rua Sarmento Leite, 245, Porto Alegre, CEP 90.050-170 Brazil
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19
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Mantovani E, Zucchella C, Bottiroli S, Federico A, Giugno R, Sandrini G, Chiamulera C, Tamburin S. Telemedicine and Virtual Reality for Cognitive Rehabilitation: A Roadmap for the COVID-19 Pandemic. Front Neurol 2020; 11:926. [PMID: 33041963 PMCID: PMC7522345 DOI: 10.3389/fneur.2020.00926] [Citation(s) in RCA: 77] [Impact Index Per Article: 15.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/05/2020] [Accepted: 07/17/2020] [Indexed: 12/26/2022] Open
Abstract
The current COVID-19 pandemic presents unprecedented new challenges to public health and medical care delivery. To control viral transmission, social distancing measures have been implemented all over the world, interrupting the access to routine medical care for many individuals with neurological diseases. Cognitive disorders are common in many neurological conditions, e.g., stroke, traumatic brain injury, Alzheimer's disease, and other types of dementia, Parkinson's disease and parkinsonian syndromes, and multiple sclerosis, and should be addressed by cognitive rehabilitation interventions. To be effective, cognitive rehabilitation programs must be intensive and prolonged over time; however, the current virus containment measures are hampering their implementation. Moreover, the reduced access to cognitive rehabilitation might worsen the relationship between the patient and the healthcare professional. Urgent measures to address issues connected to COVID-19 pandemic are, therefore, needed. Remote communication technologies are increasingly regarded as potential effective options to support health care interventions, including neurorehabilitation and cognitive rehabilitation. Among them, telemedicine, virtual reality, augmented reality, and serious games could be in the forefront of these efforts. We will briefly review current evidence-based recommendations on the efficacy of cognitive rehabilitation and offer a perspective on the role of tele- and virtual rehabilitation to achieve adequate cognitive stimulation in the era of social distancing related to COVID-19 pandemic. In particular, we will discuss issues related to their diffusion and propose a roadmap to address them. Methodological and technological improvements might lead to a paradigm shift to promote the delivery of cognitive rehabilitation to people with reduced mobility and in remote regions.
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Affiliation(s)
- Elisa Mantovani
- Department of Neurosciences, Biomedicine and Movement Sciences, University of Verona, Verona, Italy
| | - Chiara Zucchella
- Section of Neurology, Department of Neurosciences, Verona University Hospital, Verona, Italy
| | - Sara Bottiroli
- Giustino Fortunato University, Benevento, Italy.,IRCCS Mondino Foundation, Pavia, Italy
| | - Angela Federico
- Department of Neurosciences, Biomedicine and Movement Sciences, University of Verona, Verona, Italy
| | - Rosalba Giugno
- Department of Computer Science, University of Verona, Verona, Italy
| | - Giorgio Sandrini
- IRCCS Mondino Foundation, Pavia, Italy.,Department of Brain and Behavioral Sciences, University of Pavia, Pavia, Italy
| | - Cristiano Chiamulera
- Department of Diagnostics and Public Health, University of Verona, Verona, Italy
| | - Stefano Tamburin
- Department of Neurosciences, Biomedicine and Movement Sciences, University of Verona, Verona, Italy
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20
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RGB-D-Based Framework to Acquire, Visualize and Measure the Human Body for Dietetic Treatments. SENSORS 2020; 20:s20133690. [PMID: 32630202 PMCID: PMC7374426 DOI: 10.3390/s20133690] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 06/02/2020] [Revised: 06/25/2020] [Accepted: 06/29/2020] [Indexed: 11/17/2022]
Abstract
This research aims to improve dietetic-nutritional treatment using state-of-the-art RGB-D sensors and virtual reality (VR) technology. Recent studies show that adherence to treatment can be improved using multimedia technologies. However, there are few studies using 3D data and VR technologies for this purpose. On the other hand, obtaining 3D measurements of the human body and analyzing them over time (4D) in patients undergoing dietary treatment is a challenging field. The main contribution of the work is to provide a framework to study the effect of 4D body model visualization on adherence to obesity treatment. The system can obtain a complete 3D model of a body using low-cost technology, allowing future straightforward transference with sufficient accuracy and realistic visualization, enabling the analysis of the evolution (4D) of the shape during the treatment of obesity. The 3D body models will be used for studying the effect of visualization on adherence to obesity treatment using 2D and VR devices. Moreover, we will use the acquired 3D models to obtain measurements of the body. An analysis of the accuracy of the proposed methods for obtaining measurements with both synthetic and real objects has been carried out.
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21
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Irvine KR, Irvine AR, Maalin N, McCarty K, Cornelissen KK, Tovée MJ, Cornelissen PL. Using immersive virtual reality to modify body image. Body Image 2020; 33:232-243. [PMID: 32408166 DOI: 10.1016/j.bodyim.2020.03.007] [Citation(s) in RCA: 15] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/16/2019] [Revised: 03/27/2020] [Accepted: 03/27/2020] [Indexed: 12/11/2022]
Abstract
We tested the efficacy of a training programme, delivered in virtual reality (VR), to modify the perceptual boundary between what participants classify as a fat versus a thin body. Three cohorts of 20 female volunteers with high body image concerns were recruited to two intervention groups and one control group. All participants completed a 4-day training programme in VR where they categorised a series of 3D models as either thin or fat; one intervention group was presented with the stimuli briefly, while the other group had no time limits imposed. Both intervention groups were given inflationary feedback to shift their categorisations of the stimulus models towards higher BMIs. Our results show that, compared to controls, both intervention groups shifted their categorical boundaries between Day 1 and follow-up on Day 14. Unlimited stimulus presentation times were associated with a larger training effect. Furthermore, both intervention groups experienced statistically significant reductions in their concerns about their own body shape, weight and eating habits. However, only in the group with longer stimulus presentation times were these reductions consistent with a clinically meaningful effect. These findings suggest that manipulating categorical perception in VR might provide a complementary addition to existing treatments for eating disorders.
