Background: The present study aimed to identify predicting factors affecting experimental pain stimuli reduction by using 'EyeToy', which is an Immersive Virtual Reality System (IVRS).
Methods: Sixty-two healthy subjects (31 M, 31 F) underwent a battery of pain tests to determine each participant's baseline sensitivity to nociceptive. The battery included thermal pain tests (hot and cold) as well as a paradigm to induce conditioned pain modulation (CPM). Later on, each subject participated in two study conditions in random order: (1) An exposure to tonic heat stimulation (46.5 °C/135 s) to the ankle while participating in VR environment which included an activity requiring limb movements; (2) Same heat stimulation with no exposure to VR. Six pain measures were taken during each study condition (baseline, test 1-5).
Results: An interaction of time × treatment was found (RM ANOVA, F(5, 305) = 24.33, p < 0.001, η² = 0.28). Specifically, the reduction in pain score between baseline and test 1 was significantly greater in VR condition than in control (p < 0.001). The maximal pain reduction in both conditions was between baseline and test 1. Hierarchical regression revealed gender and the extent of CPM as predictive factors for pain reduction in the VR condition (6.1% and 7.5%, respectively).
Conclusions: It can be concluded that VR can serve as an effective manipulation for pain reduction in individuals with efficient CPM and in women. These findings constitute a promising platform for future research and hold potential for the improvement and facilitation of clinical treatment.
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http://dx.doi.org/10.1002/ejp.678 | DOI Listing |
Contemp Clin Trials
January 2025
Department of Health Outcomes and Behavior, Moffitt Cancer Center, Tampa, FL, USA; Department of Psychology, University of South Florida, Tampa, FL, USA; Department of Oncological Sciences, University of South Florida, Tampa, FL, USA. Electronic address:
Background: Augmented Reality (AR) is a rapidly developing technology with potential utility for treating addictive behaviors, including tobacco smoking. AR inserts digital images into a natural real-time scene as viewed on a smartphone or other video devices. With respect to smoking cessation, AR can place virtual smoking cues (i.
View Article and Find Full Text PDFJ Anxiety Disord
January 2025
Department of Psychiatry and Psychology, Mayo Clinic, Rochester, MN, USA.
Virtual reality is a promising tool for improving efficacy of exposure therapy for childhood anxiety disorders (CADs), particularly for exposures that are challenging to orchestrate in vivo. The present study compared virtual reality exposure (VRE) to verbal imaginal exposure (IE) on anxiety elicited, homework completion, and preparation for subsequent exposures. Forty-five youth with CADs completed both types of exposure in session (order randomly assigned), practiced one form of exposure as homework (randomly assigned), and returned a week later to repeat both exposures (in randomized order), provide user feedback, and complete a related in vivo exposure.
View Article and Find Full Text PDFSci Adv
January 2025
State Key Lab of Advanced Optical Communication Systems and Networks, Shanghai Jiao Tong University, Shanghai 200240, China.
Holography is capable of rendering three-dimensional scenes with full-depth control and delivering transformative experiences across numerous domains, including virtual and augmented reality, education, and communication. However, traditional holography presents 3D scenes with unnatural defocus and severe speckles due to the limited space bandwidth product of the spatial light modulator (SLM). Here, we introduce Motion Hologram, a holographic technique that accurately portrays photorealistic and speckle-free 3D scenes.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Computing, Engineering and Mathematical Sciences, Optus Chair Digital Health, La Trobe University, Melbourne, Australia.
Background: This review explores virtual reality (VR) and exercise simulator-based interventions for individuals with attention-deficit/hyperactivity disorder (ADHD). Past research indicates that both VR and simulator-based interventions enhance cognitive functions, such as executive function and memory, though their impacts on attention vary.
Objective: This study aimed to contribute to the ongoing scientific discourse on integrating technology-driven interventions into the management and evaluation of ADHD.
The study investigates the effectiveness of immersive virtual reality (VR) as a nonpharmaceutical approach to manage postoperative pain in patients following thoracoscopic surgery. In this single-center, triple-arm pilot randomized controlled trial (RCT), 61 postsurgical patients with a postoperative pain numerical rating scale (NRS) score ≥4 after receiving standard analgesia were included and assigned to either a quantum clinics-VR (QTC-VR) group, a Placebo-VR group, or a control group. The QTC-VR group engaged in a daily 10-minute interactive pain relief 3D-VR program, while the Placebo-VR group watched a daily 10-minute relaxation-based 2D film through VR headsets for three days following surgery.
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