RESUMEN
Purpose: Measurement of simulator-related side effects (SSEs) is an integral component of competent and ethical use of virtual reality exposure (VRE), but common SSEs may overlap with symptoms of anxiety. Limited research exists about the frequency of SSEs during VRE treatment for post-traumatic stress disorder (PTSD) and no research compares self-reported SSEs for those undergoing VRE with those participating in exposure therapy without virtual reality. This study compared the SSEs of active duty soldiers with PTSD randomly assigned to exposure therapy through traditional prolonged exposure or VRE.Methodology: A total of 108 soldiers participated in up to 10 sessions of exposure therapy. Of those, 93 provided data on simulator sickness both before and after initiation of imaginal exposure. Approximately half (n = 49) used the Virtual Iraq/Afghanistan system to support engagement with their trauma memory. Soldiers completed a 4-item, self-reported measure of SSE after each session.Results: Controlling for age, gender, baseline anxiety symptoms, and SSE symptom counts at the first two sessions of therapy (before initiating imaginal exposure), there was no statistically significant difference between the treatment groups in SSEs at the beginning of imaginal exposure or over the course of treatment.Conclusions: This finding suggests that caution should be exercised in the interpretation of SSE measurements during the use of VRE for PTSD. Virtual reality did not account for any increase in self-reported SSE. It is possible that anxiety accounts for a meaningful proportion of SSE reports during VRE.
Asunto(s)
Terapia Implosiva/métodos , Personal Militar/psicología , Medición de Resultados Informados por el Paciente , Trastornos por Estrés Postraumático/terapia , Veteranos/psicología , Realidad Virtual , Adulto , Femenino , Humanos , Guerra de Irak 2003-2011 , Masculino , Medición de Riesgo , Trastornos por Estrés Postraumático/diagnóstico , Resultado del Tratamiento , Estados UnidosRESUMEN
Institutional review board (IRB) delays may hinder the successful completion of federally funded research in the U.S. military. When this happens, time-sensitive, mission-relevant questions go unanswered. Research participants face unnecessary burdens and risks if delays squeeze recruitment timelines, resulting in inadequate sample sizes for definitive analyses. More broadly, military members are exposed to untested or undertested interventions, implemented by well-intentioned leaders who bypass the research process altogether. To illustrate, we offer two case examples. We posit that IRB delays often appear in the service of managing institutional risk, rather than protecting research participants. Regulators may see more risk associated with moving quickly than risk related to delay, choosing to err on the side of bureaucracy. The authors of this article, all of whom are military-funded researchers, government stakeholders, and/or human subject protection experts, offer feasible recommendations to improve the IRB system and, ultimately, research within military, veteran, and civilian populations.
Asunto(s)
Comités de Ética en Investigación , Medicina Militar , Personal Militar , Ética en Investigación , Humanos , Investigadores , RiesgoRESUMEN
This study presents preliminary feasibility and acceptability data on the use of virtual patient (VP) simulations to develop brief assessment skills within an interdisciplinary care setting. Results support the acceptability of technology-enhanced simulations and offer preliminary evidence for an association between engagement in VP practice simulations and improvements in diagnostic accuracy and clinical interviewing skills. Recommendations and next steps for research on technology-enhanced simulations within social work are discussed.
Asunto(s)
Competencia Clínica , Educación de Postgrado/métodos , Servicio Social/educación , Trastornos Relacionados con Sustancias/diagnóstico , Adulto , Femenino , Humanos , Entrevista Psicológica , Masculino , Trastornos Mentales/diagnóstico , Salud Mental , Simulación de Paciente , Proyectos Piloto , Evaluación de Programas y Proyectos de Salud , Estudiantes/psicología , Encuestas y Cuestionarios , Realidad Virtual , Adulto JovenRESUMEN
Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.