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Affiliation(s)
- Kamila R Irvine
- Department of Psychology, Faculty of health and Life Sciences, Northumbria University, Newcastle upon Tyne, NE1 8ST, UK.
| | - Andrew R Irvine
- Virtual Research Innovations Ltd., UK; School of Psychology, College of Social Science, University of Lincoln, Lincolnshire, LN6 7TS, UK
| | - Nadia Maalin
- School of Psychology, College of Social Science, University of Lincoln, Lincolnshire, LN6 7TS, UK
| | - Kristofor McCarty
- Department of Psychology, Faculty of health and Life Sciences, Northumbria University, Newcastle upon Tyne, NE1 8ST, UK
| | - Katri K Cornelissen
- Department of Psychology, Faculty of health and Life Sciences, Northumbria University, Newcastle upon Tyne, NE1 8ST, UK
| | - Martin J Tovée
- Department of Psychology, Faculty of health and Life Sciences, Northumbria University, Newcastle upon Tyne, NE1 8ST, UK
| | - Piers L Cornelissen
- Department of Psychology, Faculty of health and Life Sciences, Northumbria University, Newcastle upon Tyne, NE1 8ST, UK
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22
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Nolet K, Corno G, Bouchard S. The Adoption of New Treatment Modalities by Health Professionals and the Relative Weight of Empirical Evidence in Favor of Virtual Reality Exposure Versus Mindfulness in the Treatment of Anxiety Disorders. Front Hum Neurosci 2020; 14:86. [PMID: 32269517 PMCID: PMC7109262 DOI: 10.3389/fnhum.2020.00086] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/16/2019] [Accepted: 02/27/2020] [Indexed: 12/19/2022] Open
Abstract
Anxiety disorders are among the most prevalent mental disorders, and cognitive-behavioral therapy (CBT) with exposure exercises is considered as the gold-standard psychological intervention. New psychotherapeutic modalities have emerged in the last decade and, among them, mindfulness has been rapidly adopted by therapists. The adoption rate is slower for the use of virtual reality (VR) to conduct exposure. The goal of the present position paper is to contrast, for the treatment of anxiety disorders, the weight of empirical evidences supporting the use of exposure in VR with the use of mindfulness-based therapy (MBT). Based on the most recent meta-analyses, we found that CBT with exposure conducted in VR was more thoroughly researched and supported than MBT, receiving validation from roughly twice as many studies with high control (i.e., randomized, active controls with clinical samples). However, this conclusion is nuanced by reviewing gaps in the literature for both therapies. Potential factors influencing clinicians' choice of treatment and suggestions for future research directions are proposed.
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Affiliation(s)
- Kevin Nolet
- Cyberpsychology Laboratory of UQO, Department of Psychoeducation and Psychology, Université du Québec en Outaouais, Gatineau, QC, Canada
| | - Giulia Corno
- Cyberpsychology Laboratory of UQO, Department of Psychoeducation and Psychology, Université du Québec en Outaouais, Gatineau, QC, Canada
- LabPsiTec, Departamento de Personalidad, Evaluación y Tratamientos Psicológicos, Universitat de València, Valencia, Spain
| | - Stéphane Bouchard
- Cyberpsychology Laboratory of UQO, Department of Psychoeducation and Psychology, Université du Québec en Outaouais, Gatineau, QC, Canada
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Ammann J, Hartmann C, Peterhans V, Ropelato S, Siegrist M. The relationship between disgust sensitivity and behaviour: A virtual reality study on food disgust. Food Qual Prefer 2020. [DOI: 10.1016/j.foodqual.2019.103833] [Citation(s) in RCA: 19] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/01/2023]
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24
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Engaging with Children Using Augmented Reality on Clothing to Prevent Them from Smoking. ADVANCES IN EXPERIMENTAL MEDICINE AND BIOLOGY 2020; 1262:59-94. [PMID: 32613580 DOI: 10.1007/978-3-030-43961-3_4] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/09/2023]
Abstract
Smoking is a harmful habit, causing a range of severe consequences which could lead to premature death. This habit is still prevalent amongst young people. In order to protect children, effective early interventions supported by public instances need to be set in place. Raising awareness and educating the youth is crucial to change their mindset about the severity of smoking. Emerging technologies, such as augmented reality (AR) on mobile devices, have been shown to be useful in providing engaging experiences and educating children about a range of issues, including health and anatomy. This chapter presents a research which explores the use of AR as an exciting and engaging medium to effectively help educating children from 5 to 13 years about the effects of smoking. A mobile application, called SmokAR, was developed. This app includes AR visualization amongst other functionalities, whereby children are presented a realistic model of the human lungs of a healthy person and of a smoker. The aim of this research is to propose a transformative experience in order to put children off this dangerous habit whilst they gain knowledge about the effect of smoking on their organs. The anatomical accuracy of the 3D models and animations proposed by the app has been verified by an expert anatomist. A group of children (n = 17) also took part in usability and knowledge acquisition testing at the Glasgow Science Centre. Findings showed a significant high usability suggesting a user-friendly app design. Moreover, results also suggested that participants gained knowledge to a certain extent and felt discouraged from smoking after seeing the model of the smoker's lungs. Although there were several limitations to the study, the potential of the app to support learning and raising awareness is encouragingly positive. In addition, user testing in a more controlled environment, such as a classroom, can help gain further insights into the effectiveness and usability of the app. In the future, this simple but engaging approach to raise public awareness and support education could be used to further communicate with children about negative health effects of other harmful habits such as alcohol or drug consumption.
