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VIRTUAL REALITY CUE EXPOSURE THERAPY FOR THE TREATMENT OF TOBACCO DEPENDENCE. 虚拟现实提示暴露疗法治疗烟草依赖。
Christopher S Culbertson, Stephanie Shulenberger, Richard De La Garza, Thomas F Newton, Arthur L Brody

Researchers and clinicians have recently begun using Virtual Reality (VR) to create immersive and interactive cue exposure paradigms. The current study aimed to assess the effectiveness of individual cue exposure therapy (CET), using smoking-related VR cues (smoking-VR) as a smoking cessation treatment compared to a placebo-VR (neutral cue) treatment. The sample consisted of healthy treatment-seeking cigarette smokers, who underwent bi-weekly cognitive behavioral group therapy (CBT) plus either smoking-VR CET or placebo-VR CET (random assignment). Smoking-VR CET participants had a higher quit rate than placebo-VR CET participants (P = 0.015). Smoking-VR CET treated participants also reported smoking significantly fewer cigarettes per day at the end of treatment than placebo-VR CET treated participants (P = 0.034). These data indicate that smoking-related VR CET may prove useful in enhancing the efficacy of CBT treatment for tobacco dependence.

研究人员和临床医生最近开始使用虚拟现实(VR)来创建沉浸式和交互式提示暴露范式。目前的研究旨在评估个体线索暴露疗法(CET)的有效性,与安慰剂-VR(中性线索)治疗相比,使用吸烟相关的VR线索(吸烟-VR)作为戒烟治疗。样本由健康的寻求治疗的吸烟者组成,他们每两周接受认知行为团体治疗(CBT)加上吸烟- vr CET或安慰剂- vr CET(随机分配)。吸烟-虚拟现实测试参与者的戒烟率高于安慰剂-虚拟现实测试参与者(P = 0.015)。吸烟- vr CET治疗的参与者在治疗结束时每天吸烟的数量也明显少于安慰剂- vr CET治疗的参与者(P = 0.034)。这些数据表明,吸烟相关的VR CET可能有助于提高CBT治疗烟草依赖的疗效。
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引用次数: 0
SEX AND RACE DIFFERENCES IN RATING OTHERS' PAIN, PAIN-RELATED NEGATIVE MOOD, PAIN COPING, AND RECOMMENDING MEDICAL HELP. 性别和种族在评价他人疼痛、疼痛相关的负面情绪、疼痛应对和建议医疗帮助方面的差异。
Ashraf F Alqudah, Adam T Hirsh, Lauren A Stutts, Cindy D Scipio, Michael E Robinson

This study examined the influence of Virtual Humans' (VH) sex and race on participants' ratings of pain intensity, pain unpleasantness, pain-related negative mood, pain coping, and recommendations for medical help. Seventy-five undergraduates viewed a series of VHs and provided computerized visual analog scale (VAS) ratings for the five domains listed above. Mixed model ANOVA analyses showed that participants of both sexes and races viewed female VHs as experiencing greater pain intensity, greater pain unpleasantness, a greater number of pain-related negative moods, poorer coping skills, and a greater need to seek medical help for their pain. Participants of both races rated Caucasian VHs as experiencing more negative moods and poorer coping skills do deal with their pain. The novel computerized VH technology used herein allowed for the standardization of pain expression across sexes and races of VH stimuli, thus allowing us to remove the influence of biases when creating the study stimuli. This is a notable advantage over other research methodologies in this line of inquiry. Several future research and education applications of this VH technology are discussed.

这项研究考察了虚拟人(VH)的性别和种族对参与者对疼痛强度、疼痛不愉快、疼痛相关的负面情绪、疼痛应对和医疗帮助建议的影响。75名本科生观看了一系列录像带,并对上述五个领域提供了计算机视觉模拟量表(VAS)评分。混合模型方差分析显示,男女和种族的参与者都认为女性VHs经历了更大的疼痛强度,更大的疼痛不愉快,更多的与疼痛相关的负面情绪,更差的应对技能,更需要寻求医疗帮助。两个种族的参与者都认为高加索人的情绪更消极,处理痛苦的能力也更差。本文使用的新型计算机化VH技术允许跨性别和种族的VH刺激的疼痛表达标准化,从而允许我们在创建研究刺激时消除偏见的影响。在这方面的研究中,这比其他研究方法有明显的优势。讨论了该VH技术未来的研究和教育应用。
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引用次数: 0
Adolescent Internet Depression Prevention: Preferences for Intervention and Predictors of Intentions and Adherence. 青少年网络抑郁症的预防:干预偏好和意向和依从性的预测因素。
Monika Marko, Joshua Fogel, Elton Mykerezi, Benjamin W Van Voorhees