Asunto(s)
Biorretroalimentación Psicológica/fisiología , Terapia por Ejercicio/métodos , Retroalimentación Fisiológica , Enfermedades del Sistema Nervioso , Equilibrio Postural/fisiología , Juegos de Video , Simulación por Computador , Terapia por Ejercicio/instrumentación , Humanos , Movimiento , Enfermedades del Sistema Nervioso/fisiopatología , Enfermedades del Sistema Nervioso/psicología , Enfermedades del Sistema Nervioso/rehabilitación , Dinámicas no Lineales , Estimulación Luminosa/métodos , Encuestas y Cuestionarios , Interfaz Usuario-Computador , Espera VigilanteRESUMEN
Importance: Despite the need for effective and scalable training in motivational interviewing (MI) that includes posttraining coaching and feedback, limited evidence exists regarding the effectiveness of using virtual (computerized) standardized patients (VSPs) in such training. Objective: To evaluate the efficacy of training with a VSP on the acquisition and maintenance of MI skills compared with traditional academic study. Design, Setting, and Participants: This study was a 2-group, parallel-training randomized trial of 120 volunteer health care professionals recruited from a Department of Veterans Affairs and Department of Defense medical facility. Motivational interviewing skill was coded by external experts blinded to training group and skill assessment time points. Data were collected from October 17, 2016, to August 12, 2019. Interventions: After a computer course on MI, participants trained during two 45-minute sessions separated by 3 months. The 2 randomized training conditions included a branching storyline VSP, which provided MI skill rehearsal with immediate and summative feedback, and a control condition, which included academic study of content from the computerized MI course. Main Outcomes and Measures: Measurement of MI skill was based on recorded conversations with human standardized patients, assessed using the Motivational Interviewing Treatment Integrity 4.2.1 coding system, measured at baseline, after training, and after additional training in the randomized condition 3 months later. Results: A total of 120 volunteers (83 [69%] women), with a mean (SD) of 13.6 (10.3) years of health care experience, participated in the study; 61 were randomized to receive the intervention, and 59 were randomized to the control group. Those assigned to VSP training had significantly greater posttraining improvement in technical global scores (0.23; 95% CI, 0.03-0.44; P = .02), relational global scores (0.57; 95% CI, 0.33-0.81; P = .001), and the reflection-to-question ratio (0.23; 95% CI, 0.15-0.31; P = .001). Differences were maintained after the 3-month additional training session, with more improvements achieved after the 3-month training for the VSP trainees on the reflection-to- question ratio (0.15; 95% CI, 0.07-0.24; P = .001). Conclusions and Relevance: This randomized trial demonstrated a successful transfer of training from a VSP to human standardized patients. The VSP MI skill outcomes were better than those achieved with academic study and were maintained over time. Virtual standardized patients have the potential to facilitate dissemination of MI and may be useful for training in other evidence-based skills and treatments. Trial Registration: ClinicalTrials.gov Identifier: NCT04558060.
Asunto(s)
Educación Médica/métodos , Personal de Salud/educación , Personal Militar/educación , Entrevista Motivacional/métodos , Veteranos/educación , Realidad Virtual , Adulto , Femenino , Humanos , Masculino , Persona de Mediana Edad , Estados UnidosRESUMEN
Posttraumatic stress disorder (PTSD) is characterized by exaggerated expression of fear responses to danger and safety cues. Translational research suggests that dexamethasone facilitates fear extinction in animal and human fear conditioning models. For this randomized, placebo-controlled trial (N = 27), we aimed to translate these findings to the clinic by using virtual reality exposure (VRE) therapy for OEF/OIF/OND veterans with PTSD to determine whether dexamethasone will increase the efficacy of exposure therapy for VRE relative to placebo. VRE sessions involved imaginal exposure to the most traumatic war memories while viewing a computer-generated view of virtual Iraq or Afghanistan with multisensory stimulus options used to match patient's description of the trauma. VRE was effective in reducing PTSD symptoms but there was no interaction with dexamethasone. Drop-out rate was significantly higher in the dexamethasone group, with 10 of 13 (76.9%) participants in this group discontinuing, compared to only 4 of 14 (28.5%) in the placebo group, χ2 = 6.31, p = 0.02. Results indicate that the dexamethasone group may have experienced an increase in PTSD symptoms, particularly re-experiencing, at session 2 following first drug administration. Contrary to study hypotheses, dexamethasone did not enhance exposure therapy outcomes and was associated with increased drop-out. This demonstrates potential pitfalls in translating neuroscience models to the clinic; future research carefully examining glucocorticoid mechanisms involved in therapy augmentation is warranted.