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Lafortune D, Dion L, Renaud P. Virtual Reality and Sex Therapy: Future Directions for Clinical Research. JOURNAL OF SEX & MARITAL THERAPY 2019; 46:1-17. [PMID: 31124395 DOI: 10.1080/0092623x.2019.1623357] [Citation(s) in RCA: 13] [Impact Index Per Article: 2.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
Rapidly growing new technologies are revolutionizing the field of mental health, in terms of both understanding and treating mental disorders. Among these, virtual reality (VR) is a powerful tool providing clients with new learning experiences benefiting their psychological well-being. This article offers an overview of the current literature on VR in psychotherapy, highlighting its relevance to sexual dysfunction (SD) treatment.A literature review of PubMed and Google Scholar databases was used to provide a description of the theoretical frameworks and clinical indications associated with VR use in psychotherapy and SD treatment. The effectiveness of VR exposure-based therapy has been empirically validated for several mental disorders, notably anxiety disorders. The emerging combined use of VR and mindfulness tends to focus on chronic pain treatment. Experimental research examining the use of immersive technologies in the treatment of SDs is lacking.Given the shortcomings of conventional SD treatments, exploring and developing specialized VR interventions may prove beneficial. VR offers promising avenues in sex therapy, particularly for the treatment of genital pain disorders or SDs in which anxiety plays a significant etiological role.
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Affiliation(s)
- David Lafortune
- Département de Sexologie, Université du Québec à Montréal, Montreal, QC, Canada
| | - Laurence Dion
- Département de Sexologie, Université du Québec à Montréal, Montreal, QC, Canada
| | - Patrice Renaud
- Département de Psychoéducation et de Psychologie, Université du Québec en Outaouais, Saint-Jérôme, QC, Canada
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Liran O, Dasher R, Kaeochinda K. Using Virtual Reality to Improve Antiretroviral Therapy Adherence in the Treatment of HIV: Open-Label Repeated Measure Study. Interact J Med Res 2019; 8:e13698. [PMID: 31223117 PMCID: PMC6610452 DOI: 10.2196/13698] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/14/2019] [Revised: 05/14/2019] [Accepted: 05/17/2019] [Indexed: 11/23/2022] Open
Abstract
Background Nonadherence to HIV medications is a serious unsolved problem and is a major cause of morbidity and mortality in the HIV-positive population. Although treatment efficacy is high if compliance is greater than 90%, about 40% of people with HIV do not meet this threshold. Objective This study aimed to test a novel approach to improve medication adherence by using a low-cost virtual reality (VR) experience to educate people with HIV about their illness. We hypothesized that people with HIV would be more likely to be compliant with the treatment following the 7-minute experience and, therefore, should have decreasing viral load (VL), increasing cluster of differentiation 4+ (CD4+) cell counts, and improved self-reported adherence. Methods We showed the VR experience to 107 participants with HIV at a county hospital in Los Angeles, California. Participants were asked to self-report how often they take their medications on a Likert-scale. The self-reported question (SRQ) was given before and at least 2 weeks after the VR experience. We also compared VL and CD4+ cell counts before and on average 101 days after the experience. VL and CD4+ were obtained per the clinic’s standard care protocol. Two-tailed paired t tests were performed on the initial and follow-up SRQ scores, VL, and CD4+. We restricted the CD4+ analysis to participants who had a pre-CD4+ below normal (defined as 500 cells/mm3). To reduce the possibility that VL were trending down and CD4+ were trending up regardless of the VR experience, 2 serial VL and CD4+ obtained before the experience were also compared and analyzed. Immediately following the VR experience, participants were given a 4-question Likert-type postexperience questionnaire (PEQ) that assessed their opinions about the experience. Results SRQ scores improved from pre to post experience with high significance (P<.001). VL decreased from pre to post experience by 0.38 log10 copies/mL (95% CI 0.06-0.70; P=.02). In contrast, the 2 serial VL obtained before the experience showed no statistically significant changes. There was also a statistically significant increase in CD4+ (95% CI –3.4 to –54.3 cells/mm3; P=.03). Analysis of the PEQ revealed that VR was comfortable for almost all of the participants and that most participants believed the experience to be educational and that it would improve their medication adherence. Conclusions The findings suggest that the low-cost VR experience caused an increased rate of antiretroviral therapy adherence that resulted in a decrease of VL and an increase of CD4+. Further studies are required to explore the duration of this effect and whether these results are generalizable to other treatment settings and populations.
