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1.
Disabil Rehabil Assist Technol ; 18(7): 1200-1220, 2023 10.
Artigo em Inglês | MEDLINE | ID: mdl-34761705

RESUMO

PURPOSE: Neuromotor impairments can affect any part of the body. It leads to many disorders, injuries, or disabilities, conventional rehabilitation is a long, rigorous, and tedious process. There is a need to inculcate new and innovative techniques in rehabilitation processes, to increase individuals' interest and overall performance with such therapies. Virtual Reality is considered a new technology that has the potential to be a useful aid in overcoming therapeutic problems in clinical and home-based environments. However, providing home-based rehabilitation is more practicable, cost-effective, and even safer than in-hospital rehabilitation. In addition, the need for home-based rehabilitation is growing as the number of neuromotor disorders rises and the capacity of acute inpatient rehabilitation decreases. Therefore, the main objective of this study was to assess the efficacy of a home-based Virtual Reality exercise treatment to identify the areas for future rehabilitation research. MATERIALS AND METHODS: Data Extraction of 24,257 articles from seven databases were identified and the review is narrowed down and only 45 studies were focussed on efficacy assessment of Virtual Reality in the home environment. RESULTS: The significant outcome of the effective home-based therapy system for the exercise improved functional ability, increasing range of motion, and motivation through Virtual reality-based rehabilitation is inferred. CONCLUSION: Unlike clinical settings, a home-based system provides efficacious therapy with a controlled environment. This survey facilitates bettering methods and devices for neuromotor disorders. It is a good living long-term problem-solving approach and investigates awareness, needs, and a preferred component of home-based rehabilitation services.IMPLICATIONS FOR REHABILITATIONVR-based rehabilitation in the home environment has many physical and mental benefits in persons with neuromotor disorders.The most commonly neuromotor disorders considered in the study were Stroke, Spinal Cord Injury, Parkinson's disease, and Cerebral Palsy.Assistive technologies in home environments can compensate for long-term disorders or be used in rehabilitation as an addition to conventional therapy.The study gives an overview of current interventions and how they can be of benefit for a person suffering from neuromotor disorders in the home environment.


Assuntos
Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Terapia de Exposição à Realidade Virtual , Humanos , Reabilitação do Acidente Vascular Cerebral/métodos , Atividades Cotidianas , Terapia por Exercício/métodos
2.
J Med Internet Res ; 24(11): e39248, 2022 11 18.
Artigo em Inglês | MEDLINE | ID: mdl-36399379

RESUMO

BACKGROUND: An automated virtual reality cognitive therapy (gameChange) has demonstrated its effectiveness to treat agoraphobia in patients with psychosis, especially for high or severe anxious avoidance. Its economic value to the health care system is not yet established. OBJECTIVE: In this study, we aimed to estimate the potential economic value of gameChange for the UK National Health Service (NHS) and establish the maximum cost-effective price per patient. METHODS: Using data from a randomized controlled trial with 346 patients with psychosis (ISRCTN17308399), we estimated differences in health-related quality of life, health and social care costs, and wider societal costs for patients receiving virtual reality therapy in addition to treatment as usual compared with treatment as usual alone. The maximum cost-effective prices of gameChange were calculated based on UK cost-effectiveness thresholds. The sensitivity of the results to analytical assumptions was tested. RESULTS: Patients allocated to gameChange reported higher quality-adjusted life years (0.008 QALYs, 95% CI -0.010 to 0.026) and lower NHS and social care costs (-£105, 95% CI -£1135 to £924) compared with treatment as usual (£1=US $1.28); however, these differences were not statistically significant. gameChange was estimated to be worth up to £341 per patient from an NHS and social care (NHS and personal social services) perspective or £1967 per patient from a wider societal perspective. In patients with high or severe anxious avoidance, maximum cost-effective prices rose to £877 and £3073 per patient from an NHS and personal social services perspective and societal perspective, respectively. CONCLUSIONS: gameChange is a promising, cost-effective intervention for the UK NHS and is particularly valuable for patients with high or severe anxious avoidance. This presents an opportunity to expand cost-effective psychological treatment coverage for a population with significant health needs. TRIAL REGISTRATION: ISRCTN Registry ISRCTN17308399; https://www.isrctn.com/ISRCTN17308399. INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR2-10.1136/bmjopen-2019-031606.