Asunto(s)
Dexametasona/administración & dosificación , Dexametasona/uso terapéutico , Pacientes Desistentes del Tratamiento/estadística & datos numéricos , Trastornos por Estrés Postraumático/psicología , Trastornos por Estrés Postraumático/terapia , Terapia de Exposición Mediante Realidad Virtual , Adolescente , Adulto , Anciano , Miedo/psicología , Humanos , Terapia Implosiva , Guerra de Irak 2003-2011 , Masculino , Persona de Mediana Edad , Veteranos/psicología , Adulto JovenRESUMEN
Virtual reality (VR) technology offers new opportunities for the development of innovative clinical research, assessment, and intervention tools. VR-based testing, training, teaching, and treatment approaches that would be difficult, if not impossible, to deliver with traditional methods are now being developed that take advantage of the assets that are available with VR technology. As research evidence continues to indicate clinical efficacy, VR applications are being increasingly regarded as providing innovative options for targeting the cognitive, psychological, motor, and functional impairments that result from various clinical health conditions. VR allows for the precise presentation and control of stimuli in dynamic, multisensory, 3D computer-generated simulations as well as providing advanced methods for capturing and quantifying behavioral responses. These characteristics support the rationale for the use of VR applications in clinical assessment, intervention, and training. This article begins with a brief review of the history of and rationale for the use of VR with clinical populations. It then details one use case for the clinical application of VR-the exposure-therapy treatment of anxiety disorders and posttraumatic stress disorder. Although significant work is cited in other areas of clinical VR (e.g., pain management, cognitive and physical assessment and rehabilitation, eating disorders, social skills, and clinical training), a full overview of such a broad literature is beyond the scope of this article. Thus, the authors have opted to provide more in-depth analysis of one specific clinical area that clearly illustrates how VR has been successfully applied and is supported by an encouraging and evolving scientific literature.
RESUMEN
OBJECTIVE: Since the mid-1990s, a significant scientific literature has evolved regarding the outcomes from the use of what we now refer to as clinical virtual reality (VR). This use of VR simulation technology has produced encouraging results when applied to address cognitive, psychological, motor, and functional impairments across a wide range of clinical health conditions. This article addresses the question, "Is clinical VR ready for primetime?" METHOD: After a brief description of the various forms of VR technology, we discuss the trajectory of clinical VR over the last 20 years and summarize the basic assets that VR offers for creating clinical applications. The discussion then addresses the question of readiness in terms of the theoretical basis for clinical VR assets, the research to date, the pragmatic factors regarding availability, usability, and costs of clinical VR content/systems, and the ethical issues for the safe use of VR with clinical populations. RESULTS: Our review of the theoretical underpinnings and research findings to date leads to the prediction that clinical VR will have a significant impact on future research and practice. Pragmatic issues that can influence adoption across many areas of psychology also appear favorable, but professional guidelines will be needed to promote its safe and ethical use. CONCLUSIONS: Although there is still much research needed to advance the science in this area, we strongly believe that clinical VR applications will become indispensable tools in the toolbox of psychological researchers and practitioners and will only grow in relevance and popularity in the future. (PsycINFO Database Record
Asunto(s)
Retroalimentación , Realidad Virtual , Humanos , Conocimiento Psicológico de los Resultados , Trastornos Fóbicos/terapia , Interfaz Usuario-Computador , Terapia de Exposición Mediante Realidad VirtualRESUMEN
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.
