释放潜能:针对注意力缺陷/多动障碍的虚拟现实干预措施的开发和用户友好型评估

IF 3.8 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS
K. Wong, Bohan Zhang, Jing Qin
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引用次数: 0

摘要

(1) 背景:注意力缺陷/多动障碍(ADHD)通常在儿童早期首次确诊。药物和认知行为疗法被认为是治疗多动症儿童的有效方法,但这些疗法似乎有一些副作用和限制。因此,虚拟现实(VR)被应用于精神障碍的暴露疗法。以往的研究已将 VR 应用于多动症儿童的认知行为治疗,但还没有研究利用 VR 对多动症儿童进行社交技能训练。本研究旨在开发一种基于 VR 的干预措施(社交 VR),以提高有多动症症状的儿童的社交技能。在进行试点试验以评估社交 VR 的有效性之前,我们收集了用户对社交 VR 的机制、满意度和晕动症的宝贵反馈意见。本研究介绍了 Social VR 的开发和初步可用性,以提高多动症儿童的社交互动技能。(2) 方法:展示了社交 VR 干预的开发过程。社交 VR 干预措施包括三个场景,即地铁、校园和市场及餐厅。在可用性研究中,招募了 25 名患有多动症的儿童,在临床试验的初步可用性阶段测试社交虚拟现实。参与者填写了一份关于玩 Social VR 的体验、满意度和晕动症的调查问卷。(3)结果:参与者表示,这三种情况下的游戏都有简单易懂的说明,很容易上手,而且当情况发生变化时,他们也能理解。与地铁和校园相比,市场和餐厅的画面控制和美观程度相对较低。这三个场景适用于被诊断为任何亚型多动症的儿童。(4) 结论:参与者对社交 VR 表示满意。社交 VR 被普遍认为是逼真和身临其境的。会议讨论了评估可行性和有效性的进一步试验。如果证明有效,基于 VR 的干预可以作为当前多模式训练多动症儿童的辅助方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Unlocking Potential: The Development and User-Friendly Evaluation of a Virtual Reality Intervention for Attention-Deficit/Hyperactivity Disorder
(1) Background: Attention-Deficit/Hyperactivity Disorder (ADHD) is typically first diagnosed in early childhood. Medication and cognitive behavioural therapy are considered effective in treating children with ADHD, whereas these treatments appear to have some side effects and restrictions. Virtual reality (VR), therefore, has been applied to exposure therapy for mental disorders. Previous studies have adopted VR in the cognitive behavioural treatment for children with ADHD; however, no research has used VR to develop social skills training for children with ADHD. This study aimed to develop a VR-based intervention (Social VR) to improve social skills in children with symptoms of ADHD. Prior to conducting the pilot trial to assess the effectiveness of Social VR, valuable user feedback was gathered regarding the mechanics of Social VR, satisfaction and motion sickness. This study presented the development and preliminary usability of Social VR to enhance social interaction skills among children with ADHD. (2) Methods: The development process of the Social VR intervention was demonstrated. The Social VR intervention consisted of three scenarios, namely MTR, Campus and Market and Restaurant. In the usability study, 25 children with ADHD were recruited to test the Social VR during the preliminary usability stage of a clinical trial at preinclusion. The participants completed a survey about their experience of playing Social VR, satisfaction, and motion sickness. (3) Results: The participants indicated the three conditions had easy-to-follow instructions, were easy to pick up, and that they understood when the situations changed. The control and beauty of the graphics of Market and Restaurant were relatively lower compared with those of MTR and Campus. The three scenarios are applicable to children diagnosed with any subtype of ADHD. (4) Conclusion: The participants were satisfied with Social VR. Social VR was generally considered realistic and immersive. Further trials to assess the feasibility and efficacy were discussed. If proven effective, VR-based intervention can be an adjunctive approach to current multimodal training for children with ADHD.
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来源期刊
Applied System Innovation
Applied System Innovation Mathematics-Applied Mathematics
CiteScore
7.90
自引率
5.30%
发文量
102
审稿时长
11 weeks
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