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Affiliation(s)
- Omer Liran
- Department of Psychiatry and Biobehavioral Sciences, David Geffen School of Medicine at University of California - Los Angeles, Los Angeles, CA, United States
| | - Robert Dasher
- Department of Psychiatry and Biobehavioral Sciences, David Geffen School of Medicine at University of California - Los Angeles, Los Angeles, CA, United States
| | - Kevin Kaeochinda
- Department of Psychology, Marymount California University, Rancho Palos Verdes, CA, United States
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Ventola CL. Virtual Reality in Pharmacy: Opportunities for Clinical, Research, and Educational Applications. P & T : A PEER-REVIEWED JOURNAL FOR FORMULARY MANAGEMENT 2019; 44:267-276. [PMID: 31080335 PMCID: PMC6487969] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Subscribe] [Scholar Register] [Indexed: 06/09/2023]
Abstract
Virtual reality (VR) has been widely studied and applied in numerous medical applications.1 In pharmacy, VR can potentially be applied as follows: adjunctively or as a replacement for pharmacotherapy; in drug design and discovery; in pharmacist education; and in patient counseling and behavior modification.1-6 Research applying VR in pharmacy is currently limited; however, interest in these applications is increasing. The majority of studies conducted during the past decade have found VR to be safe and effective, and to promote a high degree of user satisfaction.4 VR technology has become increasingly affordable, flexible, and portable, enabling its use for therapeutic purposes in both inpatient and outpatient environments.4 But despite the compelling features of VR, a number of challenges exist, such as validation of clinical efficacy, cost/accessibility and usability issues, technical capabilities, and acceptance.1-5 This article discusses the potential for the use of VR in pharmacy for clinical, research, and educational applications.
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Pizzoli SFM, Mazzocco K, Triberti S, Monzani D, Alcañiz Raya ML, Pravettoni G. User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach. Front Psychol 2019; 10:479. [PMID: 30914996 PMCID: PMC6423066 DOI: 10.3389/fpsyg.2019.00479] [Citation(s) in RCA: 36] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/01/2018] [Accepted: 02/18/2019] [Indexed: 11/21/2022] Open
Abstract
Virtual reality has been used effectively to promote relaxation and reduce stress. It is possible to find two main approaches to achieve such aims across the literature. The first one is focused on generic environments filled with relaxing "narratives" to induce control over one's own body and physiological response, while the second one engages the user in virtual reality-mediated activities to empower his/her own abilities to regulate emotion. The scope of the present contribution is to extend the discourse on VR use to promote relaxation, by proposing a third approach. This would be based on VR with personalized content, based on user research to identify important life events. As a second step, distinctive features of such events may be rendered with symbols, activities or other virtual environments contents. According to literature, it is possible that such an approach would obtain more sophisticated and long-lasting relaxation in users. The present contribution explores this innovative theoretical proposal and its potential applications within future research and interventions.
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Affiliation(s)
- Silvia Francesca Maria Pizzoli
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Ketti Mazzocco
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Stefano Triberti
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Dario Monzani
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
| | - Mariano Luis Alcañiz Raya
- Institute of Research and Innovation in Bioengineering, Universidad Politécnica de Valencia, Valencia, Spain
| | - Gabriella Pravettoni
- Department of Oncology and Hemato-Oncology, University of Milan, Milan, Italy
- Applied Research Division for Cognitive and Psychological Science, European Institute of Oncology IRCCS, Milan, Italy
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Birckhead B, Khalil C, Liu X, Conovitz S, Rizzo A, Danovitch I, Bullock K, Spiegel B. Recommendations for Methodology of Virtual Reality Clinical Trials in Health Care by an International Working Group: Iterative Study. JMIR Ment Health 2019; 6:e11973. [PMID: 30702436 PMCID: PMC6374734 DOI: 10.2196/11973] [Citation(s) in RCA: 177] [Impact Index Per Article: 29.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 08/19/2018] [Revised: 10/23/2018] [Accepted: 10/23/2018] [Indexed: 01/04/2023] Open
Abstract
BACKGROUND Therapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed. OBJECTIVE We aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments. METHODS A group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments. RESULTS The interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs-VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided. CONCLUSIONS Patients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.
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Affiliation(s)
- Brandon Birckhead
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States
| | - Carine Khalil
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Laboratoire Interdisciplinaire de Recherche Appliquée en Économie de la Santé, Paris Descartes University, Paris, France
| | - Xiaoyu Liu
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
| | - Samuel Conovitz
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
| | - Albert Rizzo
- Institute for Creative Technologies, University of Southern California, Los Angeles, CA, United States
| | - Itai Danovitch
- Department of Psychiatry, Cedars-Sinai Health System, Los Angeles, CA, United States
| | - Kim Bullock
- Department of Psychiatry, Stanford University School of Medicine, Palo Alto, CA, United States
| | - Brennan Spiegel
- Division of Health Services Research, Department of Medicine, Cedars-Sinai Health System, Los Angeles, CA, United States.,Department of Health Policy and Management, Fielding School of Public Health, University of California, Los Angeles, Los Angeles, CA, United States
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Riva G, Gutiérrez-Maldonado J, Dakanalis A, Ferrer-García M. Virtual Reality in the Assessment and Treatment of Weight-Related Disorders. VIRTUAL REALITY FOR PSYCHOLOGICAL AND NEUROCOGNITIVE INTERVENTIONS 2019. [DOI: 10.1007/978-1-4939-9482-3_7] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/05/2022]
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Serino S, Polli N, Riva G. From avatars to body swapping: The use of virtual reality for assessing and treating body-size distortion in individuals with anorexia. J Clin Psychol 2018; 75:313-322. [PMID: 30552669 PMCID: PMC6590458 DOI: 10.1002/jclp.22724] [Citation(s) in RCA: 35] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
Abstract
In the last 30 years, virtual reality (VR) has offered innovative solutions for assessing and treating body representation disturbances in anorexia nervosa (AN). The most recent and innovative trend is the exploitation of the so-called VR-based body swapping illusion. The aim of this case study was to report the use of this VR protocol within a multidisciplinary treatment of AN. A patient with a Diagnostic and Statistical Manual-5 diagnosis of AN underwent an intensive multidisciplinary outpatient treatment. Three sessions of a VR-based body swapping illusion (i.e., the experimental induction of being the owner of a virtual body as a result of a visuotactile stimulation) were delivered within the treatment protocol (i.e., beginning of the treatment; end of one cycle of the treatment; 1 year of follow-up). We report the results obtained, discussing how the VR full body illusion was both able to effectively monitor changes of multisensory bodily integration and to act as a driver for these changes.
