scholarly journals Effects of Virtual Reality Immersion and Audiovisual Distraction Techniques for Patients with Pruritus

2009 ◽  
Vol 14 (4) ◽  
pp. 283-286 ◽  
Author(s):  
Vera Leibovici ◽  
Florella Magora ◽  
Sarale Cohen ◽  
Arieh Ingber

BACKGROUND: Virtual reality immersion (VRI), an advanced computer-generated technique, decreased subjective reports of pain in experimental and procedural medical therapies. Furthermore, VRI significantly reduced pain-related brain activity as measured by functional magnetic resonance imaging. Resemblance between anatomical and neuroendocrine pathways of pain and pruritus may prove VRI to be a suitable adjunct for basic and clinical studies of the complex aspects of pruritus.OBJECTIVES: To compare effects of VRI with audiovisual distraction (AVD) techniques for attenuation of pruritus in patients with atopic dermatitis and psoriasis vulgaris.METHODS: Twenty-four patients suffering from chronic pruritus – 16 due to atopic dermatitis and eight due to psoriasis vulgaris – were randomly assigned to play an interactive computer game using a special visor or a computer screen. Pruritus intensity was self-rated before, during and 10 min after exposure using a visual analogue scale ranging from 0 to 10. The interviewer rated observed scratching on a three-point scale during each distraction program.RESULTS: Student’sttests were significant for reduction of pruritus intensity before and during VRI and AVD (P=0.0002 and P=0.01, respectively) and were significant only between ratings before and after VRI (P=0.017). Scratching was mostly absent or mild during both programs.CONCLUSIONS: VRI and AVD techniques demonstrated the ability to diminish itching sensations temporarily. Further studies on the immediate and late effects of interactive computer distraction techniques to interrupt itching episodes will open potential paths for future pruritus research.

2021 ◽  
Author(s):  
Meytal Wilf ◽  
Celine Dupuis ◽  
Davide Nardo ◽  
Diana Huber ◽  
Sibilla Sander ◽  
...  

Our everyday life summons numerous novel sensorimotor experiences, to which our brain needs to adapt in order to function properly. However, tracking plasticity of naturalistic behaviour and associated brain modulations is challenging. Here we tackled this question implementing a prism adaptation training in virtual reality (VRPA) in combination with functional neuroimaging. Three groups of healthy participants (N=45) underwent VRPA (with a spatial shift either to the left/right side, or with no shift), and performed fMRI sessions before and after training. To capture modulations in free-flowing, task-free brain activity, the fMRI sessions included resting state and free viewing of naturalistic videos. We found significant decreases in spontaneous functional connectivity between large-scale cortical networks, namely attentional and default mode/fronto-parietal networks, only for adaptation groups. Additionally, VRPA was found to bias visual representations of naturalistic videos, as following rightward adaptation, we found upregulation of visual response in an area in the parieto-occipital sulcus (POS) in the right hemisphere. Notably, the extent of POS upregulation correlated with the size of the VRPA induced after-effect measured in behavioural tests. This study demonstrates that a brief VRPA exposure is able to change large-scale cortical connectivity and correspondingly bias the representation of naturalistic sensory inputs.


Vision ◽  
2021 ◽  
Vol 5 (2) ◽  
pp. 22
Author(s):  
Juraj Halicka ◽  
Michal Bittsansky ◽  
Stefan Sivak ◽  
David P. Piñero ◽  
Peter Ziak

A case of an adult with anisometropic amblyopia who underwent a successful vision therapy program playing videogames in a virtual reality environment is described, reporting changes in conventional visual clinical data, as well as in brain activity. The patient was a 22 year old man on baseline examination that never previously wore correction for his anisometropia. After prescribing contact lens correction for the anisometropia and after 44 h of virtual reality-based vision therapy over a period of 1.5 years, the best corrected distance visual acuity (BCDVA) in the amblyopic eye improved from 0.05 to 0.5 (Sloan chart). One year after finishing the visual training, the BCDVA experienced a slight decrease to 0.4 (Sloan chart). Through the visual training, the patient gradually developed stereopsis. Likewise, changes were also detected after visual therapy on functional magnetic resonance imaging while the patient was viewing 2D and 3D stimuli. The preliminary results of this case show the potential of using virtual reality-based visual training as a treatment for adult amblyopia.


2020 ◽  
Vol 24 (6) ◽  
Author(s):  
Mohamed Abdallah ◽  
Sherif Khalil ◽  
Ayman Hamed ◽  
Radwa K. Soliman ◽  
Abdelraheem Mohamed

