• Title/Summary/Keyword: Virtual Reality Exposure Therapy

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Research of 3D image processing of VR technology in medicine based on DNN

  • ZhaoZhe, Gong;XiaoDong, Li;XiaoYing, Shi;Geng, Liu;Bin, Chen
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.16 no.5
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    • pp.1584-1596
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    • 2022
  • According to a survey published in an authoritative journal in January 2020, the globalincidence rate of mental illness is 8.3% for men and 10.6% for women, which indicates thatmental illness has become a globally recognized obstacle. Therefore, specific psychotherapy including mental illness will become an important research topic. It is very effective forpatients with special mental diseases, such as mental illness, to reduce their mental reaction byexposure therapy; the system uses the virtual reality system of medical images processed by learningalgorithm to reproduce the effect of virtual reality exposure method of the high scene of transparent ladder. Compared with the old invasive exposure scene, the results show that theimprovement of both conditions has obvious effect, and the effect of human treatment underthe two conditions is not good. There are obvious differences, which show that virtual reality model will gradually replace the on-the-spot feeling. Finally, with more and more researchers have put forward a variety of other virtual reality image processing models, the research of image processing has gradually become more and more interested.

The Effect of Virtual Reality-Based Exercise Program on Balance, Gait, and Falls Efficacy in Patients with Parkinson's Disease (가상현실 운동프로그램이 파킨슨병 환자의 균형, 보행 및 낙상 효능감에 미치는 영향)

  • Kim, Yong-Gyun;Kang, Soon-Hee
    • Journal of the Korean Society of Physical Medicine
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    • v.14 no.4
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    • pp.103-113
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    • 2019
  • PURPOSE: The purpose of this study was to determine if virtual reality-based exercise was effective in balance, gait, and falls efficacy in patients with Parkinson's disease (PD). METHODS: Thirty patients with PD were assigned randomly to the experimental (n=15) or control groups (n=15). The experimental group performed virtual reality-based exercise and the control group underwent conventional physical therapy for 30minutes, five times per week for four weeks. A force platform system, the Korean version of the Berg Balance Scale (K-BBS), the six-minute walking test (6MWT), and the Korean Version of the Falls Efficacy Scale (K-FES) were used to evaluate balance, gait, and falls efficacy. Wilcoxon signed-rank test and Mann-Whitney U test were used to examine the within- and between-group differences after training, respectively. RESULTS: Changes in the K-BBS score (p<.001) and fall efficacy (p<.01), following the intervention were significantly greater in the experimental group than in the control group whereas significant group difference were not observed for the anterior-posterior and mediolateral postural sway lengths. The change in the ground reaction force (p<.001) and 6MWT values (p<.05) were significantly greater after intervention in patients in the experimental group than in the control group, whereas a significant group difference was not observed for the step and stride lengths. CONCLUSION: This study indicates that virtual reality-based exercise is an effective intervention for improving balance, gait, and fall efficacy in patients with PD.

Effect of Virtual Reality Exposure and Web-based Cognitive Intervention Integrated Program on Social Anxiety Disorder (발표상황에 대한 가상현실노출과 웹기반 인지적 개입의 통합 프로그램 효과 검증)

  • Park, Ki-Woo;Yoon, Hyae-Yeong
    • Journal of the Korea Convergence Society
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    • v.13 no.1
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    • pp.1-12
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    • 2022
  • In this study, the effect of VR exposure programs integrated with web-based cognitive restructuring education on reducing social anxiety was confirmed. The experimental group (n=12) received a 10~15 minute session of web-based cognitive intervention and a 20-minute session of virtual reality exposure therapy. The comparison group (n=15) received a 10~15 minute session of web-based speech education and a 20-minute session of virtual reality exposure therapy. After 4 weeks, the experimental group had an increase in positive interpretation bias, a decrease in negative interpretation bias, and a decreased level of social anxiety. These results suggest that the combination of self-help form of web-based cognitive intervention in the treatment of social anxiety disorder can improve the therapeutic effect of VRET.

Review of Psychological Treatment for Post-Traumatic Stress Disorder : Focus on Survivors of Disaster (외상후 스트레스 장애에 대한 심리치료 효과 개관 : 재난 생존자를 중심으로)

