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1.
J Med Internet Res ; 26: e51558, 2024 Apr 05.
Artigo em Inglês | MEDLINE | ID: mdl-38578667

RESUMO

BACKGROUND: Virtual reality (VR) interventions, based on cognitive behavioral therapy principles, have been proven effective as complementary tools in managing obesity and have been associated with promoting healthy behaviors and addressing body image concerns. However, they have not fully addressed certain underlying causes of obesity, such as a lack of motivation to change, low self-efficacy, and the impact of weight stigma interiorization, which often impede treatment adherence and long-term lifestyle habit changes. To tackle these concerns, this study introduces the VR self-counseling paradigm, which incorporates embodiment and body-swapping techniques, along with motivational strategies, to help people living with obesity effectively address some of the root causes of their condition. OBJECTIVE: This study aims to assess the clinical efficacy of ConVRself (Virtual Reality self-talk), a VR platform that allows participants to engage in motivational self-conversations. METHODS: A randomized controlled trial was conducted with 68 participants from the bariatric surgery waiting list from the obesity unit of the Vall d'Hebron University Hospital in Barcelona, Spain. Participants were assigned to 1 of 3 groups: a control group (CG), which only received treatment as usual from the obesity unit; experimental group 1 (EG1), which, after intensive motivational interviewing training, engaged in 4 sessions of VR-based self-conversations with ConVRself, and underwent embodiment and body-swapping techniques; and experimental group 2 (EG2), which engaged in 4 VR-based sessions led by a virtual counselor with a prerecorded discourse, and only underwent the embodiment technique. In the case of both EG1 and EG2, the VR interventions were assisted by a clinical researcher. Readiness to change habits, eating habits, and psychological variables, as well as adherence and satisfaction with ConVRself were measured at baseline, after the intervention, 1 week after the intervention, and 4 weeks after the intervention. RESULTS: Regarding the primary outcomes, EG1 (24/68, 35%) and EG2 (22/68, 32%) showed significant improvements in confidence to lose weight compared to the CG (22/68, 32%) at all assessment points (ß=-.16; P=.02). Similarly, EG1 demonstrated a significant increase after the intervention in readiness to exercise more compared to the CG (ß=-.17; P=.03). Regarding the secondary outcomes, EG1 participants showed a significant reduction in uncontrolled eating (ß=.71; P=.01) and emotional eating (ß=.29; P=.03) compared to the CG participants, as well as in their anxiety levels compared to EG2 and CG participants (ß=.65; P=.01). In addition, participants from the experimental groups reported high adherence and satisfaction with the VR platform (EG1: mean 59.82, SD 4.00; EG2: mean 58.43, SD 5.22; d=0.30, 95% CI -0.30 to 0.89). CONCLUSIONS: This study revealed that using VR self-conversations, based on motivational interviewing principles, may have benefits in helping people with obesity to enhance their readiness to change habits and self-efficacy, as well as reduce dysfunctional eating behaviors and anxiety. TRIAL REGISTRATION: ClinicalTrials.gov NCT05094557; https://www.clinicaltrials.gov/study/NCT05094557.


Assuntos
Terapia Cognitivo-Comportamental , Realidade Virtual , Humanos , Terapia Cognitivo-Comportamental/métodos , Estilo de Vida , Obesidade/terapia , Resultado do Tratamento
2.
J Cogn Neurosci ; 35(9): 1410-1422, 2023 09 01.
Artigo em Inglês | MEDLINE | ID: mdl-37255451

RESUMO

Out-of-body experiences (OBEs) are subjective experiences of seeing one's own body and the environment from a location outside the physical body. They can arise spontaneously or in specific conditions, such as during the intake of dissociative drug. Given its unpredictable occurrence, one way to empirically study it is to induce subjective experiences resembling an OBE using technology such as virtual reality. We employed a complex multisensory method of virtual embodiment in a virtual reality scenario with seven healthy participants to induce virtual OBE-like experiences. Participants performed two conditions in a randomly determined order. For both conditions, the participant's viewpoint was lifted out of the virtual body toward the ceiling of the virtual room, and real body movements were (visuo-tactile ON condition) or were not (visuo-tactile OFF condition) translated into movements on the virtual body below-the latter aiming to maintain a feeling of connection with the virtual body. A continuous 128-electrode EEG was recorded. Participants reported subjective experiences of floating in the air and of feeling high up in the virtual room at a strong intensity, but a weak to moderate feeling of being "out of their body" in both conditions. The EEG analysis revealed that this subjective experience was associated with a power shift that manifested in an increase of delta and a decrease of alpha relative power. A reduction of theta complexity and an increase of beta-2 connectivity were also found. This supports the growing body of evidence revealing a prominent role of delta activity during particular conscious states.


