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1.
J Behav Ther Exp Psychiatry ; 62: 112-116, 2019 03.
Artigo em Inglês | MEDLINE | ID: mdl-30316043

RESUMO

BACKGROUND AND OBJECTIVES: Several treatments are effective in reducing symptoms of post-traumatic stress disorder. We tested the effectiveness of an experimental intervention that consists of elements from two of these: virtual reality (VR) exposure therapy and eye movement desensitization and reprocessing. The latter is characterized by a dual-task approach: the patient holds a traumatic memory in mind while simultaneously making voluntary eye movements, resulting in reduced vividness and emotionality of the traumatic memory. If the experimental intervention is effective, it could provide a useful approach for highly avoidant individuals. METHODS: Participants recalled negative memories induced by a VR paradigm. The experimental group viewed VR screenshots that represented these negative memories while carrying out a dual-task. One control group recalled negative memories while carrying out the same dual-task (a standard dual-task condition) and another merely viewed the VR screenshots. Pre-to-post changes in self-rated memory vividness/emotionality were measured. RESULTS: The results indicate that viewing a screenshot only was outperformed by both dual-task interventions in terms of reductions in vividness/emotionality. Furthermore, the dual-task interventions had a comparable impact on vividness, but the screenshot variant led to greater decreases in emotionality. LIMITATIONS: Changes in memory vividness/emotionality were only assessed shortly after the interventions and no measures of avoidance behavior were included in the study. CONCLUSIONS: Looking at an image in VR that represents a memory while carrying out a dual-task may be at least as effective as recalling the memory during the dual-task. Interestingly, visually supporting a negative memory does not seem to prevent memory degrading by dual-tasking.


Assuntos
Emoções/fisiologia , Dessensibilização e Reprocessamento através dos Movimentos Oculares , Rememoração Mental/fisiologia , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Percepção Visual/fisiologia , Adolescente , Adulto , Feminino , Humanos , Masculino , Adulto Jovem
2.
PLoS One ; 14(5): e0216988, 2019.
Artigo em Inglês | MEDLINE | ID: mdl-31095650

RESUMO

Perceptual illusions help us understand deficits in human perception, but they also have the potential to serve as treatment methods; e.g., to alleviate phantom limb pain. Treatment effects are usually the direct result of a mismatch between false visual feedback and somatosensory/proprioceptive feedback. We aimed to influence physical activity (walking distance) using a memory-related perceptual illusion that relies on a mismatch between a spatially manipulated virtual reality environment and a weakness of memory for a similar, previously experienced environment. Participants' main task was to reproduce a baseline distance three times, by walking on a treadmill while moving through a virtual reality environment. Depending on condition, the environment was either stretched or compressed relative to the previous session, but participants were not informed about these manipulations. Because false, suggestive information can lead to alterations in memory, especially when conveyed through 'rich' forms of media such as virtual reality, we expected each manipulation to alter memory for the previous environment(s) and we hypothesized that this would influence walking distance. The results for the first time showed that memory-related perceptual illusions can directly affect physical activity in humans. The effects we found are substantial; stretching previously experienced virtual environments led participants to almost double their initial walking distance, whereas compressing the environments resulted in about half of the initial distance. Possible clinical applications arising from these findings are discussed.


Assuntos
Retroalimentação Sensorial , Ilusões , Memória/fisiologia , Percepção/fisiologia , Realidade Virtual , Caminhada , Adolescente , Adulto , Exercício Físico , Feminino , Humanos , Masculino , Membro Fantasma/fisiopatologia , Interface Usuário-Computador , Adulto Jovem
3.
Eur J Psychotraumatol ; 8(sup1): 1338106, 2017.
Artigo em Inglês | MEDLINE | ID: mdl-31139334

RESUMO

Background: The trauma film paradigm (TFP) is a well-established method to study the effects of analogue psychological trauma under controlled laboratory settings. It has been used to examine pre-, peri-, and post-trauma processes, and to create and test interventions. A possible drawback is that watching films is a somewhat passive endeavour that lacks active behavioural engagement. Virtual reality (VR) may provide a better alternative. Like the TFP, VR allows for experimental control. In addition, it can induce a greater 'feeling of presence' and allows interaction with the environment, enabling research on action-reaction associations. Objective: We aimed to validate the utility of a VR paradigm as an experimental model to study psychological trauma by comparing its effectiveness with the TFP. Method: One group of participants (N = 25) was shown an aversive film, and another group (N = 25) moved through a VR scene. Main outcome measures were intrusion frequency assessed with a 7-day diary and self-rated vividness and emotionality of recalled memories related to the film or VR scene. Results: The results indicate that the film and VR scene were equally effective in inducing vivid and intrusive memories. However, self-reported emotional intensity appeared to be higher for memories related to the film than for memories related to the VR scene. Conclusions: Perhaps the film was more effective in inducing emotional memories than the VR scene due to its more aversive content. However, the VR scene seemed equally effective in inducing vivid and intrusive memories, and merits further exploration in light of ethical considerations (less aversive content) and other presumably beneficial qualities (e.g. inducing a greater feeling of presence and allowing interaction with the environment).

4.
J Behav Ther Exp Psychiatry ; 52: 45-50, 2016 09.
Artigo em Inglês | MEDLINE | ID: mdl-26999558

RESUMO

BACKGROUND AND OBJECTIVES: In Eye Movement and Desensitization and Reprocessing (EMDR) therapy, a dual-task approach is used: patients make horizontal eye movements while they recall aversive memories. Studies showed that this reduces memory vividness and/or emotionality. A strong explanation is provided by working memory theory, which suggests that other taxing dual-tasks are also effective. Experiment 1 tested whether a visuospatial task which was carried out while participants were blindfolded taxes working memory. Experiment 2 tested whether this task degrades negative memories induced by a virtual reality (VR) paradigm. METHODS: In experiment 1, participants responded to auditory cues with or without simultaneously carrying out the visuospatial task. In experiment 2, participants recalled negative memories induced by a VR paradigm. The experimental group simultaneously carried out the visuospatial task, and a control group merely recalled the memories. Changes in self-rated memory vividness and emotionality were measured. RESULTS: The slowing down of reaction times due to the visuospatial task indicated that its cognitive load was greater than the load of the eye movements task in previous studies. The task also led to reductions in emotionality (but not vividness) of memories induced by the VR paradigm. LIMITATIONS: Weaknesses are that only males were tested in experiment 1, and the effectiveness of the VR fear/trauma induction was not assessed with ratings of mood or intrusions in experiment 2. CONCLUSIONS: The results suggest that the visuospatial task may be applicable in clinical settings, and the VR paradigm may provide a useful method of inducing negative memories.


Assuntos
Atenção/fisiologia , Emoções/fisiologia , Dessensibilização e Reprocessamento através dos Movimentos Oculares/métodos , Memória de Curto Prazo/fisiologia , Interface Usuário-Computador , Estimulação Acústica , Adolescente , Adulto , Sinais (Psicologia) , Feminino , Humanos , Masculino , Pessoa de Meia-Idade , Tempo de Reação , Adulto Jovem
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