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Affiliation(s)
- Silvia Serino
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.,Istituto Auxologico Italiano IRCCS, Applied Technology for Neuro-Psychology Lab, Milan, Italy
| | - Nicoletta Polli
- Istituto Auxologico Italiano, IRCCS, Division of Endocrinology and Metabolism, Milan, Italy.,Department of Clinical Sciences and Community Health, University of Milan, Milan, Italy
| | - Giuseppe Riva
- Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy.,Istituto Auxologico Italiano IRCCS, Applied Technology for Neuro-Psychology Lab, Milan, Italy
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Garrett B, Taverner T, Gromala D, Tao G, Cordingley E, Sun C. Virtual Reality Clinical Research: Promises and Challenges. JMIR Serious Games 2018; 6:e10839. [PMID: 30333096 PMCID: PMC6231864 DOI: 10.2196/10839] [Citation(s) in RCA: 105] [Impact Index Per Article: 15.0] [Reference Citation Analysis] [Abstract] [Key Words] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/21/2018] [Revised: 07/31/2018] [Accepted: 08/07/2018] [Indexed: 01/23/2023] Open
Abstract
BACKGROUND Virtual reality (VR) therapy has been explored as a novel therapeutic approach for numerous health applications, in which three-dimensional virtual environments can be explored in real time. Studies have found positive outcomes for patients using VR for clinical conditions such as anxiety disorders, addictions, phobias, posttraumatic stress disorder, eating disorders, stroke rehabilitation, and for pain management. OBJECTIVE This work aims to highlight key issues in the implementation of clinical research for VR technologies. METHODS A discussion paper was developed from a narrative review of recent clinical research in the field, and the researchers' own experiences in conducting VR clinical research with chronic pain patients. RESULTS Some of the key issues in implementing clinical VR research include theoretical immaturity, a lack of technical standards, the problems of separating effects of media versus medium, practical in vivo issues, and costs. CONCLUSIONS Over the last decade, some significant successes have been claimed for the use of VR. Nevertheless, the implementation of clinical VR research outside of the laboratory presents substantial clinical challenges. It is argued that careful attention to addressing these issues in research design and pilot studies are needed in order to make clinical VR research more rigorous and improve the clinical significance of findings.
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Affiliation(s)
- Bernie Garrett
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
| | - Tarnia Taverner
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
| | - Diane Gromala
- School of Interactive Arts and Technology, Simon Fraser University, Surrey, BC, Canada
| | - Gordon Tao
- Rehabilitation Sciences, University of British Columbia, Vancouver, BC, Canada
| | - Elliott Cordingley
- Faculty of Science, University of British Columbia, Vancouver, BC, Canada
| | - Crystal Sun
- School of Nursing, University of British Columbia, Vancouver, BC, Canada
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Serino S, Scarpina F, Dakanalis A, Keizer A, Pedroli E, Castelnuovo G, Chirico A, Catallo V, di Lernia D, Riva G. The Role of Age on Multisensory Bodily Experience: An Experimental Study with a Virtual Reality Full-Body Illusion. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2018; 21:304-310. [PMID: 29762066 PMCID: PMC5961744 DOI: 10.1089/cyber.2017.0674] [Citation(s) in RCA: 18] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 12/31/2022]
Abstract
A growing body of evidence demonstrated that it is feasible to induce ownership over an artificial body to alter bodily experience. However, several uncharted aspects about full-body illusion applications need to be tackled before a complete exploitation of these methods in clinical practice. This work is devoted to explore possible individual age-related differences in shaping changes in body representations induced with a full-body illusion. A total of 40 women were divided into two different age groups according to the median of the variable age. Participants estimated the width of three different body parts (i.e., shoulders, abdomen, and hips) before the entire illusion was induced (baseline), and after the synchronous and the asynchronous conditions. Results revealed that 26-to-55-year-old participants were more resistant to changes induced by the bodily illusion, whereas 19-to-25-year-old participants underestimated their bodies after both conditions. The findings were discussed in terms of the literature exploring age differences in responses to bodily illusion, which could suggest a Bayesian mechanism underlying these individual differences.
