交互式和被动式混合现实分散注意力:对成人冷压痛的影响

Jamie G. Murray, Line Caes
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摘要

据预测,互动式分散注意力法比被动式分散注意力法更能有效减轻急性疼痛,但人们对其潜在机制仍然知之甚少。之前利用虚拟现实(VR)技术进行的研究表明,互动式分散注意力可以通过增强人们的沉浸感来提高效果。尽管身临其境的 VR 在减轻疼痛方面可能有用,但有些人表示会迷失方向和晕动病,而且它不允许与环境互动(如听从医务人员的指示)。在这里,我们采用了一种替代技术--混合现实(MR)头盔,通过将虚拟物体投射到现实世界来限制迷失方向,从而探索沉浸式虚拟现实技术在交互式分散注意力的效果中所起的作用。健康志愿者(18-35 岁)参加了两项实验,分别采用受试者间(84 人)或受试者内(42 人)设计,比较通过 MR 或标准计算机显示器呈现的交互式分散注意力任务和被动式分散注意力任务。在这两项实验中,都使用了冷压器任务来诱发疼痛,并记录疼痛耐受性和疼痛感知。分析表明,与被动分散注意力相比,交互式分散注意力能更有效地降低疼痛感和提高疼痛耐受性,但结果的解释对实验设计很敏感。对各种设备进行比较并未发现疼痛耐受性或疼痛强度方面的显著差异,而采用受试者内设计的磁共振任务则显著降低了疼痛的不快感。我们的研究结果补充了现有的 VR 研究报告,即与传统计算机相比,新的沉浸式技术几乎没有额外的镇痛效果,但强调了实验设计的选择对结果解释的重要影响。
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Interactive and passive mixed reality distraction: effects on cold pressor pain in adults
While interactive distractors are predicted to be more effective in reducing acute pain than passive distractors, the underlying mechanisms remain poorly understood. Previous work using Virtual-Reality (VR) has suggested that interactive distraction may be enhanced by increasing the person's sense of immersion. Despite the possible utility of immersive VR in reducing pain, some people report being disoriented and motion sick, and it doesn't allow for interactions with environment (e.g., following instructions from medical staff). Here, we explore the role of the immersion in the effectiveness of interactive distraction by employing an alternative technology, a Mixed-Reality (MR) headset that limits disorientation by projecting virtual objects into the real world. Healthy volunteers (18–35 years) participated in two experiments employing either a between (N = 84) or a within-subject (N = 42) design to compare Interactive and Passive distraction tasks presented via MR or a standard computer display. For both experiments, a cold-pressor task was used to elicit pain, with pain tolerance and pain perception being recorded. Analysis revealed that whilst interactive distraction was more effective in reducing pain perception and increasing pain tolerance than passive distraction, the interpretation of results was sensitive to experimental design. Comparison of devices did not reveal significant differences in pain tolerance or pain intensity, while pain unpleasantness was significantly reduced during the MR task using a within-subject design. Our findings add to existing VR studies reporting little additional analgesic benefit of new, immersive technologies compared to traditional computers, but underscores the important impact the choice of experimental design can have on the interpretation of results.
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