  • Jang, Eun-Young;Lee, Hyunji;Kim, Daeho
    • Anxiety and mood
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    • v.12 no.2
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    • pp.69-78
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    • 2016
  • Objective : Disaster causes psychological distress to a large number of people in a short period of time, by both direct and indirect exposure to traumatic events embedded in various realms of disaster experience. Optimal, well-planned treatment interventions should follow from the early acute period to recovery phase, extending up to several months later. In this context, there is an increasing need for systemic review to gain comprehensive insights for disaster interventions. These need to be added to public policy, and for the prevention and treatment of disaster-related psychopathology. Here, we review the published studies on psychological interventions for disaster-related posttraumatic stress disorder. Methods : Specific psychological interventions regarded as effective treatments for have been selected for this review, such as CBT (Cognitive-Behavior Therapy), Exposure Therapy, EMDR (Eye Movement Desensitization & Reprocessing), SIT (Stress Inoculation Therapy) and Psychoeducation. In addition, natural disasters, industrial disasters, and accidents involving aircraft and ships were also categorized as disasters, along with war and combat trauma. Results : Cognitive behavior therapy and exposure therapy had the strongest research support for effectiveness, and could be considered as the first-choice treatment for disaster-related PTSD. The second line of treatment is EMDR, although this treatment modality has the advantage of reaching certain treatment improvements in fewer sessions. However, the effects of SIT and psychoeducation to the survivors of disasters, remains unclear at this point. Additionally, we propose the possibilities of using virtual reality component and imagery rescripting as modified forms of traditional cognitive behavior therapy and exposure therapy. Conclusion : Cognitive behavior therapy and exposure therapy, deemed effective treatments for various trauma, are considered to be effective for survivors from disasters. However, the efficacy of other interventions has not yet been examined methodologically in well-designed studies, such as randomized controlled trials. In particular, future empirical studies are needed, since it is difficult to conclude that psychological interventions have similar effects on different types of disasters.

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A Case Study on the Effectiveness of tDCS to Reduce Cyber-Sickness in Subjects with Dizziness

  • Chang Ju Kim;Yoon Tae Hwang;Yu Min Ko;Seong Ho Yun;Sang Seok Yeo
    • The Journal of Korean Physical Therapy
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    • v.36 no.1
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    • pp.39-44
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    • 2024
  • Purpose: Cybersickness is a type of motion sickness induced by virtual reality (VR) or augmented reality (AR) environments that presents symptoms including nausea, dizziness, and headaches. This study aimed to investigate how cathodal transcranial direct current stimulation (tDCS) alleviates motion sickness symptoms and modulates brain activity in individuals experiencing cybersickness after exposure to a VR environment. Methods: This study was performed on two groups of healthy adults with cybersickness symptoms. Subjects were randomly assigned to receive either cathodal tDCS intervention or sham tDCS intervention. Brain activity during VR stimulation was measured by 38-channel functional near-infrared spectroscopy (fNIRS). tDCS was administered to the right temporoparietal junction (TPJ) for 20 minutes at an intensity of 2mA, and the severity of cybersickness was assessed pre- and post-intervention using a simulator sickness questionnaire (SSQ). Result: Following the experiment, cybersickness symptoms in subjects who received cathodal tDCS intervention were reduced based on SSQ scores, whereas those who received sham tDCS showed no significant change. fNIRS analysis revealed that tDCS significantly diminished cortical activity in subjects with high activity in temporal and parietal lobes, whereas high cortical activity was maintained in these regions after intervention in subjects who received sham tDCS. Conclusion: These findings suggest that cathodal tDCS applied to the right TPJ region in young adults experiencing cybersickness effectively reduces motion sickness induced by VR environments.

Effect of virtual reality training using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults (삼차원 가상현실 운동 프로그램이 노인의 시공간적 보행변수에 미치는 효과)

  • Lee, Yongwoo
    • Journal of the Korean Society of Physical Medicine
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    • v.11 no.1
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    • pp.61-69
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    • 2016
  • PURPOSE: This study was conducted to investigate the effect of the virtual reality training (VRT) using 3-dimensional video gaming technology on spatiotemporal gait parameters in older adults. METHODS: The study participants were divided into two groups: the VRT group and the control group. Those in the VRT group were enrolled in a VRT, which was conducted for 60 min per day, two times a week, during the 6-week research. The Wii-Fit balance board game was used for the VRT intervention. The VRT consisted of 6 different types of games, namely, jogging, swordplay, ski jump, hula hoop, tennis, and step dance. A 3-dimensional TV was used for 3-dimensional display. Participants in both the groups received 3 sessions of fall prevention education, at the first, third, and fifth weeks. Their gait parameters were measured by using OptoGait. RESULTS: After 6 weeks of the VRT, the spatial gait parameters of the participants, that is stride length and step length, were significantly improved compared with those of the control group participants (p<0.05). The temporal gait parameters, such as velocity, cadence, stride time, and step time, also showed improvement after the completion of the VRT training (p<0.05). Both the temporal and spatial gait parameters of the VRT group participants showed improvement after 6 weeks of the program compared with those of the control group participants (p<0.05). CONCLUSION: The VRT using 3-dimensional video gaming technology might be beneficial for improving gait parameters to prevent falls among older adults.

An Analysis of Domestic and International VR Technology in Phobia Treatment (가상현실 기술을 이용한 공포증 치료의 국내외 동향 분석)

  • Kim, Seul-ki;Suk, Hae-jung
    • Cartoon and Animation Studies
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    • s.41
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    • pp.307-336
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    • 2015
  • Virtual reality technology is one of the important technologies that will affect our life in many ways. This novel technology will draw new paradigm into the medical field due to its advantages in physical safety and environment that are fully controlled. Phobia treatment using VR technology has been implemented and its feasibility has been proved through a number of researches in many institutions. This study has observed the current progress of its technology environment and the trend of research. Also, This study has analyzed the results from domestic and international data. Analysis shows that other countries are ahead of korea in all aspects of the phobia treatment using virtual reality method. Although the authors limited the kinds of journals, the amount of quantity in international researches are two times more than domestics. Also, The researchers in other countries concentrate on the multi-modal studies. To use virtual reality in the phobia treatment, we need to understand the needs of the society members and the government has responsibility to support what the researchers need.