Assuntos
Terapia Cognitivo-Comportamental , Transtornos Psicóticos , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Humanos , Qualidade de Vida , Medicina Estatal , Transtornos Psicóticos/terapia , Transtornos Psicóticos/psicologia
3.
Clin Psychol Psychother ; 28(3): 466-476, 2021 May.
Artigo em Inglês | MEDLINE | ID: mdl-34097318

RESUMO

In recent years the development of new virtual environments has been qualitatively high and fast at the same time, but the dissemination of virtual reality (VR) in clinical practice is still scarce. The aim of this review is to give an insight into the state of the art of the use of VR as an assessment tool and treatment intervention in anxiety and related disorders as posttraumatic stress disorder and obsessive-compulsive disorders. Besides an overview into the efficacy of VR, a summary will be given on assumed working mechanisms in virtual reality exposure therapy and how this aligns with current theoretical models. Further, it will be discussed how VR is accepted by patients and research into the reluctance of therapist to use this technology during treatment with focus on the therapeutic alliance and how it may be influenced by the use of VR. Finally, we discuss clinical and future issues as, for example, dissemination into clinical practice and what VR has to offer therapists in future. This not only in adult population but as well in younger patients, as young adolescents VR has a great potential as it connects easily with its playful elements to this population and might be a low threshold step to offer treatment or preventive interventions.


Assuntos
Transtorno Obsessivo-Compulsivo , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Adolescente , Adulto , Ansiedade , Transtornos de Ansiedade/diagnóstico , Transtornos de Ansiedade/terapia , Humanos , Transtorno Obsessivo-Compulsivo/diagnóstico , Transtorno Obsessivo-Compulsivo/terapia
4.
Curr Opin Psychol ; 36: 153-157, 2020 12.
Artigo em Inglês | MEDLINE | ID: mdl-33176268

RESUMO

The impact of virtual reality on access to exposure therapy and recovery from anxiety is unrealized, but an argument can be made that this is about to change. Virtual reality exposure therapy for anxiety disorders is safe, effective, and, in most cases, as effective as in vivo exposure therapy. Clinician attitudes toward virtual reality are now more positive than negative. Moderately priced virtual reality systems are commercially available. Self-guided and fully automated programs for specific fears are new, scalable, potentially game-changing developments. Future research that assesses cultural bias and external validity will position virtual reality exposure therapy to address mental health disparities, to realize its potential to increase access to effective treatment for anxiety disorders, and to improve public health.


Assuntos
Terapia Implosiva , Terapia de Exposição à Realidade Virtual , Ansiedade , Transtornos de Ansiedade/terapia , Humanos , Interface Usuário-Computador
5.
Popul Health Manag ; 23(5): 361-367, 2020 10.
Artigo em Inglês | MEDLINE | ID: mdl-32857014

RESUMO

Technology has played an important role in responding to the novel coronavirus (SARS-CoV-2) and subsequent COVID-19 pandemic. The virus's blend of lethality and transmissibility have challenged officials and exposed critical limitations of the traditional public health apparatus. However, throughout this pandemic, technology has answered the call for a new form of public health that illustrates opportunities for enhanced agility, scale, and responsiveness. The authors share the Microsoft perspective and illustrate how technology has helped transform the public health landscape with new and refined capabilities - the efficacy and impact of which will be determined by history. Technologies like chatbot and virtualized patient care offer a mechanism to triage and distribute care at scale. Artificial intelligence and high-performance computing have accelerated research into understanding the virus and developing targeted therapeutics to treat infection and prevent transmission. New mobile contact tracing protocols that preserve patient privacy and civil liberties were developed in response to public concerns, creating new opportunities for privacy-sensitive technologies that aid efforts to prevent and control outbreaks. While much progress is still needed, the COVID-19 pandemic has highlighted technology's importance to public health security and pandemic preparedness. Future multi-stakeholder collaborations, including those with technology organizations, are needed to facilitate progress in overcoming the current pandemic, setting the stage for improved pandemic preparedness in the future. As lessons are assessed from the current pandemic, public officials should consider technology's role and continue to seek opportunities to supplement and improve on traditional approaches.


Assuntos
Tecnologia Biomédica/métodos , Infecções por Coronavirus/prevenção & controle , Controle de Infecções/organização & administração , Pandemias/prevenção & controle , Pneumonia Viral/prevenção & controle , Saúde Pública/normas , Terapia de Exposição à Realidade Virtual/métodos , Tecnologia Biomédica/estatística & dados numéricos , COVID-19 , Controle de Doenças Transmissíveis/organização & administração , Infecções por Coronavirus/epidemiologia , Feminino , Recursos em Saúde/economia , Humanos , Masculino , Pandemias/estatística & dados numéricos , Pneumonia Viral/epidemiologia , Gestão da Saúde da População , Medição de Risco , Papel (figurativo) , Software/estatística & dados numéricos , Estados Unidos , Terapia de Exposição à Realidade Virtual/estatística & dados numéricos
6.
Early Interv Psychiatry ; 14(1): 37-43, 2020 02.
Artigo em Inglês | MEDLINE | ID: mdl-30908854