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Affiliation(s)
- Silvia Serino
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy .,2 Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano , Milan, Italy
| | - Federica Scarpina
- 3 Psychology Research Laboratory, IRCCS Istituto Auxologico Italiano , Ospedale San Giuseppe, Piancavallo, Italy
| | - Antonios Dakanalis
- 4 Department of Brain and Behavioral Sciences, University of Pavia , Pavia, Italy .,5 Department of Medicine and Surgery, University of Milano-Bicocca , Monza, Italy
| | - Anouk Keizer
- 6 Department of Experimental Psychology, Faculty of Social and Behavioural Sciences, Utrecht University , Utrecht, Netherlands
| | - Elisa Pedroli
- 2 Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano , Milan, Italy
| | - Gianluca Castelnuovo
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy .,3 Psychology Research Laboratory, IRCCS Istituto Auxologico Italiano , Ospedale San Giuseppe, Piancavallo, Italy
| | - Alice Chirico
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Valentina Catallo
- 2 Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano , Milan, Italy
| | - Daniele di Lernia
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
| | - Giuseppe Riva
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy .,2 Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano , Milan, Italy
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Aida J, Chau B, Dunn J. Immersive virtual reality in traumatic brain injury rehabilitation: A literature review. NeuroRehabilitation 2018; 42:441-448. [DOI: 10.3233/nre-172361] [Citation(s) in RCA: 68] [Impact Index Per Article: 9.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Affiliation(s)
- Jared Aida
- Department of Physical Medicine and Rehabilitation, Loma Linda University Health, Loma Linda, CA, USA
| | - Brian Chau
- Department of Veteran Affairs, Loma Linda Healthcare System, Department of Physical Medicine and Rehabilitation, Redlands, CA, USA
| | - Justin Dunn
- Loma Linda University School of Medicine, Loma Linda, CA, USA
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35
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Risk and maintenance factors for young women's DSM-5 eating disorders. Arch Womens Ment Health 2017; 20:721-731. [PMID: 28733894 DOI: 10.1007/s00737-017-0761-6] [Citation(s) in RCA: 63] [Impact Index Per Article: 7.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/22/2016] [Accepted: 07/11/2017] [Indexed: 01/22/2023]
Abstract
Recent research with young women attending colleges, who are at the average age of eating disorder (ED) onset, established that the ED symptoms are not only prevalent but also relatively stable over the college period. Nonetheless, our knowledge regarding the course and modifiable factors associated with both the onset and maintenance of diagnosable (DSM-5) EDs in this population is limited. The objective of this report was to address these key research gaps. Data were examined from 2713 women who completed assessments of potential vulnerability factors and EDs in the autumn semester of the first (baseline) and fourth (follow-up) college years. A total of 13.1% of the sample met DSM-5 criteria for an ED diagnosis at baseline. At 4-year follow-up, 7.6% of the sample met DSM-5 criteria for an ED, with 67.5% of these cases representing women who had maintained an ED diagnosis from baseline, and 32.5% representing new onset EDs. Elevated appearance-ideal internalization, body dissatisfaction, self-objectification, dieting, and negative affectivity at baseline as well as changes in these factors between assessments all predicted onset and maintenance of DSM-5 EDs at 4-year follow-up. Self-objectification (thinking about and monitoring the body's appearance from an external observer's perspective) was the largest contributor to both ED onset and maintenance. In addition to enhancing our knowledge about the course of young women's (DSM-5) EDs during college, this work highlights potentially similar psychological foci for prevention and treatment efforts. Implications for improving existing preventive and treatment approaches are outlined.
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Eating behavior style predicts craving and anxiety experienced in food-related virtual environments by patients with eating disorders and healthy controls. Appetite 2017; 117:284-293. [DOI: 10.1016/j.appet.2017.07.007] [Citation(s) in RCA: 25] [Impact Index Per Article: 3.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 02/15/2017] [Revised: 06/22/2017] [Accepted: 07/10/2017] [Indexed: 12/26/2022]
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Affiliation(s)
- G. Riva
- Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milano, Italia
- Applied Technology for Neuro-Psychology Lab, Istituto Auxologico Italiano, Milano, Italia
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Virtual Reality as a Promising Strategy in the Assessment and Treatment of Bulimia Nervosa and Binge Eating Disorder: A Systematic Review. Behav Sci (Basel) 2017; 7:bs7030043. [PMID: 28698483 PMCID: PMC5618051 DOI: 10.3390/bs7030043] [Citation(s) in RCA: 41] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/05/2017] [Revised: 07/05/2017] [Accepted: 07/06/2017] [Indexed: 11/16/2022] Open
Abstract
Several lines of evidence suggest that Virtual Reality (VR) has a potential utility in eating disorders. The objective of this study is to review the literature on the use of VR in bulimia nervosa (BN) and binge eating disorder (BED). Using PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) statement for reporting systematic reviews, we performed a PubMed, Web of Knowledge and SCOPUS search to identify studies employing VR in the assessment and treatment of BN and BED. The following search terms were used: "virtual reality", "eating disorders", "binge eating", and "bulimia nervosa". From the 420 articles identified, 19 were selected, nine investigated VR in assessment and 10 were treatment studies (one case-report, two non-controlled and six randomized controlled trials). The studies using VR in BN and BED are at an early stage. However, considering the available evidence, the use of VR in the assessment of those conditions showed some promise in identifying: (1) how those patients experienced their body image; and (2) environments or specific kinds of foods that may trigger binge-purging cycle. Some studies using VR-based environments associated to cognitive behavioral techniques showed their potential utility in improving motivation for change, self-esteem, body image disturbances and in reducing binge eating and purging behavior.
