The management of patients with concomitant chronic pain (CP) and Major Depressive Disorder (MDD) remains challenging for clinicians. Current chronic pharmacologic management is often unsuccessful, or has intolerable ...The management of patients with concomitant chronic pain (CP) and Major Depressive Disorder (MDD) remains challenging for clinicians. Current chronic pharmacologic management is often unsuccessful, or has intolerable side effects to the patients. While not restricted to patients with chronic pain, these patients are often diagnosed with depression, presenting with symptoms such as poor mood, anhedonia, and altered cognitive processes. It is estimated that a substantial proportion of treated patients do not derive a substantive benefit from traditional pharmacological treatments for depression. The present study involved a retrospective review of cases, exploring the patient-reported satisfaction with and tolerability of a novel use of virtual reality (VR), coined KVR, as an adjunct to intravenous ketamine infusion therapies. Specifically, the ketamine-virtual reality protocol was employed as a potential adjunctive intervention for patients suffering from chronic pain and depression. Visual Analog Scores (VAS) associated with pain were significantly lower on the third than on the first assessment day. Montgomery-?sberg Depression Rating Scale (MADRS) scores improved following infusion and across days (i.e., sessions). Lastly, 2/3 of patients preferred the use of VR with their ketamine infusion. The results are considered in terms of implementing prospective studies to examine whether the combination therapies have a synergistic benefit and the nature and magnitude of clinically meaningful treatment effects, if any.展开更多
In this paper we introduce an image-based virtual exhibition system especially for clothing product. It can provide a powerful material substitution function, which is very useful for customization clothing-built. A n...In this paper we introduce an image-based virtual exhibition system especially for clothing product. It can provide a powerful material substitution function, which is very useful for customization clothing-built. A novel color substitution algorithm and two texture morphing methods are designed to ensure realistic substitution result. To extend it to 3D, we need to do the model reconstruction based on photos. Thus we present an improved method for modeling human body. It deforms a generic model with shape details extracted from pictures to generate a new model. Our method begins with model image generation followed by silhouette extraction and segmentation. Then it builds a mapping between pixels inside every pair of silhouette segments in the model image and in the picture. Our mapping algorithm is based on a slice space representation that conforms to the natural features of human body.展开更多
Introduction: Virtual reality (VR) utilizing a head-mounted display allows viewers to immerse themselves in a virtual environment. This technology may be useful in attenuating pain and anxiety and reducing patient sub...Introduction: Virtual reality (VR) utilizing a head-mounted display allows viewers to immerse themselves in a virtual environment. This technology may be useful in attenuating pain and anxiety and reducing patient subjective stress as well as objective physiological increase in heart rate and blood pressure. Aside from the improved experience, physiological stress is reduced which results in improved patient outcomes. Patients and methods: Eligible participants were all adults aged 18 or over who had non craniofacial lesions requiring minor surgery. A total of 99 adult patients who were capable of independent consent were randomized to receive a virtual reality experience (VR) or standard music distraction (no VR). Patients were recruited for the study during their office visit when scheduling minor procedure surgery. This was a single center, double-blind, controlled study conducted at Guthrie Clinic Robert Packer Hospital in Sayre, Pennsylvania between March 2019 to January 2020 (pre-pandemic). Ethics approval for this study was obtained from the Institutional Review Board of the Guthrie Clinic. Results: The change in systolic blood pressure (SBP), diastolic blood pressure (DBP) and heart rate (HR) significantly decreased from pre-procedure to mid-procedure in the VR group compared with standard. Herein our results are presented. Conclusions: Reductions in intraprocedural SBP, DBP and HR can be achieved when using VR. Although subjective reporting of pain and anxiety were not different between groups, VR significantly improves patient satisfaction compared with non VR standards.展开更多
目的:本研究旨在探讨虚拟现实(virtual reality,VR)在疼痛及焦虑控制领域的研究现状、发展趋势及研究热点等问题,为研究者追踪前沿信息提供参考。方法:以中国知网(CNKI)和Web of Science核心合集(WoSCC)为数据来源,查找有关于利用VR技...目的:本研究旨在探讨虚拟现实(virtual reality,VR)在疼痛及焦虑控制领域的研究现状、发展趋势及研究热点等问题,为研究者追踪前沿信息提供参考。方法:以中国知网(CNKI)和Web of Science核心合集(WoSCC)为数据来源,查找有关于利用VR技术缓解疼痛和焦虑的相关文献,检索时限为2007年1月1日—2023年5月25日。通过CiteSpace、VOSviewer和Microsoft Excel软件进行可视化分析。结果:经筛选共纳入相关文献1261篇,其中中文文献210篇,英文文献1051篇。近10年来,该领域发文量呈递进式上升趋势。国外研究已延伸至治疗不同人群焦虑和恐惧相关障碍以及操作相关性疼痛管理领域。国内研究则聚焦于VR技术在神经系统疾病康复训练、分娩镇痛和缓解儿童操作相关性疼痛与焦虑中的应用。结论:我国在该领域的研究还需在数量和质量上取得突破,相关研究可在前期研究基础上进一步探讨,用新时代新技术开辟新型医疗模式,以期提供更加智能、高效、优质的医疗服务。展开更多
Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions,quality of life,and autonomy.While pharmacological approaches appeared to be ineffec-...Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions,quality of life,and autonomy.While pharmacological approaches appeared to be ineffec-tive,the emergence and integration of X-reality,including virtual reality,augmented reality,and mixed reality,might elevate the effectiveness of mirror therapy in managing phantom limb.The objective of this study is to review X-reality for managing phantom pain.A systematic search was conducted on PubMed,Scopus,Web of Science,PsycINFO,Embase,and CINAHL.Sixteen(n=16)studies containing 66 lower-limb and 53 upper-limb amputees were included for the review over the thematic framework of amputee characteristics and intervention designs,while thirteen(n=13)studies were further proceeded for the meta-analysis.We found eleven studies on virtual reality(n=11),four studies on marker-based augmented reality(n=4)and one study on mixed reality(n=1)with a total of 40 game/task themes involving,motor skills,motor control,and stimulus-sensing.Regardless,all these interventions adopted the movement representation strategies with different techniques.Overall,the X-reality interventions reduced the pain level of the amputees(mean difference:-2.30,95%CI,-3.38 to-1.22),especially the virtual reality subgroup(mean difference:-2.83,95%CI,-4.43 to-1.22).However,there were substantial heterogeneity and partially explained by the subgroup analysis on publication year.The strength of evidence was limited by case reports and case series in this review.展开更多
This study investigated the effectiveness of virtual reality (VR) distraction, compared to comic book distraction and no distraction, in reducing pain and anxiety during a medical procedure in a pediatric population: ...This study investigated the effectiveness of virtual reality (VR) distraction, compared to comic book distraction and no distraction, in reducing pain and anxiety during a medical procedure in a pediatric population: the skin prick test. Although this test has many advantages and is considered to be minimally invasive, it causes anxiety and painful discomfort in children. Ninety-two children aged 7 to 17 years consulting for an allergic test received VR distraction, comic book distraction, or no distraction. Outcome measures included pain score, level of anxiety, and VR measures. The results showed that there were no significant differences between the three groups regarding sex, age, and preprocedural anxiety level. In the distraction groups (VR and comic book), children reported significantly lower pain and procedural anxiety scores than children with no distraction;VR distraction had a more significant effect than comic book distraction. A decrease in anxiety before and during the skin prick test is significantly more significant in VR distraction. This study suggested the effectiveness and feasibility of VR to reduce pain and anxiety during the pediatric skin prick test.展开更多
文摘The management of patients with concomitant chronic pain (CP) and Major Depressive Disorder (MDD) remains challenging for clinicians. Current chronic pharmacologic management is often unsuccessful, or has intolerable side effects to the patients. While not restricted to patients with chronic pain, these patients are often diagnosed with depression, presenting with symptoms such as poor mood, anhedonia, and altered cognitive processes. It is estimated that a substantial proportion of treated patients do not derive a substantive benefit from traditional pharmacological treatments for depression. The present study involved a retrospective review of cases, exploring the patient-reported satisfaction with and tolerability of a novel use of virtual reality (VR), coined KVR, as an adjunct to intravenous ketamine infusion therapies. Specifically, the ketamine-virtual reality protocol was employed as a potential adjunctive intervention for patients suffering from chronic pain and depression. Visual Analog Scores (VAS) associated with pain were significantly lower on the third than on the first assessment day. Montgomery-?sberg Depression Rating Scale (MADRS) scores improved following infusion and across days (i.e., sessions). Lastly, 2/3 of patients preferred the use of VR with their ketamine infusion. The results are considered in terms of implementing prospective studies to examine whether the combination therapies have a synergistic benefit and the nature and magnitude of clinically meaningful treatment effects, if any.
基金This work was supported by 973 Project(No.2002CB312100)Key National Natural Science Foundation of China Project on Digital Olympic Museum(No.60533080),National 863 High-tech Project (No.2006AA01Z303).
文摘In this paper we introduce an image-based virtual exhibition system especially for clothing product. It can provide a powerful material substitution function, which is very useful for customization clothing-built. A novel color substitution algorithm and two texture morphing methods are designed to ensure realistic substitution result. To extend it to 3D, we need to do the model reconstruction based on photos. Thus we present an improved method for modeling human body. It deforms a generic model with shape details extracted from pictures to generate a new model. Our method begins with model image generation followed by silhouette extraction and segmentation. Then it builds a mapping between pixels inside every pair of silhouette segments in the model image and in the picture. Our mapping algorithm is based on a slice space representation that conforms to the natural features of human body.