Assuntos
Eletroencefalografia , Realidade Virtual , Humanos , Emoções , Tato
3.
Virtual Real ; 27(2): 651-675, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-36034584

RESUMO

We created a virtual reality version of a 1983 performance by Dire Straits, this being a highly complex scenario consisting of both the virtual band performance and the appearance and behaviour of the virtual audience surrounding the participants. Our goal was to understand the responses of participants, and to learn how this type of scenario might be improved for later reconstructions of other concerts. To understand the responses of participants we carried out two studies which used sentiment analysis of texts written by the participants. Study 1 (n = 25) (Beacco et al. in IEEE Virtual Reality: 538-545, 2021) had the unexpected finding that negative sentiment was caused by the virtual audience, where e.g. some participants were fearful of being harassed by audience members. In Study 2 (n = 26) notwithstanding some changes, the audience again led to negative sentiment-e.g. a feeling of being stared at. For Study 2 we compared sentiment with questionnaire scores, finding that the illusion of being at the concert was associated with positive sentiment for males but negative for females. Overall, we found sentiment was dominated by responses to the audience rather than the band. Participants had been placed in an unusual situation, being alone at a concert, surrounded by strangers, who seemed to pose a social threat for some  of them. We relate our findings to the concept of Plausibility, the illusion that events and situations in the VR are really happening. The results indicate high Plausibility, since the negative sentiment, for example in response to being started at, only makes sense if the events are experienced as actually happening. We conclude with the need for co-design of VR scenarios, and the use of sentiment analysis in this process, rather than sole reliance on concepts proposed by researchers, typically expressed through questionnaires, which may not reflect the experiences of participants. Supplementary Information: The online version contains supplementary material available at 10.1007/s10055-022-00685-9.

4.
Proc Natl Acad Sci U S A ; 111(49): 17678-83, 2014 Dec 09.
Artigo em Inglês | MEDLINE | ID: mdl-25422444

RESUMO

When we carry out an act, we typically attribute the action to ourselves, the sense of agency. Explanations for agency include conscious prior intention to act, followed by observation of the sensory consequences; brain activity that involves the feed-forward prediction of the consequences combined with rapid inverse motor prediction to fine-tune the action in real time; priming where there is, e.g., a prior command to perform the act; a cause (the intention to act) preceding the effect (the results of the action); and common-sense rules of attribution of physical causality satisfied. We describe an experiment where participants falsely attributed an act to themselves under conditions that apparently cannot be explained by these theories. A life-sized virtual body (VB) seen from the first-person perspective in 3D stereo, as if substituting the real body, was used to induce the illusion of ownership over the VB. Half of the 44 experimental participants experienced VB movements that were synchronous with their own movements (sync), and the other half asynchronous (async). The VB, seen in a mirror, spoke with corresponding lip movements, and for half of the participants this was accompanied by synchronous vibrotactile stimulation on the thyroid cartilage (Von) but this was not so for the other half. Participants experiencing sync misattributed the speaking to themselves and also shifted the fundamental frequency of their later utterances toward the stimulus voice. Von also contributed to these results. We show that these findings can be explained by current theories of agency, provided that the critical role of ownership over the VB is taken into account.


