16 results on '"Caruso, Thomas J."'
Search Results
2. Virtual Reality Reduces Fear and Anxiety During Pediatric Orthopaedic Cast Room Procedures: A Randomized Controlled Trial.
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Richey AE, Hastings KG, Karius A, Segovia NA, Caruso TJ, Frick S, and Rodriguez S
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- Anxiety prevention & control, Child, Fear, Humans, Pain, Pain Management methods, Orthopedics, Virtual Reality
- Abstract
Background: Virtual Reality (VR) has been used as a distraction tool in various medical settings to reduce pain and anxiety associated with procedures. This study evaluates the effectiveness of VR as a distraction tool for decreasing fear, anxiety, and pain in pediatric patients undergoing common outpatient orthopaedic procedures., Methods: A total of 210 patients were recruited from a single orthopaedic clinic between October 2017 and July 2019. Patients were randomized to the VR group or to the control group (standard of care). Outpatient procedures included cast and/or pin removals. Primary outcome measures were collected preprocedure and postprocedure using validated surveys, and included: fear (Children's Fear Scale), anxiety (Children's Anxiety Meter-State), and pain (Numerical Rating Scale). Patients and caregivers in the VR group completed a satisfaction survey at the end of their appointment. Fear, anxiety, and pain scores between the 2 groups were analyzed using multivariable linear regression models, and the satisfaction survey was analyzed using descriptive statistics., Results: One hundred twenty nine patients were included in the final analysis, with 85 patients in the VR group and 44 patients in the control group. During the procedure, patients in the VR group reported significantly lower average fear scores ( P <0.001) and anxiety scores ( P =0.003) as compared with controls. There were no differences between the groups in fear and anxiety scores before and after the procedure, or pain scores before, during, or after the procedure. Overall, patients and caregivers in the VR group reported high satisfaction scores, with 97% of patients and 95% of caregivers recommending this intervention to others., Conclusion: VR technology was found to be an effective distraction tool to improve fear and anxiety during cast removal procedures. Findings build on a body of evidence that supports the use of distraction tools in clinics, specifically pediatric orthopaedics, to improve fear and anxiety. The distraction tools can be easily translated into current practices., Level of Evidence: Level I., (Copyright © 2022 Wolters Kluwer Health, Inc. All rights reserved.)
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- 2022
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3. Quantifying virtual reality pain modulation in healthy volunteers: A randomized, crossover study.
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Neiman NR, Falkson SR, Rodriguez ST, Wang EY, Hemphill SF, Khoury ME, Kist MN, Jackson CD, and Caruso TJ
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- Child, Cross-Over Studies, Humans, Pain etiology, Pain prevention & control, Pain Management methods, Ice, Virtual Reality
- Abstract
Study Objective: Virtual reality (VR) is an emerging tool to reduce pain and anxiety during procedures. Although VR's clinical benefits are reported, biometric data quantifying VR's effect on pain tolerance is lacking. We used time-lapse, subjective, and biometric data to evaluate VR's effect on modulating pain., Design: Randomized, controlled crossover within-subject clinical trial., Setting: This study was conducted in the Chariot Lab at Lucile Packard Children's Hospital and outdoors at Stanford University School of Medicine., Patients: 156 healthy volunteers were included., Interventions: Participants underwent pain-inducing ice immersions while connected to biometric sensors. Participants were randomized to immerse their dominant or non-dominant hand with VR or control (no VR) for one immersion, and then crossed-over to the other hand for the second immersion. We instructed participants to submerge their hand until they reached their pain tolerance or until four minutes elapsed., Measurements: Outcomes included ice immersion duration, perceived pain scores, and skin conductance response density (SCRD), a marker of sympathetic arousal. We used survival analysis and mixed effects models to compare measurements with and without VR., Main Results: 153 participants were included in the analysis. Participants with VR were 64% less likely to remove their hands from the ice bath throughout the immersion's duration compared to control (P < 0.001). Participants with VR reported significantly lower pain scores after controlling for dominant hand treatment assignment, VR vs. no VR treatment order, and gender (P < 0.001). SCRD increased as time progressed for both VR and control groups (P = 0.047 combined), with no significant mean group differences., Conclusions: Participants with VR were more likely to survive the 4-min ice bath challenge longer and with lower levels of pain perception, supporting VR's effectiveness as a distraction tool during painful procedures. We observed no differences in sympathetic response when comparing VR to no VR., (Copyright © 2022 Elsevier Inc. All rights reserved.)