RESUMO

AIMS: Co-design implies genuine partnership in the generation of knowledge between service users and researchers. Service user involvement in research has been encouraged in government policy, but it is rarely achieved, especially at trial initial stages. Co-designed with service users, we adapted existing manualised social cognition intervention for people with a first episode of psychosis to a virtual world environment. METHODS: We invited a group of young people who have used mental health services to co-design a virtual environment to deliver an accessible social cognition intervention to a hard to engage service user group. We used an iterative process with young service users and the design team that included developing initial ideas, creating a prototype and testing the virtual world. RESULTS: Twenty young service users of local mental healthcare services provided feedback on the design and delivery of the intervention. Reflecting the demographic of the sample, young people felt the virtual environment should be familiar, urban spaces, akin to therapy rooms or classrooms they have used in real-life situations rather than non-traditional therapy spaces that were initially proposed. CONCLUSION: The co-design process led to the development of a specific design, approach and protocol to be tested in a proof-of-concept trial. Young service users were integral to an agile and iterative design. Technological innovations should be routinely co-designed and co-produced if they are to realise their potential to deliver acceptable and affordable mental health interventions.


Assuntos
Terapia Cognitivo-Comportamental/organização & administração , Participação da Comunidade , Atenção à Saúde/organização & administração , Comunicação Interdisciplinar , Colaboração Intersetorial , Serviços de Saúde Mental/organização & administração , Transtornos Psicóticos/terapia , Cognição Social , Terapia de Exposição à Realidade Virtual/organização & administração , Adolescente , Fatores Etários , Aconselhamento/organização & administração , Retroalimentação , Humanos , Transtornos Psicóticos/psicologia , Reino Unido , Adulto Jovem
7.
Int J Technol Assess Health Care ; 35(5): 373-378, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31452469

RESUMO

OBJECTIVES: Stroke is a major cause of lasting disability worldwide. Virtual reality (VR) training has been introduced as a means of increasing the effectiveness of rehabilitation by providing large doses of task-related training with many repetitions and different modes of feedback. As VR is increasingly used in neurorehabilitation, cost considerations are important. METHODS: A cost-analysis was conducted based on the Virtual Reality for Upper Extremity in Subacute stroke (VIRTUES) trial, a recent international randomized controlled observer-blind multicenter trial. Average therapist time required per therapy session may differ between VR and conventional training (CT), leading to potential cost savings due to a therapist being able to supervise more than one patient at a time. Exploratory cost analyses are presented to explore such assumptions. RESULTS: Based on our calculations, VR incurs extra costs as compared with CT when the same amount of therapist contact is provided, as was the case in VIRTUES. However, the exploratory analyses demonstrated that these costs may be rapidly counterbalanced when time for therapist supervision can be reduced. CONCLUSIONS: Extra costs for VR can be outweighed by reduced therapist time and decreasing VR system costs in the nearer future, and not least by increased patient motivation.


Assuntos
Custos e Análise de Custo , Reabilitação do Acidente Vascular Cerebral/métodos , Extremidade Superior/fisiopatologia , Terapia de Exposição à Realidade Virtual/economia , Adulto , Idoso , Bélgica , Dinamarca , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Noruega , Recuperação de Função Fisiológica
8.
BMJ Open ; 9(8): e031606, 2019 08 27.
Artigo em Inglês | MEDLINE | ID: mdl-31462489

RESUMO

INTRODUCTION: Many patients with psychosis experience everyday social situations as anxiety-provoking. The fears can arise, for example, from paranoia, hallucinations, social anxiety or negative-self beliefs. The fears lead patients to withdraw from activities, and this isolation leads to a cycle of worsening physical and mental health. Breaking this cycle requires highly active treatment directly in the troubling situations so that patients learn that they can safely and confidently enter them. However patients with psychosis seldom receive such life-changing interventions. To solve this problem we have developed an automated psychological treatment delivered in virtual reality (VR). It allows patients to experience computer simulations of the situations that they find anxiety-provoking. A virtual coach guides patients, using cognitive techniques, in how to overcome their fears. Patients are willing to enter VR simulations of anxiety-provoking situations because they know the simulations are not real, but the learning made transfers to the real world. METHODS AND ANALYSIS: 432 patients with psychosis and anxious avoidance of social situations will be recruited from National Health Service (NHS) secondary care services. In the gameChange trial, they will be randomised (1:1) to the six-session VR cognitive treatment added to treatment as usual or treatment as usual alone. Assessments will be conducted at 0, 6 (post-treatment) and 26 weeks by a researcher blind to allocation. The primary outcome is avoidance and distress in real-life situations, using a behavioural assessment task, at 6 weeks. The secondary outcomes are psychiatric symptoms, activity levels and quality of life. All main analyses will be intention-to-treat. Moderation and mediation will be tested. An economic evaluation will be conducted. ETHICS AND DISSEMINATION: The trial has received ethical approval from the NHS South Central - Oxford B Research Ethics Committee (19/SC/0075). A key output will be a high-quality automated VR treatment for patients to overcome anxious avoidance of social situations. TRIAL REGISTRATION NUMBER: ISRCTN17308399.