Assuntos
Fala , Voz , Adulto , Imagem Corporal , Encéfalo/fisiologia , Cartilagem/fisiologia , Feminino , Mãos , Humanos , Ilusões/fisiologia , Masculino , Percepção , Propriocepção/fisiologia , Inquéritos e Questionários , Glândula Tireoide/fisiologia , Interface Usuário-Computador , Vibração , Percepção Visual/fisiologia
5.
Neuroimage ; 124(Pt A): 147-156, 2016 Jan 01.
Artigo em Inglês | MEDLINE | ID: mdl-26282856

RESUMO

How do we recognize ourselves as the agents of our actions? Do we use the same error detection mechanisms to monitor self-generated vs. externally imposed actions? Using event-related brain potentials (ERPs), we identified two different error-monitoring loops involved in providing a coherent sense of the agency of our actions. In the first ERP experiment, the participants were embodied in a virtual body (avatar) while performing an error-prone fast reaction time task. Crucially, in certain trials, participants were deceived regarding their own actions, i.e., the avatar movement did not match the participant's movement. Self-generated real errors and false (avatar) errors showed very different ERP signatures and with different processing latencies: while real errors showed a classical frontal-central error-related negativity (Ne/ERN), peaking 100ms after error commission, false errors elicited a larger and delayed parietal negative component (at about 350-400ms). The violation of the sense of agency elicited by false avatar errors showed a strong similarity to ERP signatures related to semantic or conceptual violations (N400 component). In a follow-up ERP control experiment, a subset of the same participants merely acted as observers of the avatar correct and error movements. This experimental situation did not elicit the N400 component associated with agency violation. Thus, the results show a clear neural dissociation between internal and external error-monitoring loops responsible for distinguishing our self-generated errors from those imposed externally, opening new avenues for the study of the mental processes underlying the integration of internal and sensory feedback information while being actors of our own actions.


Assuntos
Córtex Cerebral/fisiologia , Retroalimentação Sensorial/fisiologia , Movimento , Desempenho Psicomotor/fisiologia , Autoeficácia , Semântica , Adulto , Eletroencefalografia , Potenciais Evocados , Feminino , Humanos , Masculino , Interface Usuário-Computador , Percepção Visual/fisiologia , Adulto Jovem
6.
Br J Psychiatry ; 209(1): 62-7, 2016 07.
Artigo em Inglês | MEDLINE | ID: mdl-27151071

RESUMO

BACKGROUND: Persecutory delusions may be unfounded threat beliefs maintained by safety-seeking behaviours that prevent disconfirmatory evidence being successfully processed. Use of virtual reality could facilitate new learning. AIMS: To test the hypothesis that enabling patients to test the threat predictions of persecutory delusions in virtual reality social environments with the dropping of safety-seeking behaviours (virtual reality cognitive therapy) would lead to greater delusion reduction than exposure alone (virtual reality exposure). METHOD: Conviction in delusions and distress in a real-world situation were assessed in 30 patients with persecutory delusions. Patients were then randomised to virtual reality cognitive therapy or virtual reality exposure, both with 30 min in graded virtual reality social environments. Delusion conviction and real-world distress were then reassessed. RESULTS: In comparison with exposure, virtual reality cognitive therapy led to large reductions in delusional conviction (reduction 22.0%, P = 0.024, Cohen's d = 1.3) and real-world distress (reduction 19.6%, P = 0.020, Cohen's d = 0.8). CONCLUSION: Cognitive therapy using virtual reality could prove highly effective in treating delusions.


Assuntos
Terapia Cognitivo-Comportamental/métodos , Delusões/terapia , Terapia Implosiva/métodos , Avaliação de Resultados em Cuidados de Saúde , Transtornos Paranoides/terapia , Interface Usuário-Computador , Adulto , Feminino , Humanos , Masculino , Pessoa de Meia-Idade
7.
J Nerv Ment Dis ; 204(2): 148-52, 2016 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-26825264

RESUMO

Contingency in interpersonal relationships is associated with the development of secure attachment and trust, whereas paranoia arises from the overattribution of negative intentions. We used a new virtual reality paradigm to experimentally investigate the impact of contingent behavior on trust along the paranoia continuum. Sixty-one healthy participants were randomly allocated to have a social interaction with a pleasant virtual human (avatar) programmed to be highly responsive or not (high/low contingency). Perceived trustworthiness and trusting behavior were assessed alongside control variables attachment and anxiety. Higher paranoia and dismissive attachment were associated with larger interpersonal distances. Unexpectedly, extremely paranoid individuals experienced the highly contingent avatar as more trustworthy than their low contingency counterpart. Higher dismissive attachment was also associated with more subjective trust in both conditions. Extreme paranoia is associated with hypersensitivity to noncontingent behavior, which might explain experiences of mistrust when others are not highly responsive in everyday social situations.