Background and Objectives: Trigeminal neuralgia (TN) is one of the common causes of facial pain. However, its treatment is a challenge. Radiofrequency (RF) is an effective and safe option that is available. In our study, we used functional Magnetic resonance imaging (fMRI) to assess levels of brain activity in patients with TN, before and after receiving radiofrequency. Methodology: This study is a randomized prospective clinical study. It included 30 patients with TN who were scheduled for thermal (i.e. conventional) radiofrequency (CRF) and pulsed radiofrequency (PRF). 15 patients were randomly assigned to each group. All patients were contacted before the intervention and then 1 week, 1 month, 3 months, and 6 months after the intervention.  They were assessed using the Visual Analogue Scale (VAS) score, and their complaints of facial numbness, muscles of mastication dysfunction and carbamazepine dose. fMRI was done before and one month after the intervention. Results: The study group comprised of 13 men and 17 women; a total of 30 patients. The mean age of patients was 50.60 ±12.06 years in the thermal radiofrequency group and 47.93 ±9.90 years in the pulsed radiofrequency group. The median VAS score before the procedure was 8 in both groups, (7-9) in CRF and (7-8) in PRF. Our study demonstrated a statistically significant difference in VAS score at different stages of follow-up after thermal radiofrequency and pulsed radiofrequency when compared with the pretreatment stage. PRF patients continued on medications. Mild complications as facial numbness and masticatory muscle weakness were reported in the CRF group. In some brain regions, fMRI revealed reduced BOLD signal activation after radiofrequency ablation compared to that before the radiofrequency therapy but it was not significant. Conclusion:  In our study, post-intervention fMRI revealed a reduction in signal activations of some brain regions but we could not correlate these changes with the clinical improvement. Radiofrequency is an effective treatment for trigeminal neuralgia. CRF is preferable as it had less complications. Key words: fMRI; Trigeminal neuralgia; Pulsed Radiofrequency; Thermal radiofrequency Citation: Abdallah M, Khalil S, Hamed A, Soliman RK, Mohamed A. Brain activity assessment by functional MRI before and after radiofrequency of gasserian ganglia in patients with trigeminal neuralgia. Anaesth. pain intensive care 2020;24(6):--- Received: 30 July 2020, Reviewed: 6 October 2020, Revised: 29 October 2020, Accepted: 30 October 2020 Abbreviations: fMRI – functional Magnetic Resonance Imaging,  RF – Radiofrequency, CRF – Conventional  Radiofrequency, PRF – Pulsed Radiofrequency, TN – Trigeminal Neuralgia, BMI – Body mass index, VAS – Visual Analogue Scale, BOLD – Blood Oxygen Level-Dependent,  ReHo – Regional Homogeneity, ALFF – Amplitude of Low Frequency fluctuations.


Sensors ◽  
2021 ◽  
Vol 21 (14) ◽  
pp. 4663
Author(s):  
Janaina Cavalcanti ◽  
Victor Valls ◽  
Manuel Contero ◽  
David Fonseca

An effective warning attracts attention, elicits knowledge, and enables compliance behavior. Game mechanics, which are directly linked to human desires, stand out as training, evaluation, and improvement tools. Immersive virtual reality (VR) facilitates training without risk to participants, evaluates the impact of an incorrect action/decision, and creates a smart training environment. The present study analyzes the user experience in a gamified virtual environment of risks using the HTC Vive head-mounted display. The game was developed in the Unreal game engine and consisted of a walk-through maze composed of evident dangers and different signaling variables while user action data were recorded. To demonstrate which aspects provide better interaction, experience, perception and memory, three different warning configurations (dynamic, static and smart) and two different levels of danger (low and high) were presented. To properly assess the impact of the experience, we conducted a survey about personality and knowledge before and after using the game. We proceeded with the qualitative approach by using questions in a bipolar laddering assessment that was compared with the recorded data during the game. The findings indicate that when users are engaged in VR, they tend to test the consequences of their actions rather than maintaining safety. The results also reveal that textual signal variables are not accessed when users are faced with the stress factor of time. Progress is needed in implementing new technologies for warnings and advance notifications to improve the evaluation of human behavior in virtual environments of high-risk surroundings.


2020 ◽  
Vol 22 (Supplement_3) ◽  
pp. iii461-iii461
Author(s):  
Andrea Carai ◽  
Angela Mastronuzzi ◽  
Giovanna Stefania Colafati ◽  
Paul Voicu ◽  
Nicola Onorini ◽  
...  

Abstract Tridimensional (3D) rendering of volumetric neuroimaging is increasingly been used to assist surgical management of brain tumors. New technologies allowing immersive virtual reality (VR) visualization of obtained models offer the opportunity to appreciate neuroanatomical details and spatial relationship between the tumor and normal neuroanatomical structures to a level never seen before. We present our preliminary experience with the Surgical Theatre, a commercially available 3D VR system, in 60 consecutive neurosurgical oncology cases. 3D models were developed from volumetric CT scans and MR standard and advanced sequences. The system allows the loading of 6 different layers at the same time, with the possibility to modulate opacity and threshold in real time. Use of the 3D VR was used during preoperative planning allowing a better definition of surgical strategy. A tailored craniotomy and brain dissection can be simulated in advanced and precisely performed in the OR, connecting the system to intraoperative neuronavigation. Smaller blood vessels are generally not included in the 3D rendering, however, real-time intraoperative threshold modulation of the 3D model assisted in their identification improving surgical confidence and safety during the procedure. VR was also used offline, both before and after surgery, in the setting of case discussion within the neurosurgical team and during MDT discussion. Finally, 3D VR was used during informed consent, improving communication with families and young patients. 3D VR allows to tailor surgical strategies to the single patient, contributing to procedural safety and efficacy and to the global improvement of neurosurgical oncology care.


Stroke ◽  
2004 ◽  
Vol 35 (2) ◽  
pp. 554-559 ◽  
Author(s):  
Kyung K. Peck ◽  
Anna B. Moore ◽  
Bruce A. Crosson ◽  
Megan Gaiefsky ◽  
Kaundinya S. Gopinath ◽  
...  

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