Numerosos informes indican que la incidencia del trastorno por estrés postraumático (TEPT) en el personal militar de Operación Libertad Duradera/Operación Libertad Iraquí/Operación Nuevo Amanecer (OEF/OIF/OND, por sus siglas en inglés) ha generado un reto significativo en la atención de la salud conductual. Estos hallazgos han servido para fomentar la investigación sobre cómo desarrollar y difundir mejor los tratamientos basados en la evidencia para el TEPT. El presente artículo presenta el uso de la Realidad Virtual (RV) como herramienta clínica para abordar la evaluación, la prevención y el tratamiento del TEPT, basado en los proyectos de realidad virtual que se han desarrollado en el Instituto de Tecnologías Creativas de la Universidad del Sur de California desde 2004. Una breve discusión de la definición y la justificación para el uso clínico de la RV va seguida de una descripción de una aplicación de RV diseñada para suministrar exposición prolongada (EP) para el tratamiento de miembros de servicio (MS) y veteranos con TEPT relacionado con el combate y la agresión sexual. A continuación, se presenta la expansión de las simulaciones virtuales de tratamiento de Iraq y Afganistán para la evaluación y la prevención del TEPT. Esto es seguido por una discusión prospectiva que detalla los primeros esfuerzos para desarrollar sistemas virtuales de agentes humanos que cumplen la función de pacientes virtuales para formar a la próxima generación de proveedores clínicos, como guías de atención médica que pueden utilizarse para respaldar el acceso anónimo a información de salud conductual relevante en relación al trauma, y como entrevistadores clínicos capaces de realizar un análisis del comportamiento automatizado de los usuarios para inferir el estado psicológico. El documento concluirá con una discusión sobre la realidad virtual como herramienta para eliminar las barreras a la atención médica, además de su aplicación directa en la evaluación y la intervención.
RESUMEN
The objective of this study was to test the efficacy and suitability of virtual reality (VR) as a pain distraction for pediatric intravenous (i.v.) placement. Twenty children (12 boys, 8 girls) requiring i.v. placement for a magnetic resonance imaging/computed tomography (MRI/CT) scan were randomly assigned to two conditions: (1) VR distraction using Street Luge (5DT), presented via a head-mounted display, or (2) standard of care (topical anesthetic) with no distraction. Children, their parents, and nurses completed self-report questionnaires that assessed numerous health-related outcomes. Responses from the Faces Pain Scale-Revised indicated a fourfold increase in affective pain within the control condition; by contrast, no significant differences were detected within the VR condition. Significant associations between multiple measures of anticipatory anxiety, affective pain, i.v. pain intensity, and measures of past procedural pain provided support for the complex interplay of a multimodal assessment of pain perception. There was also a sufficient amount of evidence supporting the efficacy of Street Luge as a pediatric pain distraction tool during i.v. placement: an adequate level of presence, no simulator sickness, and significantly more child-, parent-, and nurse-reported satisfaction with pain management. VR pain distraction was positively endorsed by all reporters and is a promising tool for decreasing pain, and anxiety in children undergoing acute medical interventions. However, further research with larger sample sizes and other routine medical procedures is warranted.
Asunto(s)
Atención , Simulación por Computador , Dolor/prevención & control , Interfaz Usuario-Computador , Catéteres de Permanencia/efectos adversos , Niño , Femenino , Humanos , Infusiones Intravenosas/efectos adversos , Masculino , Dolor/etiología , Dolor/psicología , Dimensión del Dolor , Umbral del Dolor , Resultado del Tratamiento , Juegos de VideoRESUMEN
Video-capture virtual reality (VR) systems are gaining popularity as intervention tools. To date, these platforms offer visual and audio feedback but do not provide haptic feedback. We contend that adding haptic feedback may enhance the quality of intervention for various theoretical and empirical reasons. This study aims to integrate haptic-tactile feedback into a video capture system (GX VR), which is currently applied for rehabilitation. The proposed multi-modal system can deliver audio-visual as well as vibrotactile feedback. The latter is provided via small vibratory discs attached to the patient's limbs. This paper describes the system, the guidelines of its design, and the ongoing usability study.
Asunto(s)
Simulación por Computador , Retroalimentación Psicológica/fisiología , Rehabilitación/instrumentación , Terapia Asistida por Computador/instrumentación , Tacto , Interfaz Usuario-Computador , Diseño de Equipo , Humanos , Movimiento , Terapia Asistida por Computador/métodos , Grabación en VideoRESUMEN
Mental health disorders are the signature wounds of war resulting from extended U.S. Military conflicts in the Middle East [1]. In an effort to abate the number of Service Members that develop mental health disorders in these conflicts, USC-ICT has created the Stress Resilience in Virtual Environments (STRIVE) project, a set of highly realistic virtual reality combat scenarios and resilience-building sessions designed for pre-deployed military personnel. This short-paper looks at self-reported differences in personality, emotion control, and presence between two different groups, pre-military and non-military, of pilot subjects that tested a prototype of the first four modules of STRIVE.