Assuntos
Relações Interpessoais , Transtornos Paranoides/psicologia , Interface Usuário-Computador , Adulto , Ansiedade/psicologia , Feminino , Humanos , Apego ao Objeto , Escalas de Graduação Psiquiátrica , Inquéritos e Questionários , Confiança/psicologia
8.
Proc Natl Acad Sci U S A ; 110(31): 12846-51, 2013 Jul 30.
Artigo em Inglês | MEDLINE | ID: mdl-23858436

RESUMO

An illusory sensation of ownership over a surrogate limb or whole body can be induced through specific forms of multisensory stimulation, such as synchronous visuotactile tapping on the hidden real and visible rubber hand in the rubber hand illusion. Such methods have been used to induce ownership over a manikin and a virtual body that substitute the real body, as seen from first-person perspective, through a head-mounted display. However, the perceptual and behavioral consequences of such transformed body ownership have hardly been explored. In Exp. 1, immersive virtual reality was used to embody 30 adults as a 4-y-old child (condition C), and as an adult body scaled to the same height as the child (condition A), experienced from the first-person perspective, and with virtual and real body movements synchronized. The result was a strong body-ownership illusion equally for C and A. Moreover there was an overestimation of the sizes of objects compared with a nonembodied baseline, which was significantly greater for C compared with A. An implicit association test showed that C resulted in significantly faster reaction times for the classification of self with child-like compared with adult-like attributes. Exp. 2 with an additional 16 participants extinguished the ownership illusion by using visuomotor asynchrony, with all else equal. The size-estimation and implicit association test differences between C and A were also extinguished. We conclude that there are perceptual and probably behavioral correlates of body-ownership illusions that occur as a function of the type of body in which embodiment occurs.


Assuntos
Autoimagem , Interface Usuário-Computador , Percepção Visual/fisiologia , Adulto , Pré-Escolar , Feminino , Humanos , Masculino
9.
Behav Cogn Psychother ; 44(1): 56-64, 2016 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-25384608

RESUMO

BACKGROUND: Paranoia may build directly upon negative thoughts about the self. There have been few direct experimental tests of this hypothesis. AIMS: The aim of the study was to test the immediate effects of manipulating self-esteem in individuals vulnerable to paranoia. METHOD: A two condition cross-over experimental test was conducted. The participants were 26 males reporting paranoid ideation in the past month. Each participant experienced a neutral immersive virtual reality (VR) social environment twice. Before VR participants received a low self-confidence manipulation or a high self-confidence manipulation. The order of manipulation type was randomized. Paranoia about the VR avatars was assessed. RESULTS: The low self-confidence manipulation, relative to the high self-confidence manipulation, led to significantly more negative social comparison in virtual reality and higher levels of paranoia. CONCLUSIONS: Level of self-confidence affects the occurrence of paranoia in vulnerable individuals. The clinical implication is that interventions designed to improve self-confidence may reduce persecutory ideation.


Assuntos
Transtornos Paranoides/psicologia , Autoimagem , Adulto , Delusões , Emoções , Humanos , Masculino , Pessoa de Meia-Idade , Comportamento Social , Meio Social , Inquéritos e Questionários , Interface Usuário-Computador
10.
Behav Cogn Psychother ; 43(1): 89-107, 2015 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-24103196

RESUMO

BACKGROUND: Environmental factors have been associated with psychosis but there is little qualitative research looking at how the ongoing interaction between individual and environment maintains psychotic symptoms. AIMS: The current study investigates how people with persecutory delusions interpret events in a virtual neutral social environment using qualitative methodology. METHOD: 20 participants with persecutory delusions and 20 controls entered a virtual underground train containing neutral characters. Under these circumstances, people with persecutory delusions reported similar levels of paranoia as non-clinical participants. The transcripts of a post-virtual reality interview of the first 10 participants in each group were analysed. RESULTS: Thematic analyses of interviews focusing on the decision making process associated with attributing intentions of computer-generated characters revealed 11 themes grouped in 3 main categories (evidence in favour of paranoid appraisals, evidence against paranoid appraisals, other behaviour). CONCLUSIONS: People with current persecutory delusions are able to use a range of similar strategies to healthy volunteers when making judgements about potential threat in a neutral environment that does not elicit anxiety, but they are less likely than controls to engage in active hypothesis-testing and instead favour experiencing "affect" as evidence of persecutory intention.