Assuntos
Terapia Cognitivo-Comportamental/métodos , Transtornos Psicóticos/terapia , Terapia Assistida por Computador/métodos , Terapia de Exposição à Realidade Virtual/métodos , Inglaterra , Humanos , Estudos Multicêntricos como Assunto , Transtornos Psicóticos/psicologia , Qualidade de Vida , Ensaios Clínicos Controlados Aleatórios como Assunto , Método Simples-Cego , Fatores de Tempo , Resultado do Tratamento
9.
J Appl Res Intellect Disabil ; 32(6): 1446-1452, 2019 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-31192520

RESUMO

BACKGROUND: Needle phobias are common in children and adults worldwide. One effective intervention for this phobia is exposure therapy where a participant is gradually exposed to increasing levels of the fear-evoking stimulus while differential reinforcement is applied. This intervention, however, may be difficult to implement with some medical procedures as it may be difficult to obtain unfettered access to medical facilities and equipment for the purposes of exposure. Virtual reality may overcome these obstacles. METHODS: In this investigation, the present authors developed a low-cost virtual reality-based exposure therapy which was used with an adult male with autism spectrum disorder and a history of extreme needle phobia. The effectiveness of this intervention was evaluated using a changing criterions design with generalization probes. RESULTS: The intervention quickly increased the participant's compliance in the analogue training setting and the effects were generalized across settings and behaviours, and maintained over time. CONCLUSIONS: The findings indicate combining virtual reality with exposure therapy may produce an effective intervention for medical phobias. The intervention package may remove barriers associate with traditional exposure therapy and was low-cost which may increase access to the intervention.


Assuntos
Transtorno do Espectro Autista/psicologia , Agulhas , Transtornos Fóbicos/terapia , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Custos e Análise de Custo , Humanos , Masculino , Transtornos Fóbicos/psicologia , Resultado do Tratamento , Terapia de Exposição à Realidade Virtual/economia
10.
Trials ; 20(1): 369, 2019 Jun 20.
Artigo em Inglês | MEDLINE | ID: mdl-31221208

RESUMO

BACKGROUND: Venipuncture is one of the most painful and distressing procedure experienced by pediatric patients. Evidence suggests that distraction combined with age-appropriate procedural information can effectively decrease procedural pain and anxiety in pediatric patients. Immersive virtual reality (IVR) can simultaneously provide complete distraction and procedural information to patients. METHODS: Guided by the gate control theory and Lazarus and Folkman's theory, this study aims to examine the effects of IVR intervention on reducing the pain, anxiety and stress, the duration of venipuncture, and the satisfaction of healthcare providers for the procedure. A randomized controlled trial with repeated assessments will be conducted. A total of 200 pediatric patients aged 4-12 years will be recruited from a regional public hospital and randomly assigned to either the intervention or control group. The study will use two age-appropriate IVR modules that consist of procedural information. The intervention group will receive IVR intervention, whereas the control group will receive standard care only. The cost-effectiveness of IVR intervention will be compared with that of standard care. Outcome evaluation will be conducted at four time points: 10 min before, during, immediately after, and 30 min after the procedure. Intention to treat and generalized estimating equation model will be used to analyze the data. DISCUSSION: This study is the first of its kind to adopt IVR intervention with age-appropriate procedural information for pediatric patients undergoing venipuncture. Findings of the proposed study may: (1) provide a novel, facile, and cost-effective intervention that can be used virtually at any time and place to manage pain and anxiety; and (2) shed light on the global trends of research and clinical development of IVR as an intervention for other painful and stressful medical procedures. TRIAL REGISTRATION: Chinese Clinical Trial Registry, ChiCTR1800018817 . Registered on 11 October 2018.