Effectiveness of virtual reality immersion on procedure-related pain and anxiety in outpatient pain clinic: an exploratory randomized controlled trial

  • Joo, Young;Kim, Eun-Kyung;Song, Hyun-Gul;Jung, Haesun;Park, Hanssl;Moon, Jee Youn
    • The Korean Journal of Pain
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    • v.34 no.3
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    • pp.304-314
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    • 2021
  • Background: The study investigated virtual reality (VR) immersion in alleviating procedure-related pain in patients with chronic pain undergoing fluoroscopy-guided minimally-invasive intervention in a prone position at an outpatient clinic. Methods: In this prospective randomized controlled study, 38 patients undergoing lumbar sympathetic ganglion block were randomized into either the VR or the control group. In the VR group, procedure-related pain was controlled via infiltration of local anesthetics while watching a 30-minute VR hypnotic program. In the control group, the skin infiltration alone was used, with the VR device switched off. The primary endpoint was an 11-point score on the numerical rating scale, indicating procedure-related pain. Patients' satisfaction with pain control, anxiety levels, the need for additional local anesthetics during the procedure, hemodynamic stability, and any adverse events were assessed. Results: Procedure-related pain was significantly lower in the VR group (3.7 ± 1.4) than in the control group (5.5 ± 1.7; P = 0.002). Post-procedural anxiety was lower in the VR group than in the control group (P = 0.025), with a significant reduction from pre-procedural anxiety (P < 0.001). Although patients' satisfaction did not differ significantly (P = 0.158) between the groups, a higher number of patients required additional local anesthetics in the control group (n = 13) than in the VR group (n = 4; P = 0.001). No severe adverse events occurred in either group during the study. Conclusions: VR immersion can be safely used as a novel adjunct to reduce procedural pain and anxiety during fluoroscopic pain intervention.

A Case Study of Video See-Through HMD in Military Counseling Service

  • Lee, Yoon Soo;Lee, Joong Ho
    • International Journal of Internet, Broadcasting and Communication
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    • v.14 no.3
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    • pp.101-107
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    • 2022
  • In Korea, the military has been conducting counseling forthe preemptive detection of psychologically unstable soldiers to prevent unexpected accidents and to help them adapt to military life. However, several soldiers feel anxious about face-to-face counseling with military officers and they have difficulty expressing themselves. Video See-Through HMD is a state-of-the-art mixed reality device that converts the user's real view into a digital view, which leads users to feel the actual situation as the virtual. To validate its usefulness as a new psychological counseling aid, we investigated 11 army soldiers who are under the counseling program in barracks. During the counseling conversation, participants were asked to wear or take off the Video See-Through HMD repeatedly. All conversations were recorded for behavioral observation. As a result, 80% of the soldiers showed a relatively stable state of mind when wearing the Video See-Through HMD, which leads them to be innocent and frank about their concerns. This method could improve the effectiveness of counseling to prevent unexpected accidents caused by unnoticeable psychological instabilities of the clients.

Cue-Exposure Therapy using Virtual Reality for alcohol Addicts (가상현실을 이용한 알코올중독자의 단서노출 치료)

  • Kwon, Hyo-Seok;Roh, Sung-Won;Choi, Joon-Ho;Yang, Byung-Hwan;Lee, Jang-Han
    • 한국HCI학회:학술대회논문집
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    • 2006.02b
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    • pp.639-645
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    • 2006
  • During abstinence from alcohol, craving is elicited by the cues and contexts previously associated with alcohol, and contributes to relapse. To prevent the craving and relapse experienced by alcoholics, cue-exposure therapy (CET) has been used to extinguish the association between alcohol and alcohol-related cues and contexts. This study applied CET, using a virtual reality (VR) system, to eight members of an Alcoholics Anonymous group, in eight sessions. Cues and contexts most likely to elicit an urge to drink were selected through a preliminary survey in order to compose VR-CET scenarios: a glass, bottle, food, and a bar were judged to be the most tempting for people in alcohol dependence and abstinence. By these cues and contexts, a Japanese style pub and a western bar were composed. Each session was administered for 30 minutes by a psychiatrist and included an introduction, immersion, VR navigation, interviews about feelings, and self-report questionnaires about cravings. The eight sessions consisted of initial and closing sessions, and six cue- and context-focused sessions. As a result, a reduction in cue-elicited craving after VR-CET was reported. A mean score of 15.75 (SD = 10.91) on the Alcohol Urge Questionnaire in the first session decreased to 11.57 (SD = 6.88) in the final session.

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