Assuntos
Transtornos Paranoides/psicologia , Esquizofrenia Paranoide/psicologia , Meio Social , Adulto , Ansiedade/diagnóstico , Estudos de Casos e Controles , Feminino , Humanos , Masculino , Transtornos Paranoides/diagnóstico , Transtornos Paranoides/etiologia , Transtornos Paranoides/terapia , Pesquisa Qualitativa , Esquizofrenia Paranoide/diagnóstico , Esquizofrenia Paranoide/etiologia , Esquizofrenia Paranoide/terapia , Terapia de Exposição à Realidade Virtual/métodos
11.
Exp Brain Res ; 232(3): 875-87, 2014 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-24337257

RESUMO

We report an experiment where participants observed an attack on their virtual body as experienced in an immersive virtual reality (IVR) system. Participants sat by a table with their right hand resting upon it. In IVR, they saw a virtual table that was registered with the real one, and they had a virtual body that substituted their real body seen from a first person perspective. The virtual right hand was collocated with their real right hand. Event-related brain potentials were recorded in two conditions, one where the participant's virtual hand was attacked with a knife and a control condition where the knife only struck the virtual table. Significantly greater P450 potentials were obtained in the attack condition confirming our expectations that participants had a strong illusion of the virtual hand being their own, which was also strongly supported by questionnaire responses. Higher levels of subjective virtual hand ownership correlated with larger P450 amplitudes. Mu-rhythm event-related desynchronization in the motor cortex and readiness potential (C3-C4) negativity were clearly observed when the virtual hand was threatened-as would be expected, if the real hand was threatened and the participant tried to avoid harm. Our results support the idea that event-related potentials may provide a promising non-subjective measure of virtual embodiment. They also support previous experiments on pain observation and are placed into context of similar experiments and studies of body perception and body ownership within cognitive neuroscience.


Assuntos
Potencial Evocado Motor/fisiologia , Medo/psicologia , Mãos/fisiologia , Córtex Motor/fisiologia , Interface Usuário-Computador , Adulto , Eletroencefalografia , Eletromiografia , Feminino , Humanos , Masculino , Movimento/fisiologia , Estimulação Luminosa , Análise Espectral , Estatísticas não Paramétricas , Inquéritos e Questionários , Adulto Jovem
12.
Exp Brain Res ; 225(1): 105-17, 2013 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-23223781

RESUMO

The study of body representation and ownership has been a very active research area in recent years. Synchronous multisensory stimulation has been used for the induction of the illusion of ownership over virtual body parts and even full bodies, and it has provided experimental paradigms for the understanding of the brain processing of body representation. However, the illusion of ownership of a virtual body has rarely been used for patient evaluation and diagnosis. Here we propose a method that exploits ownership of a virtual body in combination with a simple brain computer interface (BCI) and basic physiological measures to complement neurological assessment. A male patient presenting a fixed posture dystonia featuring a permanently closed left fist participated in this case study. The patient saw a virtual body that substituted his own after donning a head-mounted display and thereby entering the virtual reality. The left virtual hand had the same posture as his corresponding real hand. After inducing virtual hand ownership by correlated visuo-tactile stimulation and dynamic reflections in a virtual mirror, the virtual hand would open either automatically or through a cognitive task assessed through a BCI that required him to focus attention on the virtual hand. The results reveal that body ownership induced changes on electromyography and BCI performance in the patient that were different from those in five healthy controls. Overall, the case study shows that the induction of virtual body ownership combined with simple electrophysiological measures could be useful for the diagnosis of patients with neurological conditions.