Assuntos
Ansiedade/terapia , Manejo da Dor/métodos , Flebotomia , Ensaios Clínicos Controlados Aleatórios como Assunto , Terapia de Exposição à Realidade Virtual , Criança , Pré-Escolar , Análise Custo-Benefício , Humanos , Avaliação de Resultados em Cuidados de Saúde
11.
BMC Psychiatry ; 19(1): 80, 2019 02 22.
Artigo em Inglês | MEDLINE | ID: mdl-30795749

RESUMO

BACKGROUND: Cognitions play an important role in the development and maintenance of social anxiety disorder (SAD). METHODS: To investigate whether changes in cognitions during the first six sessions of exposure therapy are associated with treatment outcome, we assessed reported self-focused attention, self-efficacy in social situations, and estimated social costs in 60 participants (Mage = 36.9 years) diagnosed with SAD who received in vivo or virtual reality exposure therapy. RESULTS: Patients demonstrating a greater decrease in estimated social costs during treatment reported greater improvement of their social anxiety symptoms following both forms of exposure therapy. While changes in self-focused attention and social self-efficacy during treatment were significantly associated with treatment outcome when examined individually, these changes did not significantly predict symptom improvement beyond social costs. CONCLUSIONS: Changes in estimated social costs during treatment are associated with improvement of social anxiety symptoms after exposure therapy. Future research needs to further investigate estimated social costs as a predictor in relation to other cognitive variables. TRIAL REGISTRATION: NCT01746667 ; www.clinicaltrials.gov, November 2012, retrospectively registered.


Assuntos
Medo/psicologia , Fobia Social/terapia , Autoeficácia , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Atenção , Cognição , Feminino , Humanos , Terapia Implosiva/métodos , Masculino , Pessoa de Meia-Idade , Estudos Retrospectivos , Resultado do Tratamento
12.
Nervenarzt ; 90(7): 715-723, 2019 Jul.
Artigo em Alemão | MEDLINE | ID: mdl-30715554

RESUMO

BACKGROUND: Virtual reality (VR) has been investigated as a medium for exposure therapy of anxiety disorders for 20 years. Various meta-analyses have provided convincing evidence of the therapeutic efficacy of exposure therapy in VR. OBJECTIVE: In recent years VR technology and its applications have considerably improved. Therefore, the current state of the art of VR exposure therapy is presented. MATERIAL AND METHODS: This article provides a narrative review of current research on VR exposure therapy for anxiety disorders and major directions of development in this area. RESULTS: After an almost exclusive focus on specific phobias in the early days, research on more complex anxiety disorders (particularly on social anxiety disorder) is increasing. In addition, VR has become established as an experimental method to probe psychopathological processes and to elucidate the mechanism of action of (VR) exposure therapy. CONCLUSION: There is still a need for more research into VR exposure therapy, especially in complex anxiety disorders (e. g. panic disorder, agoraphobia and social anxiety disorder) and trauma-related disorders. Furthermore, VR has become established as a research tool. The rapid technological development gives reason to expect a continuing increase in VR research, in clinical as well as basic research.


Assuntos
Transtornos de Ansiedade , Terapia de Exposição à Realidade Virtual , Transtornos de Ansiedade/terapia , Humanos , Transtorno de Pânico/terapia , Transtornos Fóbicos/terapia , Terapia de Exposição à Realidade Virtual/normas , Terapia de Exposição à Realidade Virtual/tendências
13.
J Biomed Inform ; 89: 81-100, 2019 01.
Artigo em Inglês | MEDLINE | ID: mdl-30521854

RESUMO

Strokes, surgeries, or degenerative diseases can impair motor abilities and balance. Long-term rehabilitation is often the only way to recover, as completely as possible, these lost skills. To be effective, this type of rehabilitation should follow three main rules. First, rehabilitation exercises should be able to keep patient's motivation high. Second, each exercise should be customizable depending on patient's needs. Third, patient's performance should be evaluated objectively, i.e., by measuring patient's movements with respect to an optimal reference model. To meet the just reported requirements, in this paper, an interactive and low-cost full body rehabilitation framework for the generation of 3D immersive serious games is proposed. The framework combines two Natural User Interfaces (NUIs), for hand and body modeling, respectively, and a Head Mounted Display (HMD) to provide the patient with an interactive and highly defined Virtual Environment (VE) for playing with stimulating rehabilitation exercises. The paper presents the overall architecture of the framework, including the environment for the generation of the pilot serious games and the main features of the used hand and body models. The effectiveness of the proposed system is shown on a group of ninety-two patients. In a first stage, a pool of seven rehabilitation therapists has evaluated the results of the patients on the basis of three reference rehabilitation exercises, confirming a significant gradual recovery of the patients' skills. Moreover, the feedbacks received by the therapists and patients, who have used the system, have pointed out remarkable results in terms of motivation, usability, and customization. In a second stage, by comparing the current state-of-the-art in rehabilitation area with the proposed system, we have observed that the latter can be considered a concrete contribution in terms of versatility, immersivity, and novelty. In a final stage, by training a Gated Recurrent Unit Recurrent Neural Network (GRU-RNN) with healthy subjects (i.e., baseline), we have also provided a reference model to objectively evaluate the degree of the patients' performance. To estimate the effectiveness of this last aspect of the proposed approach, we have used the NTU RGB + D Action Recognition dataset obtaining comparable results with the current literature in action recognition.