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Chirico A, Yaden DB, Riva G, Gaggioli A. The Potential of Virtual Reality for the Investigation of Awe. Front Psychol 2016; 7:1766. [PMID: 27881970 PMCID: PMC5101419 DOI: 10.3389/fpsyg.2016.01766] [Citation(s) in RCA: 44] [Impact Index Per Article: 4.9] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/01/2016] [Accepted: 10/26/2016] [Indexed: 11/18/2022] Open
Abstract
The emotion of awe is characterized by the perception of vastness and a need for accommodation, which can include a positive and/or negative valence. While a number of studies have successfully manipulated this emotion, the issue of how to elicit particularly intense awe experiences in laboratory settings remains. We suggest that virtual reality (VR) is a particularly effective mood induction tool for eliciting awe. VR provides three key assets for improving awe. First, VR provides users with immersive and ecological yet controlled environments that can elicit a sense of “presence,” the subjective experience of “being there” in a simulated reality. Further, VR can be used to generate complex, vast stimuli, which can target specific theoretical facets of awe. Finally, VR allows for convenient tracking of participants’ behavior and physiological responses, allowing for more integrated assessment of emotional experience. We discussed the potential and challenges of the proposed approach with an emphasis on VR’s capacity to raise the signal of reactions to emotions such as awe in laboratory settings.
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Affiliation(s)
- Alice Chirico
- Dipartimento di Psicologia, Università Cattolica del Sacro Cuore Milan, Italy
| | - David B Yaden
- Department of Psychology, University of Pennsylvania Philadelphia, PA, USA
| | - Giuseppe Riva
- Dipartimento di Psicologia, Università Cattolica del Sacro CuoreMilan, Italy; Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico ItalianoMilan, Italy
| | - Andrea Gaggioli
- Dipartimento di Psicologia, Università Cattolica del Sacro CuoreMilan, Italy; Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico ItalianoMilan, Italy
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40
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Valmaggia LR, Latif L, Kempton MJ, Rus-Calafell M. Virtual reality in the psychological treatment for mental health problems: An systematic review of recent evidence. Psychiatry Res 2016; 236:189-195. [PMID: 26795129 DOI: 10.1016/j.psychres.2016.01.015] [Citation(s) in RCA: 191] [Impact Index Per Article: 21.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 09/26/2014] [Revised: 12/16/2015] [Accepted: 01/07/2016] [Indexed: 10/22/2022]
Abstract
The aim of this paper is to provide a review of controlled studies of the use of Virtual Reality in psychological treatment (VRT). Medline, PsychInfo, Embase and Web of Science were searched. Only studies comparing immersive virtual reality to a control condition were included. The search resulted in 1180 articles published between 2012 and 2015, of these, 24 were controlled studies. The reviewed studies confirm the effectiveness of VRT compared to treatment as usual, and show similar effectiveness when VRT is compared to conventional treatments. Current developments and future research are discussed.
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Affiliation(s)
- Lucia R Valmaggia
- King's College London, Institute of Psychiatry, Psychology and Neuroscience, London, United Kingdom; South London and Maudsley NHH Trust, London, United Kingdom.
| | - Leila Latif
- King's College London, Institute of Psychiatry, Psychology and Neuroscience, London, United Kingdom.
| | - Matthew J Kempton
- King's College London, Institute of Psychiatry, Psychology and Neuroscience, London, United Kingdom.
| | - Maria Rus-Calafell
- King's College London, Institute of Psychiatry, Psychology and Neuroscience, London, United Kingdom; South London and Maudsley NHH Trust, London, United Kingdom.
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Riva G, Gutiérrez-Maldonado J, Wiederhold BK. Virtual Worlds versus Real Body: Virtual Reality Meets Eating and Weight Disorders. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2016; 19:63-6. [PMID: 26882322 PMCID: PMC4770913 DOI: 10.1089/cyber.2016.29025.gri] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Giuseppe Riva
- 1 Department of Psychology, Università Cattolica del Sacro Cuore , Milan, Italy
- 2 Applied Technology for Neuro-Psychology Lab., Istituto Auxologico Italiano , Milan, Italy
| | | | - Brenda K Wiederhold
- 4 Virtual Reality Medical Center , San Diego, California
- 5 Virtual Reality Medical Institute , Brussels, Belgium
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42
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Riva G, Baños RM, Botella C, Mantovani F, Gaggioli A. Transforming Experience: The Potential of Augmented Reality and Virtual Reality for Enhancing Personal and Clinical Change. Front Psychiatry 2016; 7:164. [PMID: 27746747 PMCID: PMC5043228 DOI: 10.3389/fpsyt.2016.00164] [Citation(s) in RCA: 131] [Impact Index Per Article: 14.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/27/2016] [Accepted: 09/15/2016] [Indexed: 01/12/2023] Open
Abstract
During life, many personal changes occur. These include changing house, school, work, and even friends and partners. However, the daily experience shows clearly that, in some situations, subjects are unable to change even if they want to. The recent advances in psychology and neuroscience are now providing a better view of personal change, the change affecting our assumptive world: (a) the focus of personal change is reducing the distance between self and reality (conflict); (b) this reduction is achieved through (1) an intense focus on the particular experience creating the conflict or (2) an internal or external reorganization of this experience; (c) personal change requires a progression through a series of different stages that however happen in discontinuous and non-linear ways; and (d) clinical psychology is often used to facilitate personal change when subjects are unable to move forward. Starting from these premises, the aim of this paper is to review the potential of virtuality for enhancing the processes of personal and clinical change. First, the paper focuses on the two leading virtual technologies - augmented reality (AR) and virtual reality (VR) - exploring their current uses in behavioral health and the outcomes of the 28 available systematic reviews and meta-analyses. Then the paper discusses the added value provided by VR and AR in transforming our external experience by focusing on the high level of personal efficacy and self-reflectiveness generated by their sense of presence and emotional engagement. Finally, it outlines the potential future use of virtuality for transforming our inner experience by structuring, altering, and/or replacing our bodily self-consciousness. The final outcome may be a new generation of transformative experiences that provide knowledge that is epistemically inaccessible to the individual until he or she has that experience, while at the same time transforming the individual's worldview.