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- 2022
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4. Small surgeries, big smiles: using virtual reality to reduce the need for sedation or general anesthesia during minor surgical procedures.
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Taylor JS, Chandler JM, Menendez M, Diyaolu M, Austin JR, Gibson ML, Portelli KI, Caruso TJ, Rodriguez S, and Chao SD
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- Anesthesia, General, Anxiety, Child, Humans, Minor Surgical Procedures, Prospective Studies, Virtual Reality
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Purpose: Children often require anesthesia for simple diagnostic and therapeutic procedures. The aim of this study was to evaluate the feasibility of using virtual reality (VR) to reduce sedation in children undergoing minor surgical procedures., Method: In this prospective, non-randomized clinical trial, pediatric patients at a free-standing children's hospital undergoing hormone implant placement, removal, or exchange were recruited to use VR and local anesthesia instead of procedural sedation or general anesthesia (GA). Patients were enrolled between November 2017 and March 2020, and were compared to historic controls who underwent similar procedures without VR between April 2016 and February 2020. Primary outcome measure was successful procedure completion without sedation or GA. Secondary measures included assessments of pain, fear and anxiety, patient compliance, procedural and recovery times., Results: Twenty-eight patients underwent 29 procedures with VR. Hormone implants (72%), removals (7%), or exchanges (21%) were completed without GA, sedation or IV placement. Procedure lengths and pain scores were similar between VR patients and historic controls, but recovery times were significantly shorter in VR patients (18 vs 65 min, p < 0.001). Participant satisfaction scores were high, with 95% recommending VR to others., Conclusions: VR is a feasible alternative to sedation or GA for select pediatric patients undergoing minor surgical procedures., (© 2021. The Author(s), under exclusive licence to Springer-Verlag GmbH Germany, part of Springer Nature.)
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- 2021
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5. Virtual reality for pediatric periprocedural care.
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Wang E, Thomas JJ, Rodriguez ST, Kennedy KM, and Caruso TJ
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- Child, Humans, Pain Management, Software, Virtual Reality
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Purpose of Review: Commercial availability of virtual reality headsets and software has exponentially grown over the last decade as it has become more sophisticated, less expensive, and portable. Although primarily used by the general public for entertainment, virtual reality has been adopted by periprocedural clinicians to improve patient experiences and treatments. The purpose of this review is to explore recently reported evidence for virtual reality effectiveness for pediatric periprocedural care and discuss considerations for clinical implementation., Recent Findings: In the preprocedure setting, practitioners use virtual reality to introduce children to periprocedural environments, distract attention from preprocedural vascular access, and increase cooperation with anesthesia induction. Intraprocedure, virtual reality decreases sedation requirements, and in some instances, eliminates anesthesia for minor procedures. Virtual reality also augments pain reduction therapies in the acute and extended rehabilitation periods, resulting in faster recovery and improved outcomes. Virtual reality seems to be well treated for pediatric use, given close clinical care and carefully curated content., Summary: Given the multiple clinical applications of virtual reality to supplement pediatric periprocedural care, practitioners should consider developing clinical programs that reliably provide access to virtual reality. Future research should focus on identification of patient characteristics and types of software that yield optimal patient outcomes., (Copyright © 2021 Wolters Kluwer Health, Inc. All rights reserved.)
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- 2021
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6. Leveraging Virtual Reality and Augmented Reality to Combat Chronic Pain in Youth: Position Paper From the Interdisciplinary Network on Virtual and Augmented Technologies for Pain Management.
