Solveig Osborg Ose, Kristin Thaulow, Hilde Færevik, Per Lund Hoffmann, Hedvig Lestander, Tore Stiles, Martin Lindgren
{"title":"利用虚拟现实技术在初级精神卫生保健中开发针对社会隔离的社交技能培训计划。","authors":"Solveig Osborg Ose, Kristin Thaulow, Hilde Færevik, Per Lund Hoffmann, Hedvig Lestander, Tore Stiles, Martin Lindgren","doi":"10.1177/20556683231187545","DOIUrl":null,"url":null,"abstract":"<p><strong>Introduction: </strong>People with severe mental illness often have a small or no network of friends and limited contact with their family and live social isolated lives. We developed a social skills training programme to be administered by public mental health professionals in helping those with mental illness to overcome their social isolation.</p><p><strong>Methods: </strong>The programme was developed over 3 years in close collaboration among psychologists, service users, municipal mental health professionals, mental health service researchers and a local firm providing virtual reality (VR) training. We started with the simplest available equipment, that is, a cardboard headset combined with a smartphone, then we used Oculus Quest and now Oculus Quest 2.</p><p><strong>Results: </strong>The resulting programme is comprised of eight steps from: 1) identify service user's primary and secondary goals to 8) three-month follow-up.</p><p><strong>Conclusion: </strong>Several factors made adoption and implementation of VR technology possible in a relatively short timeframe: namely, the municipality and service users were involved from the beginning of the development process, efforts were made to introduce VR to mental health professionals and allow them to reflect on its usability, solutions were low-tech and low cost, and the long-term research collaboration was established without municipal financial obligations.</p>","PeriodicalId":43319,"journal":{"name":"Journal of Rehabilitation and Assistive Technologies Engineering","volume":null,"pages":null},"PeriodicalIF":2.0000,"publicationDate":"2023-07-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10338658/pdf/","citationCount":"0","resultStr":"{\"title\":\"Development of a social skills training programme to target social isolation using virtual reality technology in primary mental health care.\",\"authors\":\"Solveig Osborg Ose, Kristin Thaulow, Hilde Færevik, Per Lund Hoffmann, Hedvig Lestander, Tore Stiles, Martin Lindgren\",\"doi\":\"10.1177/20556683231187545\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Introduction: </strong>People with severe mental illness often have a small or no network of friends and limited contact with their family and live social isolated lives. We developed a social skills training programme to be administered by public mental health professionals in helping those with mental illness to overcome their social isolation.</p><p><strong>Methods: </strong>The programme was developed over 3 years in close collaboration among psychologists, service users, municipal mental health professionals, mental health service researchers and a local firm providing virtual reality (VR) training. We started with the simplest available equipment, that is, a cardboard headset combined with a smartphone, then we used Oculus Quest and now Oculus Quest 2.</p><p><strong>Results: </strong>The resulting programme is comprised of eight steps from: 1) identify service user's primary and secondary goals to 8) three-month follow-up.</p><p><strong>Conclusion: </strong>Several factors made adoption and implementation of VR technology possible in a relatively short timeframe: namely, the municipality and service users were involved from the beginning of the development process, efforts were made to introduce VR to mental health professionals and allow them to reflect on its usability, solutions were low-tech and low cost, and the long-term research collaboration was established without municipal financial obligations.</p>\",\"PeriodicalId\":43319,\"journal\":{\"name\":\"Journal of Rehabilitation and Assistive Technologies Engineering\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":2.0000,\"publicationDate\":\"2023-07-11\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10338658/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Rehabilitation and Assistive Technologies Engineering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1177/20556683231187545\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"2023/1/1 0:00:00\",\"PubModel\":\"eCollection\",\"JCR\":\"Q3\",\"JCRName\":\"ENGINEERING, BIOMEDICAL\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Rehabilitation and Assistive Technologies Engineering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1177/20556683231187545","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2023/1/1 0:00:00","PubModel":"eCollection","JCR":"Q3","JCRName":"ENGINEERING, BIOMEDICAL","Score":null,"Total":0}
Development of a social skills training programme to target social isolation using virtual reality technology in primary mental health care.
Introduction: People with severe mental illness often have a small or no network of friends and limited contact with their family and live social isolated lives. We developed a social skills training programme to be administered by public mental health professionals in helping those with mental illness to overcome their social isolation.
Methods: The programme was developed over 3 years in close collaboration among psychologists, service users, municipal mental health professionals, mental health service researchers and a local firm providing virtual reality (VR) training. We started with the simplest available equipment, that is, a cardboard headset combined with a smartphone, then we used Oculus Quest and now Oculus Quest 2.
Results: The resulting programme is comprised of eight steps from: 1) identify service user's primary and secondary goals to 8) three-month follow-up.
Conclusion: Several factors made adoption and implementation of VR technology possible in a relatively short timeframe: namely, the municipality and service users were involved from the beginning of the development process, efforts were made to introduce VR to mental health professionals and allow them to reflect on its usability, solutions were low-tech and low cost, and the long-term research collaboration was established without municipal financial obligations.