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Affiliation(s)
- Giuseppe Riva
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, Milan, Italy; Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milano, Italy
| | - Rosa M Baños
- Universidad de Valencia, Valencia, Spain; Instituto Salud Carlos III, Ciber Fisiopatología Obesidad y Nutrición (CB06/03), Madrid, Spain; Red de Excelencia PROMOSAM, Mineco, Spain
| | - Cristina Botella
- Instituto Salud Carlos III, Ciber Fisiopatología Obesidad y Nutrición (CB06/03), Madrid, Spain; Red de Excelencia PROMOSAM, Mineco, Spain; Universitat Jaume I, Castelló de la Plana, Spain
| | - Fabrizia Mantovani
- Università degli Studi Milano Bicocca, Dipartimento di Scienze Umane per la Formazione "Riccardo Massa" , Milan , Italy
| | - Andrea Gaggioli
- Applied Technology for Neuro-Psychology Laboratory, Istituto Auxologico Italiano, Milan, Italy; Centro Studi e Ricerche di Psicologia della Comunicazione, Università Cattolica del Sacro Cuore, Milano, Italy
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Crocetta TB, Oliveira SRD, Liz CMD, Andrade A. Virtual and augmented reality technologies in Human Performance: a review. FISIOTERAPIA EM MOVIMENTO 2015. [DOI: 10.1590/0103-5150.028.004.ar01] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract Introduction : Today's society is influenced by Information and Communication Technologies. Toys that were once built by hand have been reinterpreted and have become highly commercialized products. In this context, games using Augmented Reality (AR) and Virtual Reality (VR) technologies are present in the everyday lives of children, youth and adults. Objective : To investigate how Physical Education professionals in Brazil have been making use of AR and VR games to benefit their work. Materials and methods : We only included studies that addressed exercise or physical activity using AR or VR games. We searched the databases of Virtual Health Library (VHL) and Scientific Electronic Library Online (SciELO), using the words augmented reality, virtual reality, exergames, Wii and serious games. Results : Nineteen articles were included in the systematic review. The most frequently used device was the Nintendo(r) Wii, with over 25 different kinds of games. With regard to the subjects of the studies, four studies were conducted with healthy individuals (mean = 65.7), three with patients with Parkinson's disease (mean = 18.0), three with elderly women (mean = 7.7) and two with patients with stroke injury (mean = 6.0). Conclusion : Many physical therapists and occupational therapists use serious games with AR or VR technologies as another work tool, especially for rehabilitation practices. The fact that these technologies are also used in Physical Education classes in Brazil indicates that electronic games are available and can be a tool that can contribute to the widespread adoption of exercise as an enjoyable form of recreation.
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Ahn SJG, Johnsen K, Moore J, Brown S, Biersmith M, Ball C. Using Virtual Pets to Increase Fruit and Vegetable Consumption in Children: A Technology-Assisted Social Cognitive Theory Approach. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 19:86-92. [PMID: 26468667 DOI: 10.1089/cyber.2015.0224] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
A virtual pet in the form of a mid-sized dog was developed based on the framework of social cognitive theory and tested as a vehicle for promoting fruit and vegetable (F&V) consumption in children. Three groups of children (N = 68) between the ages of 7 and 13 years were studied: baseline (no treatment), computer only, and virtual dog. Children in the virtual dog condition interacted with the virtual dog for 3 days, setting F&V consumption goals and receiving evaluation and reinforcement based on whether they met their self-set goals. Children vicariously experienced future health outcomes of F&V consumption by seeing, hearing, and feeling their virtual dog's physical and mental health improve or deteriorate based on their F&V consumption in the physical world. Children in the computer only condition interacted with a computer system that presented equivalent features, but without the virtual dog. Children in the baseline condition did not receive any experimental treatment. Results indicated that children in the virtual dog condition chose to be served significantly more F&V than those in the computer only or baseline conditions did. However, children in the virtual dog condition were unable to consume significantly more F&V than those in the computer only condition, although children in those two conditions consumed more F&V than the baseline condition. Food preferences did not differ significantly across the three conditions before and after the experimental treatments. Theoretical and practical potentials of using a virtual pet to promote F&V consumption systematically in children are discussed.
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Affiliation(s)
- Sun Joo Grace Ahn
- 1 Department of Advertising and Public Relations, Grady College of Journalism and Mass Communication, University of Georgia , Athens, Georgia
| | - Kyle Johnsen
- 2 College of Engineering, Driftmier Engineering Center, University of Georgia , Athens, Georgia
| | - James Moore
- 3 College of Veterinary Medicine, University of Georgia , Athens, Georgia
| | - Scott Brown
- 3 College of Veterinary Medicine, University of Georgia , Athens, Georgia
| | - Melanie Biersmith
- 4 College of Agricultural and Environmental Sciences, University of Georgia , Athens, Georgia
| | - Catherine Ball
- 2 College of Engineering, Driftmier Engineering Center, University of Georgia , Athens, Georgia
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