Assuntos
Terapia por Exercício/métodos , Reabilitação/métodos , Jogos de Vídeo , Terapia de Exposição à Realidade Virtual/métodos , Humanos
14.
BMJ Open ; 8(11): e026620, 2018 11 21.
Artigo em Inglês | MEDLINE | ID: mdl-30467137

RESUMO

INTRODUCTION: Effective interventions to promote upper-limb recovery poststroke are characterised by intensive and repetitive movements. However, the repetitive nature of practice may adversely impact on adherence. Therefore, the development of rehabilitation devices that can be used safely and easily at home, and are motivating, enjoyable and affordable is essential to the health and well-being of stroke survivors.The Neurofenix platform is a non-immersive virtual reality device for poststroke upper-limb rehabilitation. The platform uses a hand controller (a NeuroBall) or arm bands (NeuroBands) that facilitate upper-limb exercise via games displayed on a tablet. The Rehabilitation via HOMe Based gaming exercise for the Upper-limb post Stroke trial aims to determine the safety, feasibility and acceptability of the Neurofenix platform for home-based rehabilitation of the upper-limb poststroke. METHODS AND ANALYSIS: Thirty people poststroke will be provided with a Neurofenix platform, consisting of a NeuroBall or NeuroBands (dependent on impairment level), seven specially designed games, a tablet and handbook to independently exercise their upper limb for 7 weeks. Training commences with a home visit from a research therapist to teach the participant how to safely use the device. Outcomes assessed at baseline and 8 weeks and 12 weeks are gross level of disability, pain, objectively measured arm function and impairment, self-reported arm function, passive range of movement, spasticity, fatigue, participation, quality of life (QOL) and health service use. A parallel process evaluation will assess feasibility, acceptability and safety of the intervention through assessment of fidelity to the intervention measured objectively through the Neurofenix platform, a postintervention questionnaire and semistructured interviews exploring participants' experiences of the intervention. The feasibility of conducting an economic evaluation will be determined by collecting data on QOL and resource use. ETHICS AND DISSEMINATION: Ethics approval granted from Brunel University London (10249-MHR-Mar/2018-12322-2). Trial results will be submitted for publication in journals, presented at national and international conferences and distributed to people with stroke. TRIAL REGISTRATION NUMBER: ISRCTN60291412; Pre-results.


Assuntos
Braço , Reabilitação do Acidente Vascular Cerebral/métodos , Jogos de Vídeo , Terapia de Exposição à Realidade Virtual/instrumentação , Adulto , Avaliação da Deficiência , Desenho de Equipamento , Estudos de Viabilidade , Seguimentos , Visita Domiciliar , Humanos , Qualidade de Vida
15.
Games Health J ; 7(5): 310-316, 2018 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-30325233

RESUMO

OBJECTIVE: The aim of this study was to investigate the exercise intensity of active virtual reality games (AVRGs) by oxygen consumption (VO2), heart rate (HR), and rating of perceived exertion (RPE). A second aim was to compare the AVRG intensities to current American College of Sports Medicine exercise guidelines using metabolic equivalents (METs) and %VO2 reserve (%VO2R). MATERIALS & METHODS: HR, VO2, and RPE were collected on participants (N = 41; age: 25.2 ± 4.4 years) during 10-minutes of supine rest and while the participants played each of the following AVRGs for 10 minutes: Thrill of the Fight (TOF), Audioshield (AS), and Holopoint (HP). RESULTS: Compared to resting values of HR (63 ± 10 bpm) and VO2 (4.9 ± 0.6 mL/[kg·min]), there were significant elevations in these variables during TOF (149 ± 16 bpm and 32.5 ± 7.1 mL/[kg·min]), AS (131 ± 24 bpm and 19.1 ± 5.9 mL/[kg·min]), and HP (135 ± 22 bpm and 24.8 ± 6.6 mL/[kg·min]). Based on 95% confidence intervals (CI) of %VO2R, TOF was classified vigorous (68.6% ± 2.8%), HP moderate (49.7% ± 2.7%), and AS light intensity (35.7% ± 2.4%). The 95% CI of METs indicated that TOF was classified vigorous (9.3 ± 0.3 METs), HP moderate to vigorous (7.1 ± 0.3 METs), and AS moderate intensity (5.5 ± 0.3 METs). Lastly, 95% CI of RPE led to TOF being classified as moderate (12.7 ± 0.4), whereas HP (10.5 ± 0.4) and AS (9.3 ± 0.3) were light intensity. CONCLUSIONS: These data suggest that these AVRGs can elicit significant increases in VO2 that are game-dependent, indicating increased energy expenditure. Furthermore, each game had a lower intensity categorization based on RPE compared to %VO2R or METs. These data provide information on the metabolic cost of movement-specific games and may aid consumers and fitness specialists in developing exercise programs with AVRGs.