Asunto(s)
Emociones , Personal Militar/psicología , Personalidad , Resiliencia Psicológica , Interfaz Usuario-Computador , Humanos , Guerra de Irak 2003-2011 , Proyectos Piloto , Autoinforme , Trastornos por Estrés Postraumático/psicología , Estados Unidos , GuerraRESUMEN
PURPOSE: Virtual reality (VR) is a relatively new technology that is currently utilized in a wide variety of settings to test and train individuals in specialized skills. This study examines methods for improving driver retraining protocols for persons with spinal cord injury (SCI). METHOD: We compared a VR driving simulator, under two different display conditions, a head mounted display (HMD) and a three screen display (TSD) to identify the best method for retraining driving skills following SCI. RESULTS: Although there was minimal evidence for driving performance difficulties in the HMD condition relative to the TSD condition (e.g. greater number of times for being off course and longer stopping latencies for the HMD condition), rates of simulator sickness did not differ between display conditions. CONCLUSIONS: Taken together, findings suggest that both the HMD and the TSD are reasonable simulator options for driver retraining in SCI.
Asunto(s)
Conducción de Automóvil , Instrucción por Computador/métodos , Presentación de Datos , Traumatismos de la Médula Espinal/rehabilitación , Interfaz Usuario-Computador , Adolescente , Adulto , Anciano , Simulación por Computador , Diseño de Equipo , Femenino , Cabeza , Humanos , Masculino , Persona de Mediana Edad , Paraplejía/rehabilitación , Cuadriplejía/rehabilitación , Traumatismos de la Médula Espinal/diagnóstico , Análisis y Desempeño de Tareas , Adulto JovenRESUMEN
The rising rates, high prevalence, and adverse consequences of obesity and diabetes call for new approaches to the complex behaviors needed to prevent and manage these conditions. Virtual reality (VR) technologies, which provide controllable, multisensory, interactive three-dimensional (3D) stimulus environments, are a potentially valuable means of engaging patients in interventions that foster more healthful eating and physical activity patterns. Furthermore, the capacity of VR technologies to motivate, record, and measure human performance represents a novel and useful modality for conducting research. This article summarizes background information and discussions for a joint July 2010 National Institutes of Health - Department of Defense workshop entitled Virtual Reality Technologies for Research and Education in Obesity and Diabetes. The workshop explored the research potential of VR technologies as tools for behavioral and neuroscience studies in diabetes and obesity, and the practical potential of VR in fostering more effective utilization of diabetes- and obesity-related nutrition and lifestyle information. Virtual reality technologies were considered especially relevant for fostering desirable health-related behaviors through motivational reinforcement, personalized teaching approaches, and social networking. Virtual reality might also be a means of extending the availability and capacity of health care providers. Progress in the field will be enhanced by further developing available platforms and taking advantage of VR's capabilities as a research tool for well-designed hypothesis-testing behavioral science. Multidisciplinary collaborations are needed between the technology industry and academia, and among researchers in biomedical, behavioral, pedagogical, and computer science disciplines. Research priorities and funding opportunities for use of VR to improve prevention and management of obesity and diabetes can be found at agency websites (National Institutes of Health: http://grants.nih.gov/grants/guide/index.html; Department of Defense: www.tatrc.org).
Asunto(s)
Diabetes Mellitus Tipo 2/terapia , Obesidad/terapia , Educación del Paciente como Asunto/métodos , Interfaz Usuario-Computador , Simulación por Computador , Diabetes Mellitus Tipo 2/diagnóstico , Humanos , Obesidad/diagnóstico , Proyectos de InvestigaciónRESUMEN
The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat" inaccurate trackers by performing minimal movement (e.g. wrist twisting a Wiimote instead of a full arm swing). Physical rehabilitation requires accurate and appropriate tracking and feedback of performance. To this end, we are developing applications that leverage recent advances in commercial video game technology to provide full-body control of animated virtual characters. A key component of our approach is the use of newly available low cost depth sensing camera technology that provides markerless full-body tracking on a conventional PC. The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.