Assuntos
Dor Crônica/diagnóstico , Medição da Dor/métodos , Interface Usuário-Computador , Adulto , Interfaces Cérebro-Computador , Calibragem , Gráficos por Computador , Distonia/diagnóstico , Distonia/fisiopatologia , Distonia/reabilitação , Eletroencefalografia , Eletromiografia , Meio Ambiente , Mãos/fisiologia , Humanos , Imageamento por Ressonância Magnética , Masculino , Músculo Esquelético/fisiopatologia , Doenças do Sistema Nervoso/diagnóstico , Desempenho Psicomotor/fisiologia , Recuperação de Função Fisiológica , Autoimagem
13.
Conscious Cogn ; 22(3): 779-87, 2013 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-23727712

RESUMO

Although it has been shown that immersive virtual reality (IVR) can be used to induce illusions of ownership over a virtual body (VB), information on whether this changes implicit interpersonal attitudes is meager. Here we demonstrate that embodiment of light-skinned participants in a dark-skinned VB significantly reduced implicit racial bias against dark-skinned people, in contrast to embodiment in light-skinned, purple-skinned or with no VB. 60 females participated in this between-groups experiment, with a VB substituting their own, with full-body visuomotor synchrony, reflected also in a virtual mirror. A racial Implicit Association Test (IAT) was administered at least three days prior to the experiment, and immediately after the IVR exposure. The change from pre- to post-experience IAT scores suggests that the dark-skinned embodied condition decreased implicit racial bias more than the other conditions. Thus, embodiment may change negative interpersonal attitudes and thus represent a powerful tool for exploring such fundamental psychological and societal phenomena.


Assuntos
Racismo/psicologia , Interface Usuário-Computador , Imagem Corporal/psicologia , Simulação por Computador , Feminino , Humanos
14.
Vis Comput ; 39(11): 5421-5436, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37899958

RESUMO

This work deals with the automatic 3D reconstruction of objects from frontal RGB images. This aims at a better understanding of the reconstruction of 3D objects from RGB images and their use in immersive virtual environments. We propose a complete workflow that can be easily adapted to almost any other family of rigid objects. To explain and validate our method, we focus on guitars. First, we detect and segment the guitars present in the image using semantic segmentation methods based on convolutional neural networks. In a second step, we perform the final 3D reconstruction of the guitar by warping the rendered depth maps of a fitted 3D template in 2D image space to match the input silhouette. We validated our method by obtaining guitar reconstructions from real input images and renders of all guitar models available in the ShapeNet database. Numerical results for different object families were obtained by computing standard mesh evaluation metrics such as Intersection over Union, Chamfer Distance, and the F-score. The results of this study show that our method can automatically generate high-quality 3D object reconstructions from frontal images using various segmentation and 3D reconstruction techniques.

15.
iScience ; 26(10): 107938, 2023 Oct 20.
Artigo em Inglês | MEDLINE | ID: mdl-37876610

RESUMO

Change blindness (CB) is the perceptual phenomenon whereby people are blind to dramatic changes in their visual environment. In virtual reality (VR) a person's body can be substituted by a life-sized virtual one that moves synchronously with their real body movements as their self-representation. We consider whether CB occurs in VR, and whether there are differences in the case of changes to their own virtual body compared with the body of another. Forty people took part in a Qi Gong lesson in VR led by a virtual instructor. During the lesson both their own and the instructor's face dramatically changed in appearance. Overall, 73% and 85% did not notice the changes to their own and instructor's face respectively. People make iconic inferences about their visual surroundings without sampling detail, and reduced CB in the case of their own body may be a marker for self-representation.

16.
IEEE Comput Graph Appl ; 43(6): 117-125, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37930892

RESUMO

VR United is a virtual reality application that we have developed to support multiple people simultaneously interacting in the same environment. Each person is represented with a virtual body that looks like themselves. Such immersive shared environments have existed and been the subject of research for the past 30 years. Here, we demonstrate how VR United meets criteria for successful interaction, where a journalist from the Financial Times in London interviewed a professor in New York for two hours. The virtual location of the interview was a restaurant, in line with the series of interviews published as "Lunch with the FT." We show how the interview was successful, as a substitute for a physically present one. The article based on the interview was published in the Financial Times as normal for the series. We finally consider the future development of such systems, including some implications for immersive journalism.