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Logan DE, Simons LE, Caruso TJ, Gold JI, Greenleaf W, Griffin A, King CD, Menendez M, Olbrecht VA, Rodriguez S, Silvia M, Stinson JN, Wang E, Williams SE, and Wilson L
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- Adolescent, Child, Humans, Pain Management, Quality of Life, Augmented Reality, Chronic Pain therapy, Virtual Reality
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Background: Virtual reality (VR) and augmented reality (AR) interventions are emerging as promising tools in the treatment of pediatric chronic pain conditions. However, in this young field, there is little consensus to guide the process of engaging in the development and evaluation of targeted VR-based interventions., Objective: The INOVATE-Pain (Interdisciplinary Network on Virtual and Augmented Technologies for Pain management) consortium aims to advance the field of VR for pediatric chronic pain rehabilitation by providing guidance for best practices in the design, evaluation, and dissemination of VR-based interventions targeting this population., Methods: An interdisciplinary meeting of 16 academics, clinicians, industry partners, and philanthropy partners was held in January 2020., Results: Reviewing the state of the field, the consortium identified important directions for research-driven innovation in VR and AR clinical care, highlighted key opportunities and challenges facing the field, and established a consensus on best methodological practices to adopt in future efforts to advance the research and practice of VR and AR in pediatric pain. The consortium also identified important next steps to undertake to continue to advance the work in this promising new area of digital health pain interventions., Conclusions: To realize the promise of this realm of innovation, key ingredients for success include productive partnerships among industry, academic, and clinical stakeholders; a uniform set of outcome domains and measures for standardized evaluation; and widespread access to the latest opportunities, tools, and resources. The INOVATE-Pain collaborative hopes to promote the creation, rigorous yet efficient evaluation, and dissemination of innovative VR-based interventions to reduce pain and improve quality of life for children., (©Deirdre E Logan, Laura E Simons, Thomas J Caruso, Jeffrey I Gold, Walter Greenleaf, Anya Griffin, Christopher D King, Maria Menendez, Vanessa A Olbrecht, Samuel Rodriguez, Megan Silvia, Jennifer N Stinson, Ellen Wang, Sara E Williams, Luke Wilson. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 26.04.2021.)
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- 2021
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7. Unique considerations of virtual reality utilization for perioperative pediatric patients.
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Yuan JC, Rodriguez S, and Caruso TJ
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- Child, Humans, Virtual Reality
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- 2021
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8. Virtual Reality Facilitates Engagement in Physical Therapy in the Pediatric CVICU.
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Hemphill S, Nguyen A, Kwong J, Rodriguez ST, Wang E, and Caruso TJ
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- Adolescent, Early Ambulation methods, Female, Humans, Cardiac Surgical Procedures rehabilitation, Intensive Care Units, Pediatric organization & administration, Physical Therapy Modalities, Virtual Reality
- Abstract
Purpose: The purpose of this report is to demonstrate the successful application of virtual reality to improve physical therapy in the pediatric cardiovascular intensive care unit. Early mobilization and cognitive stimulation improve morbidity of critically ill children. However, maintaining child engagement with these therapies can be challenging, especially during extended intensive care stays., Summary of Key Points: While virtual reality has been successfully used as an analgesic and anxiolytic in the cardiovascular intensive care unit, this report demonstrates its novel use as a tool to augment physical therapy for a child who had been debilitated after heart transplantation. Virtual reality encouraged the child to engage in physical therapy sessions, participate for greater durations, and directly address barriers to discharge., Conclusions and Recommendations for Clinical Practice: While further studies are needed to define best practice, this report demonstrates that virtual reality can be safely used for carefully selected and monitored children in critical care., Competing Interests: The authors declare no conflicts of interest., (Copyright © 2021 Academy of Pediatric Physical Therapy of the American Physical Therapy Association.)
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- 2021
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9. Virtual reality during pediatric vascular access: A pragmatic, prospective randomized, controlled trial.
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Caruso TJ, George A, Menendez M, De Souza E, Khoury M, Kist MN, and Rodriguez ST
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- Adolescent, Anxiety prevention & control, Child, Fear psychology, Female, Humans, Male, Pain prevention & control, Patient Satisfaction statistics & numerical data, Pediatrics methods, Prospective Studies, Catheterization, Peripheral methods, Catheterization, Peripheral psychology, Phlebotomy methods, Phlebotomy psychology, Virtual Reality
- Abstract
Background: Vascular access is a minor procedure that is associated with reported pain and fear in pediatric patients, often resulting in procedural incompliance. Virtual reality has been shown to be effective in adult populations for reducing pain and anxiety in various medical settings, although large studies are lacking in pediatrics., Aims: The primary aim was to determine whether pain would be reduced in pediatric patients using virtual reality undergoing vascular access. The four secondary aims measured patient fear, procedural compliance, satisfaction, and adverse events., Methods: A prospective, randomized, controlled trial was completed at a pediatric hospital, enrolling children 7-18 years old undergoing vascular access in a variety of clinical settings, randomized to virtual reality or standard of care. Pain scores were measured using a numeric pain faces scale. The secondary outcomes of patient fear, procedural compliance, satisfaction, and adverse events were measured with the Child Fear Scale, modified Induction Compliance Checklist, and satisfaction surveys, respectively. Chi-squared, t tests, and regression models were used to analyze the results., Results: The analysis included 106 patients in the virtual reality group and 114 in the control. There were no significant differences in postprocedure pain (VR group estimated 0.11 points lower, 95% confidence interval: 0.50 points lower to 0.28 points greater, P = .59), postprocedure fear (VR group estimated 0.05 points lower, 95% confidence interval: 0.23 points lower to 0.13 points greater), or compliance (adjusted odds ratio 2.31, 95% confidence interval: 0.96-5.56). Children in the virtual reality group were satisfied with the intervention. There were no adverse events., Conclusion: This study demonstrates no reduction in pain while using Virtual reality (VR) across a heterogeneous pediatric inpatient population undergoing vascular access., (© 2019 John Wiley & Sons Ltd.)