Asunto(s)
Biorretroalimentación Psicológica/instrumentación , Equilibrio Postural , Rehabilitación de Accidente Cerebrovascular , Terapia Asistida por Computador/instrumentación , Enfermedades Vestibulares/rehabilitación , Juegos de Video , Grabación en Video/instrumentación , Biorretroalimentación Psicológica/métodos , Diseño de Equipo , Análisis de Falla de Equipo , Humanos , Accidente Cerebrovascular/complicaciones , Terapia Asistida por Computador/métodos , Resultado del Tratamiento , Enfermedades Vestibulares/etiologíaRESUMEN
The objectives of this study were to describe the nature of the attention deficits in children with Neurofibromatosis type 1 (NF1) in comparison with typically developing (TD) children, using the Virtual Classroom (VC), and to assess the utility of this instrument for detecting attention deficits. Twenty-nine NF1 children and 25 age-and gender-matched controls, aged 8-16, were assessed in a VC. Parents' ratings on the Conners' Parent Rating Scales-Revised: Long (CPRS-R:L) questionnaire were used to screen for Attention Deficit-Hyperactivity Disorder (ADHD). Significant differences were found between the NF1 and the control groups on the number of targets correctly identified (omission errors) and the number of commissions (commission errors) in the VC, with poorer performance by the NF1 children (p < 0.005). Significant correlations were obtained between the number of targets correctly identified, the number of commission errors, and the reaction time. Significant correlations were also found between the total correct hits and the cognitive problems/inattention scale, as well as two other indexes of the CPRS-R:L: the DSM-IV Symptoms Subscale and the ADHD Index. The VC results support the hypothesis that NF1 is marked by inattention and impulsivity and that participants with NF1 are more inattentive (omission errors) and impulsive (commission errors) than normal controls. The VC appears to be a sensitive and ecologically valid assessment tool for use in the diagnosis of attention deficits among children with NF1.
Asunto(s)
Trastorno por Déficit de Atención con Hiperactividad , Técnicas de Diagnóstico Neurológico/instrumentación , Técnicas de Diagnóstico Neurológico/normas , Neurofibromatosis 1/complicaciones , Neurofibromatosis 1/psicología , Interfaz Usuario-Computador , Adolescente , Atención , Trastorno por Déficit de Atención con Hiperactividad/diagnóstico , Trastorno por Déficit de Atención con Hiperactividad/etiología , Trastorno por Déficit de Atención con Hiperactividad/psicología , Niño , Desarrollo Infantil , Femenino , Movimientos de la Cabeza , Humanos , Conducta Impulsiva/diagnóstico , Conducta Impulsiva/etiología , Conducta Impulsiva/psicología , Masculino , Reproducibilidad de los Resultados , Medio SocialRESUMEN
Posttraumatic stress disorder (PTSD) is a chronic, debilitating, psychological condition that occurs in a subset of individuals who experience or witness life-threatening traumatic events. PTSD is highly prevalent in those who served in the military. In this paper, we present the underlying theoretical foundations and existing research on virtual reality exposure therapy, a recently emerging treatment for PTSD. Three virtual reality scenarios used to treat PTSD in active duty military and combat veterans and survivors of terrorism are presented: Virtual Vietnam, Virtual Iraq, and Virtual World Trade Center. Preliminary results of ongoing trials are presented.
Asunto(s)
Terapia Implosiva/métodos , Personal Militar/psicología , Trastornos por Estrés Postraumático/terapia , Interfaz Usuario-Computador , Humanos , Guerra de Irak 2003-2011 , Ataques Terroristas del 11 de Septiembre/psicología , Estados Unidos , Veteranos/psicología , Guerra de VietnamRESUMEN
Despite an increasing number of military service members in need of mental health treatment following deployment to Iraq and Afghanistan, numerous psychological and practical barriers limit access to care. Perceived stigma about admitting psychological difficulties as well as frequent long distances to treatment facilities reduce many veterans' willingness and ability to receive care. Telemedicine and virtual human technologies offer a unique potential to expand services to those in greatest need. Telemedicine-based treatment has been used to address multiple psychiatric disorders, including posttraumatic stress disorder, depression, and substance use, as well as to provide suicide risk assessment and intervention. Clinician education and training has also been enhanced and expanded through the use of distance technologies, with trainees practicing clinical skills with virtual patients and supervisors connecting with clinicians via videoconferencing. The use of these innovative and creative vehicles offers a significant and as yet unfulfilled promise to expand delivery of high-quality psychological therapies, regardless of clinician and patient location.