17.
J Interpers Violence ; 38(3-4): 2654-2682, 2023 02.
Artigo em Inglês | MEDLINE | ID: mdl-35727942

RESUMO

Domestic violence has long-term negative consequences on children. In this study, men with a history of partner aggression and a control group of non-offenders were embodied in a child's body from a first-person perspective in virtual reality (VR). From this perspective, participants witnessed a scene of domestic violence where a male avatar assaulted a female avatar. We evaluated the impact of the experience on emotion recognition skills and heart rate deceleration responses. We found that the experience mainly impacted the recognition of angry facial expressions. The results also indicate that males with a history of partner aggression had larger physiological responses during an explicit violent event (when the virtual abuser threw a telephone) compared with controls, while their physiological reactions were less pronounced when the virtual abuser invaded the victim's personal space. We show that embodiment from a child's perspective during a conflict situation in VR impacts emotion recognition, physiological reactions, and attitudes towards violence. We provide initial evidence of the potential of VR in the rehabilitation and neuropsychological assessment of males with a history of domestic violence, especially in relation to children.


Assuntos
Violência Doméstica , Violência por Parceiro Íntimo , Realidade Virtual , Humanos , Masculino , Feminino , Criança , Violência Doméstica/psicologia , Agressão/psicologia , Emoções , Ira , Violência por Parceiro Íntimo/psicologia
18.
Front Psychiatry ; 14: 999656, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-37151962

RESUMO

Introduction: We aim to examine the usability of a Virtual Reality (VR) platform, called ConVRSelf, which has been designed to address the needs of People Living With Obesity (PLWO). Methods: Fourteen participants with a desire to eat healthier and exercise more (6 normal weight and 8 PLWO; Mean age = 41.86, SD = 13.89) were assigned to the experimental group (EG) or the control group (CG). EG participants, after being trained on motivational interviewing skills, engaged in a virtual self-conversation using embodiment and body swapping techniques, which aimed to normalize and resolve their ambivalence to change lifestyle habits. CG participants, embodied in their virtual bodies, participated in a pre-established discourse with a virtual counselor giving them psychoeducational advice about how to change lifestyle habits. A mixed-methods design was used, involving a semi-structured interview and self-report questionnaires, including readiness to change habits (Readiness Rulers), body ownership (Body Ownership Questionnaire, BOQ), and system usability (System Evaluation Questionnaire, SEQ). Thematic content analysis was carried out for qualitative data while statistical data analysis was carried out using SPSS 20.0. Results: Participants from both groups showed high readiness to change lifestyle (Readiness Rulers) before engaging with the virtual experiences, which was maintained at the same level after the interventions and their scores on the SEQ and BOQ were satisfactory. Regarding qualitative information obtained from the interviews, almost all participants found the VR experience to be novel, interesting, and enjoyable. A higher acceptability was observed among PLWO from the EG than normal weight participants from the same group, a promising finding for the ConVRSelf platform, which had been specifically designed to address the needs of PLWO. Conclusion: The ConVRSelf system is well-accepted by participants and is ready to be tested with PLWO in a clinical setting.