Adolescents in primary care with sub-threshold depression (not reaching criteria for disorder) symptoms may be candidates for early intervention to prevent onset of major depressive disorder. However, we know little about their attitudes toward such interventions or what may predict motivation or adherence for preventive interventions. We also describe preferences for different types of interventions and conduct exploratory analyses to identify predictors of motivation to prevent depression and subsequent adherence to an Internet-based intervention. Adolescents with sub-threshold depressed mood favored novel behavioral treatment approaches, such as Internet-based models for depression prevention. Adolescent beliefs about the intervention and perceived social norms predicted intention to participate in depression prevention. The most important significant predictors of adherence were beliefs about the intervention. Careful attention to the specific beliefs and attitudes of users toward intervention should be incorporated into intervention design as well as evolving public health strategies to prevent depressive disorders.

初级保健中有亚阈值抑郁(未达到障碍标准)症状的青少年可能是早期干预的候选者,以预防严重抑郁障碍的发作。然而,我们对他们对此类干预措施的态度知之甚少,也不知道什么可以预测预防性干预措施的动机或依从性。我们还描述了对不同类型干预的偏好,并进行了探索性分析,以确定预防抑郁症的动机和随后坚持基于互联网的干预的预测因素。具有亚阈值抑郁情绪的青少年喜欢新的行为治疗方法,例如基于互联网的抑郁症预防模型。青少年对干预的信念和感知的社会规范预测了参与抑郁症预防的意图。依从性的最重要的重要预测因素是对干预的信念。应在干预设计中仔细关注使用者对干预的具体信念和态度,并制定预防抑郁障碍的公共卫生策略。
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引用次数: 0
INTERACTIVITY INFLUENCES THE MAGNITUDE OF VIRTUAL REALITY ANALGESIA. 互动性影响虚拟现实镇痛的强度。
Regina Wender, Hunter G Hoffman, Harley H Hunner, Eric J Seibel, David R Patterson, Sam R Sharar

Despite medication with opioids and other powerful pharmacologic pain medications, most patients rate their pain during severe burn wound care as severe to excruciating. Excessive pain is a widespread medical problem in a wide range of patient populations. Immersive virtual reality (VR) distraction may help reduce pain associated with medical procedures. Recent research manipulating immersiveness has shown that a high tech VR helmet reduces pain more effectively than a low tech VR helmet. The present study explores the effect of interactivity on the analgesic effectiveness of virtual reality. Using a double blind design, in the present study, twenty-one volunteers were randomly assigned to one of two groups, and received a thermal pain stimulus during either interactive VR, or during non-interactive VR. Subjects in both groups individually glided through the virtual world, but one group could look around and interact with the environment using the trackball, whereas participants in the other group had no trackball. Afterwards, each participant provided subjective 0-10 ratings of cognitive, sensory and affective components of pain, and the amount of fun during the pain stimulus. Compared to the non-interactive VR group, participants in the interactive VR group showed 75% more reduction in pain unpleasantness (p < .005) and 74% more reduction in worst pain (p < .005). Interactivity increased the analgesic effectiveness of immersive virtual reality.

尽管服用了阿片类药物和其他强效止痛药物,但大多数患者认为他们在严重烧伤伤口护理期间的疼痛严重到难以忍受。过度疼痛是一个广泛的医疗问题,在广泛的患者群体。沉浸式虚拟现实(VR)分心可能有助于减少与医疗程序相关的疼痛。最近的研究表明,高科技的VR头盔比低技术的VR头盔更能有效地减轻疼痛。本研究探讨互动性对虚拟现实镇痛效果的影响。采用双盲设计,在本研究中,21名志愿者被随机分配到两组中的一组,并在交互式虚拟现实或非交互式虚拟现实期间接受热痛刺激。两组实验对象各自在虚拟世界中滑动,但其中一组可以使用轨迹球环顾四周并与环境互动,而另一组则没有轨迹球。之后,每个参与者对疼痛的认知、感觉和情感成分以及疼痛刺激期间的乐趣程度给出了0-10的主观评分。与非互动性VR组相比,互动性VR组的参与者在疼痛不愉快方面减少了75% (p < 0.005),在最严重的疼痛方面减少了74% (p < 0.005)。互动性增加了沉浸式虚拟现实的镇痛效果。
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引用次数: 0
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Journal of cyber therapy and rehabilitation
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