Development of a social skills training programme to target social isolation using virtual reality technology in primary mental health care.

IF 2 Q3 ENGINEERING, BIOMEDICAL
Solveig Osborg Ose, Kristin Thaulow, Hilde Færevik, Per Lund Hoffmann, Hedvig Lestander, Tore Stiles, Martin Lindgren
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引用次数: 0

Abstract

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.

Abstract Image

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。
引言患有严重精神疾病的人往往没有朋友或朋友很少,与家人的联系也很有限,过着与世隔绝的生活。我们开发了一项社交技能培训计划,由公共精神卫生专业人员负责实施,以帮助精神病患者克服社交孤立:该项目由心理学家、服务使用者、市政精神卫生专业人员、精神卫生服务研究人员以及当地一家提供虚拟现实(VR)培训的公司密切合作,历时 3 年开发完成。我们最初使用的是最简单的设备,即结合智能手机的纸板头盔,后来我们使用了 Oculus Quest,现在又使用了 Oculus Quest 2:结果:从 1)确定服务用户的主要目标和次要目标到 8)三个月的跟进,最终的计划包括八个步骤:有几个因素使得在相对较短的时间内采用和实施虚拟现实技术成为可能:即市政府和服务用户从开发过程一开始就参与其中;努力向精神卫生专业人员介绍虚拟现实技术,并让他们对其可用性进行反思;解决方案技术含量低、成本低;在没有市政府财政义务的情况下建立了长期研究合作关系。
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