19.
Lancet Psychiatry ; 10(11): 836-847, 2023 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-37742702

RESUMO

BACKGROUND: Persecutory delusions are a major psychiatric problem that often do not respond sufficiently to standard pharmacological or psychological treatments. We developed a new brief automated virtual reality (VR) cognitive treatment that has the potential to be used easily in clinical services. We aimed to compare VR cognitive therapy with an alternative VR therapy (mental relaxation), with an emphasis on understanding potential mechanisms of action. METHODS: THRIVE was a parallel-group, single-blind, randomised controlled trial across four UK National Health Service trusts in England. Participants were included if they were aged 16 years or older, had a persistent (at least 3 months) persecutory delusion held with at least 50% conviction, reported feeling threatened when outside with other people, and had a primary diagnosis from the referring clinical team of a non-affective psychotic disorder. We randomly assigned (1:1) patients to either THRIVE VR cognitive therapy or VR mental relaxation, using a permuted blocks algorithm with randomly varying block size, stratified by severity of delusion. Usual care continued for all participants. Each VR therapy was provided in four sessions over approximately 4 weeks, supported by an assistant psychologist or clinical psychologist. Trial assessors were masked to group allocation. Outcomes were assessed at 0, 2 (therapy mid-point), 4 (primary endpoint, end of treatment), 8, 16, and 24 weeks. The primary outcome was persecutory delusion conviction, assessed by the Psychotic Symptoms Rating Scale (PSYRATS; rated 0-100%). Outcome analyses were done in the intention-to-treat population. We assessed the treatment credibility and expectancy of the interventions and the two mechanisms (defence behaviours and safety beliefs) that the cognitive intervention was designed to target. This trial is prospectively registered with the ISRCTN registry, ISRCTN12497310. FINDINGS: From Sept 21, 2018, to May 13, 2021 (with a pause due to COVID-19 pandemic restrictions from March 16, 2020, to Sept 14, 2020), we recruited 80 participants with persistent persecutory delusions (49 [61%] men, 31 [39%] women, with a mean age of 40 years [SD 13, range 18-73], 64 [80%] White, six [8%] Black, one [1%] Indian, three [4%] Pakistani, and six [8%] other race or ethnicity). We randomly assigned 39 (49%) participants assigned to VR cognitive therapy and 41 (51%) participants to VR mental relaxation. 33 (85%) participants who were assigned to VR cognitive therapy attended all four sessions, and 35 (85%) participants assigned to VR mental relaxation attended all four sessions. We found no significant differences between the two VR interventions in participant ratings of treatment credibility (adjusted mean difference -1·55 [95% CI -3·68 to 0·58]; p=0·15) and outcome expectancy (-0·91 [-3·42 to 1·61]; p=0·47). 77 (96%) participants provided follow-up data at the primary timepoint. Compared with VR mental relaxation, VR cognitive therapy did not lead to a greater improvement in persecutory delusions (adjusted mean difference -2·16 [-12·77 to 8·44]; p=0·69). Compared with VR mental relaxation, VR cognitive therapy did not lead to a greater reduction in use of defence behaviours (adjusted mean difference -0·71 [-4·21 to 2·79]; p=0·69) or a greater increase in belief in safety (-5·89 [-16·83 to 5·05]; p=0·29). There were 17 serious adverse events unrelated to the trial (ten events in seven participants in the VR cognitive therapy group and seven events in five participants in the VR mental relaxation group). INTERPRETATION: The two VR interventions performed similarly, despite the fact that they had been designed to affect different mechanisms. Both interventions had high uptake rates and were associated with large improvements in persecutory delusions but it cannot be determined that the treatments accounted for the change. Immersive technologies hold promise for the treatment of severe mental health problems. However, their use will likely benefit from experimental research on the application of different therapeutic techniques and the effects on a range of potential mechanisms of action. FUNDING: Medical Research Council Developmental Pathway Funding Scheme and National Institute for Health and Care Research Oxford Health Biomedical Research Centre.

20.
JAMA Psychiatry ; 80(10): 1066-1074, 2023 10 01.
Artigo em Inglês | MEDLINE | ID: mdl-37610741

RESUMO

Importance: Climate change, pollution, urbanization, socioeconomic inequality, and psychosocial effects of the COVID-19 pandemic have caused massive changes in environmental conditions that affect brain health during the life span, both on a population level as well as on the level of the individual. How these environmental factors influence the brain, behavior, and mental illness is not well known. Observations: A research strategy enabling population neuroscience to contribute to identify brain mechanisms underlying environment-related mental illness by leveraging innovative enrichment tools for data federation, geospatial observation, climate and pollution measures, digital health, and novel data integration techniques is described. This strategy can inform innovative treatments that target causal cognitive and molecular mechanisms of mental illness related to the environment. An example is presented of the environMENTAL Project that is leveraging federated cohort data of over 1.5 million European citizens and patients enriched with deep phenotyping data from large-scale behavioral neuroimaging cohorts to identify brain mechanisms related to environmental adversity underlying symptoms of depression, anxiety, stress, and substance misuse. Conclusions and Relevance: This research will lead to the development of objective biomarkers and evidence-based interventions that will significantly improve outcomes of environment-related mental illness.


Assuntos
COVID-19 , Saúde Mental , Humanos , COVID-19/epidemiologia , Pandemias , Transtornos de Ansiedade , Ansiedade
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