文摘Introduction: Virtual reality (VR) utilizing a head-mounted display allows viewers to immerse themselves in a virtual environment. This technology may be useful in attenuating pain and anxiety and reducing patient subjective stress as well as objective physiological increase in heart rate and blood pressure. Aside from the improved experience, physiological stress is reduced which results in improved patient outcomes. Patients and methods: Eligible participants were all adults aged 18 or over who had non craniofacial lesions requiring minor surgery. A total of 99 adult patients who were capable of independent consent were randomized to receive a virtual reality experience (VR) or standard music distraction (no VR). Patients were recruited for the study during their office visit when scheduling minor procedure surgery. This was a single center, double-blind, controlled study conducted at Guthrie Clinic Robert Packer Hospital in Sayre, Pennsylvania between March 2019 to January 2020 (pre-pandemic). Ethics approval for this study was obtained from the Institutional Review Board of the Guthrie Clinic. Results: The change in systolic blood pressure (SBP), diastolic blood pressure (DBP) and heart rate (HR) significantly decreased from pre-procedure to mid-procedure in the VR group compared with standard. Herein our results are presented. Conclusions: Reductions in intraprocedural SBP, DBP and HR can be achieved when using VR. Although subjective reporting of pain and anxiety were not different between groups, VR significantly improves patient satisfaction compared with non VR standards.
文摘目的:本研究旨在探讨虚拟现实(virtual reality,VR)在疼痛及焦虑控制领域的研究现状、发展趋势及研究热点等问题,为研究者追踪前沿信息提供参考。方法:以中国知网(CNKI)和Web of Science核心合集(WoSCC)为数据来源,查找有关于利用VR技术缓解疼痛和焦虑的相关文献,检索时限为2007年1月1日—2023年5月25日。通过CiteSpace、VOSviewer和Microsoft Excel软件进行可视化分析。结果:经筛选共纳入相关文献1261篇,其中中文文献210篇,英文文献1051篇。近10年来,该领域发文量呈递进式上升趋势。国外研究已延伸至治疗不同人群焦虑和恐惧相关障碍以及操作相关性疼痛管理领域。国内研究则聚焦于VR技术在神经系统疾病康复训练、分娩镇痛和缓解儿童操作相关性疼痛与焦虑中的应用。结论:我国在该领域的研究还需在数量和质量上取得突破,相关研究可在前期研究基础上进一步探讨,用新时代新技术开辟新型医疗模式,以期提供更加智能、高效、优质的医疗服务。
基金The work was supported by the Research Institute for Sports Science and Technology(Reference number:P0043798)Internal Fund(Ref-erence number:P0035805)of the Hong Kong Polytechnic University.
文摘Phantom limb is a disabling neuropsychiatric condition among amputees resulting in pain and disturbance that impact their functions,quality of life,and autonomy.While pharmacological approaches appeared to be ineffec-tive,the emergence and integration of X-reality,including virtual reality,augmented reality,and mixed reality,might elevate the effectiveness of mirror therapy in managing phantom limb.The objective of this study is to review X-reality for managing phantom pain.A systematic search was conducted on PubMed,Scopus,Web of Science,PsycINFO,Embase,and CINAHL.Sixteen(n=16)studies containing 66 lower-limb and 53 upper-limb amputees were included for the review over the thematic framework of amputee characteristics and intervention designs,while thirteen(n=13)studies were further proceeded for the meta-analysis.We found eleven studies on virtual reality(n=11),four studies on marker-based augmented reality(n=4)and one study on mixed reality(n=1)with a total of 40 game/task themes involving,motor skills,motor control,and stimulus-sensing.Regardless,all these interventions adopted the movement representation strategies with different techniques.Overall,the X-reality interventions reduced the pain level of the amputees(mean difference:-2.30,95%CI,-3.38 to-1.22),especially the virtual reality subgroup(mean difference:-2.83,95%CI,-4.43 to-1.22).However,there were substantial heterogeneity and partially explained by the subgroup analysis on publication year.The strength of evidence was limited by case reports and case series in this review.
文摘This study investigated the effectiveness of virtual reality (VR) distraction, compared to comic book distraction and no distraction, in reducing pain and anxiety during a medical procedure in a pediatric population: the skin prick test. Although this test has many advantages and is considered to be minimally invasive, it causes anxiety and painful discomfort in children. Ninety-two children aged 7 to 17 years consulting for an allergic test received VR distraction, comic book distraction, or no distraction. Outcome measures included pain score, level of anxiety, and VR measures. The results showed that there were no significant differences between the three groups regarding sex, age, and preprocedural anxiety level. In the distraction groups (VR and comic book), children reported significantly lower pain and procedural anxiety scores than children with no distraction;VR distraction had a more significant effect than comic book distraction. A decrease in anxiety before and during the skin prick test is significantly more significant in VR distraction. This study suggested the effectiveness and feasibility of VR to reduce pain and anxiety during the pediatric skin prick test.