Assuntos
Metabolismo Energético/fisiologia , Terapia por Exercício/métodos , Jogos Recreativos , Terapia de Exposição à Realidade Virtual/métodos , Adolescente , Adulto , Terapia por Exercício/estatística & dados numéricos , Feminino , Frequência Cardíaca/fisiologia , Humanos , Masculino , Consumo de Oxigênio/fisiologia , Esforço Físico/fisiologia , Terapia de Exposição à Realidade Virtual/estatística & dados numéricos
16.
ANZ J Surg ; 88(9): 907-912, 2018 09.
Artigo em Inglês | MEDLINE | ID: mdl-30070074

RESUMO

BACKGROUND: Mandibular and maxillary reconstruction using fibula free transfer is common in many tertiary referral centres. Virtual surgical planning (VSP) is a relatively recent adjunct that allows surgeons to plan resection and reconstruction prior to theatre. This has been shown to reduce operative times and decrease surgeon stress intraoperatively. VSP requires technicians with the appropriate skill set and required materials, software and technology, which is accompanied by a cost that may be prohibitive. Usually, this is outsourced to an external company. We present a preliminary case series of VSP in maxillofacial reconstruction done using our own staff without external resources. METHODS: Six patients underwent mandible (n = 5) or maxillary (n = 1) reconstruction with a fibula free flap using in-house VSP. The cases ranged from relatively simple to complex. We present our steps in the planning process and application of this technique. RESULTS AND CONCLUSION: In-house VSP is a feasible process with low cost and turnaround time, making surgery more efficient.


Assuntos
Fíbula/transplante , Reconstrução Mandibular/métodos , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Idoso , Ameloblastoma/patologia , Ameloblastoma/cirurgia , Feminino , Retalhos de Tecido Biológico , Humanos , Masculino , Reconstrução Mandibular/economia , Maxila/cirurgia , Pessoa de Meia-Idade , Planejamento de Assistência ao Paciente/economia , Planejamento de Assistência ao Paciente/tendências , Impressão Tridimensional/instrumentação , Procedimentos de Cirurgia Plástica/métodos , Cirurgia Assistida por Computador/economia , Cirurgia Assistida por Computador/métodos , Resultado do Tratamento , Terapia de Exposição à Realidade Virtual/economia
17.
Medicine (Baltimore) ; 97(25): e11173, 2018 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-29924029

RESUMO

BACKGROUND: We designed this study to prove the efficacy of the low-cost Kinect-based virtual rehabilitation (VR) system for upper limb recovery among patients with subacute stroke. METHODS: A double-blind, randomized, sham-controlled trial was performed. A total of 23 subjects with subacute stroke (<3 months) were allocated to sham (n = 11) and real VR group (n = 12). Both groups participated in a daily 30-minute occupational therapy for upper limb recovery for 10 consecutive weekdays. Subjects received an additional daily 30-minute Kinect-based or sham VR. Assessment was performed before the VR, immediately and 1 month after the last session of VR. Fugl-Meyer Assessment (FMA) (primary outcome) and other secondary functional outcomes were measured. Accelerometers were used to measure hemiparetic upper limb movements during the therapy. RESULTS: FMA immediately after last VR session was not different between the sham (46.8 ±â€Š16.0) and the real VR group (49.4 ±â€Š14.2) (P = .937 in intention to treat analysis). Significant differences of total activity counts (TAC) were found in hemiparetic upper limb during the therapy between groups (F2,26 = 4.43; P = .22). Real VR group (107,926 ±â€Š68,874) showed significantly more TACs compared with the sham VR group (46,686 ±â€Š25,814) but there was no statistical significance between real VR and control (64,575 ±â€Š27,533). CONCLUSION: Low-cost Kinect-based upper limb rehabilitation system was not more efficacious compared with sham VR. However, the compliance in VR was good and VR system induced more arm motion than control and similar activity compared with the conventional therapy, which suggests its utility as an adjuvant additional therapy during inpatient stroke rehabilitation.


