Evaluation of a New Mobile Virtual Reality Setup to Alter Pain Perception: Pilot Development and Usability Study in Healthy Participants.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-12-11 DOI:10.2196/52340
Samuel E J Knobel, Raphael Oberson, Jonas Räber, Narayan Schütz, Niklaus Egloff, Angela Botros, Stephan M Gerber, Tobias Nef, Lukas Heydrich
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引用次数: 0

Abstract

Background: Chronic pain presents a significant treatment challenge, often leading to frustration for both patients and therapists due to the limitations of traditional methods. Research has shown that synchronous visuo-tactile stimulation, as used in the rubber hand experiment, can induce a sense of ownership over a fake body part and reduces pain perception when ownership of the fake body part is reported. The effect of the rubber hand experiment can be extended to the full body, for example, during the full-body illusion, using both visuo-tactile and cardiovisual signals.

Objective: This study first aimed to evaluate the usability and accuracy of a novel, mobile virtual reality (VR) setup that displays participants' heartbeats as a flashing silhouette on a virtual avatar, a technique known as the cardiovisual full-body illusion. The second part of the study investigated the effects of synchronous cardiovisual stimulation on pain perception and ownership in 20 healthy participants as compared with asynchronous stimulation (control condition).

Methods: The setup comprised a head-mounted display (HMD) and a heart rate measurement device. A smartphone-based HMD (Samsung Galaxy S8+) was selected for its mobility, and heart rates were measured using smartwatches with photoplethysmography (PPG). The accuracy of 2 smartwatch positions was compared with a 5-point electrocardiogram (ECG) standard in terms of their accuracy (number and percent of missed beats). Each participant underwent two 5-minute sessions of synchronous cardiovisual stimulation and two 5-minute sessions of asynchronous cardiovisual stimulation (total of 4 sessions), followed by pain assessments. Usability, symptoms of cybersickness, and ownership of the virtual body were measured using established questionnaires (System Usability Scale, Simulator Sickness Questionnaire, Ownership Questionnaire). Pain perception was assessed using advanced algometric methods (Algopeg and Somedic algometer).

Results: Results demonstrated high usability scores (mean 4.42, SD 0.56; out of 5), indicating ease of use and acceptance, with minimal side effects (mean 1.18, SD 0.46; out of a possible 4 points on the Simulator Sickness Questionnaire). The PPG device showed high heart rate measurement precision, which improved with optimized filtering and peak detection algorithms. However, compared with previous work, no significant effects on body ownership and pain perception were observed between the synchronous and asynchronous conditions. These findings are discussed in the context of existing literature on VR interventions for chronic pain.

Conclusions: In conclusion, while the new VR setup showed high usability and minimal side effects, it did not significantly affect ownership or pain perception. This highlights the need for further research to refine VR-based interventions for chronic pain management, considering factors like visual realism and perspective.

评估一种新的移动虚拟现实设置,以改变疼痛感知:试点开发和健康参与者的可用性研究。
背景:慢性疼痛是一项重大的治疗挑战,由于传统方法的局限性,常常导致患者和治疗师的挫折。研究表明,在橡胶手实验中使用的同步视觉触觉刺激可以诱导对假身体部位的所有权感,并在报告假身体部位的所有权时减少痛觉。橡胶手实验的效果可以扩展到全身,例如,在全身错觉期间,同时使用视觉-触觉和心视信号。目的:本研究首先旨在评估一种新颖的移动虚拟现实(VR)装置的可用性和准确性,该装置将参与者的心跳显示为虚拟化身上闪烁的剪影,这种技术被称为心视全身错觉。第二部分研究了同步心视刺激对20名健康参与者的疼痛感知和所有权的影响,并与非同步刺激(对照条件)进行了比较。方法:装置包括头戴式显示器(HMD)和心率测量装置。由于其移动性,选择了基于智能手机的HMD(三星Galaxy S8+),并使用带有光电体积脉搏波描记(PPG)的智能手表测量心率。将智能手表的2个位置的准确性与5点心电图(ECG)标准的准确性(漏拍次数和百分比)进行比较。每位参与者接受两次5分钟的同步心视刺激和两次5分钟的非同步心视刺激(共4次),随后进行疼痛评估。可用性、晕机症状和对虚拟身体的所有权使用既定问卷(系统可用性量表、模拟器晕机问卷、所有权问卷)进行测量。采用先进的算法(Algopeg和Somedic算法)评估疼痛感知。结果:结果显示可用性得分较高(平均4.42,标准差0.56;(满分5分),表明易于使用和接受,副作用最小(平均1.18,标准差0.46;模拟器疾病问卷可能得4分)。该装置具有较高的心率测量精度,并通过优化滤波和峰值检测算法提高了测量精度。然而,与以往的研究相比,同步和异步条件对身体所有权和疼痛感知没有显著影响。这些发现是在现有文献的背景下讨论虚拟现实干预慢性疼痛。结论:虽然新的虚拟现实装置显示出高可用性和最小的副作用,但它没有显著影响所有权或疼痛感知。这突出了需要进一步研究以改进基于vr的慢性疼痛管理干预措施,考虑到视觉真实感和视角等因素。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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