Assuntos
Reabilitação do Acidente Vascular Cerebral/economia , Acidente Vascular Cerebral/terapia , Extremidade Superior/fisiopatologia , Terapia de Exposição à Realidade Virtual/economia , Acelerometria/métodos , Adulto , Idoso , Feminino , Humanos , Pacientes Internados , Masculino , Pessoa de Meia-Idade , Terapia Ocupacional/métodos , Projetos Piloto , Recuperação de Função Fisiológica/fisiologia , Reabilitação do Acidente Vascular Cerebral/métodos , Resultado do Tratamento , Terapia de Exposição à Realidade Virtual/métodos
18.
Neurorehabil Neural Repair ; 32(1): 46-61, 2018 01.
Artigo em Inglês | MEDLINE | ID: mdl-29357742

RESUMO

BACKGROUND: Unilateral spatial neglect (USN) is a highly prevalent and disabling poststroke impairment. USN is traditionally assessed with paper-and-pencil tests that lack ecological validity, generalization to real-life situations and are easily compensated for in chronic stages. Virtual reality (VR) can, however, counteract these limitations. OBJECTIVE: We aimed to examine the feasibility of a novel assessment of USN symptoms in a functional shopping activity, the Ecological VR-based Evaluation of Neglect Symptoms (EVENS). METHODS: EVENS is immersive and consists of simple and complex 3-dimensional scenes depicting grocery shopping shelves, where joystick-based object detection and navigation tasks are performed while seated. Effects of virtual scene complexity on navigational and detection abilities in patients with (USN+, n = 12) and without (USN-, n = 15) USN following a right hemisphere stroke and in age-matched healthy controls (HC, n = 9) were determined. RESULTS: Longer detection times, larger mediolateral deviations from ideal paths and longer navigation times were found in USN+ versus USN- and HC groups, particularly in the complex scene. EVENS detected lateralized and nonlateralized USN-related deficits, performance alterations that were dependent or independent of USN severity, and performance alterations in 3 USN- subjects versus HC. CONCLUSION: EVENS' environmental changing complexity, along with the functional tasks of far space detection and navigation can potentially be clinically relevant and warrant further empirical investigation. Findings are discussed in terms of attentional models, lateralized versus nonlateralized deficits in USN, and tasks-specific mechanisms.


Assuntos
Atenção/fisiologia , Transtornos da Percepção/diagnóstico , Acidente Vascular Cerebral/complicações , Percepção Visual/fisiologia , Adulto , Idoso , Idoso de 80 Anos ou mais , Estudos Transversais , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Transtornos da Percepção/etiologia , Transtornos da Percepção/reabilitação , Tempo de Reação/fisiologia , Reabilitação do Acidente Vascular Cerebral , Avaliação de Sintomas , Terapia de Exposição à Realidade Virtual
19.
Psychol Med ; 48(3): 362-391, 2018 02.
Artigo em Inglês | MEDLINE | ID: mdl-28735593

RESUMO

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


Assuntos
Transtornos Psicóticos/terapia , Interface Usuário-Computador , Terapia de Exposição à Realidade Virtual , Humanos , Aceitação pelo Paciente de Cuidados de Saúde , Segurança do Paciente , Ensaios Clínicos Controlados Aleatórios como Assunto
20.
Child Neuropsychol ; 24(8): 1129-1136, 2018 11.
Artigo em Inglês | MEDLINE | ID: mdl-28903621

RESUMO

Virtual environments (VEs) have demonstrated promise as a neuropsychological assessment modality and may be well suited for the evaluation of children suspected of having an autism spectrum disorder (ASD). Some recent studies indicate their potential for enhancing reliability, ecologically validity, and sensitivity over traditional neuropsychological evaluation measures. Although research using VEs with ASD is increasing to the degree that several reviews of the literature have been conducted, the reviews to date lack rigor and are not necessarily specific to cognitive or neuropsychological assessment as many focus on intervention. The aim of this project was to comprehensively examine the current literature status of neuropsychological assessment in pediatric ASD using VEs by conducting a systematic review. Specifically, psychometric comparisons of VEs to traditional neuropsychological assessment measures that examined reliability, validity, and/or diagnostic accuracy for pediatric individuals, age 18 and below, with ASD were sought. The search using key words yielded 899 manuscripts, 894 of which were discarded for not meeting inclusion criteria. The remaining five met exclusion criteria. Therefore, the systematic review was modified to a brief report. These findings (or lack thereof) indicate a significant gap in the literature in that psychometric comparisons of these tools for the neuropsychological assessment of pediatric individuals with ASD are lacking. An important future direction of research will be extending the demonstrated incremental validity of VE neuropsychological assessment with other neurodevelopmental (e.g., attention-deficit/hyperactivity disorder) and adult populations to pediatric ASD populations.


Assuntos
Transtorno do Espectro Autista/diagnóstico , Transtorno do Espectro Autista/psicologia , Testes Neuropsicológicos , Terapia de Exposição à Realidade Virtual/métodos , Adulto , Transtorno do Espectro Autista/terapia , Criança , Feminino , Humanos , Masculino , Psicometria , Reprodutibilidade dos Testes , Terapia de Exposição à Realidade Virtual/tendências
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