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- 2020
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10. Provider-controlled virtual reality experience may adjust for cognitive load during vascular access in pediatric patients.
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Yuan JC, Rodriguez S, Caruso TJ, and Tsui JH
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- Child, Humans, Male, Needles, Cognition, Phobic Disorders psychology, Virtual Reality
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- 2017
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11. Reducing Preoperative Caregiver Anxiety With Virtual Reality: A Pragmatic, Randomized Controlled Study.
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Fonseca, Ahtziri, Qian, Daniel, Forbes, Ty, Li, Brian S-K, Lee, Charles, Burdsall, Kylie, Rodriguez, Samuel, Jackson, Christian, Wang, Ellen Y, and Caruso, Thomas J
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ANXIETY prevention ,PEDIATRIC surgery ,PREOPERATIVE period ,MINDFULNESS ,STATISTICAL sampling ,EVALUATION of medical care ,RANDOMIZED controlled trials ,DESCRIPTIVE statistics ,EXPOSURE therapy ,STATE-Trait Anxiety Inventory ,FAMILY-centered care ,PSYCHOLOGY of caregivers ,VIRTUAL reality therapy ,CONFIDENCE intervals ,PATIENT satisfaction ,PSYCHOLOGICAL tests ,REGRESSION analysis ,EVALUATION - Abstract
Pediatric patients and their caregivers often experience perioperative anxiety. Interventions reduce caregiver anxiety improve cooperation and contribute to an improved patient experience. This study seeks to evaluate the efficacy of virtual reality (VR)-assisted mindfulness on perioperative caregiver anxiety. Participants were randomized into a standard of care (SOC) group, which included snacks but no technology-based distractions, or a VR group, which included snacks and a VR-guided meditation. Caregiver anxiety was measured before and after the intervention using the Visual Analogue Scale for Anxiety (VAS-A). Secondary aims explored participants' baseline anxiety with the State-Trait Anxiety Inventory (STAI). VR group participants completed a satisfaction survey. Linear regression models of VAS-A and STAI were used to compare group differences. Satisfaction survey results were reported with descriptive statistics. 26 participants were included, with 12 randomized to the SOC group and 14 to the VR group. VAS-A scores in the VR group were lower than those in the SOC group (p =.002). The STAI found no change in participants' state of anxiety in the SOC group (p =.7108), compared to a significant reduction (p =.014) in the VR group when controlling for anxiety traits. 12 of 14 caregivers in the VR group expressed satisfaction or strong satisfaction. This study supports the implementation of VR mindfulness as a method to reduce caregiver anxiety. VR use in the pediatric healthcare setting is safe and inexpensive, and the intervention had a high degree of participant satisfaction. [ABSTRACT FROM AUTHOR]
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- 2024
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12. Real-time reorientation and cognitive load adjustment allow for broad application of virtual reality in a pediatric hospital
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Caruso, Thomas J., Fonseca, Ahtziri, Barreau, Ariana, Khoury, Michael, Menendez, Maria, Wang, Ellen, Lawrence, Kiley, Jackson, Christian, and Rodriguez, Samuel
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pediatrics ,therapeutics ,virtual reality ,Case Report - Abstract
Background: With a new generation of affordable portable virtual reality (VR), clinicians are discovering more utility for VR, while also identifying opportunities for improvement, such as the inability to reorient the horizon line during repositioning or transport, or modulate cognitive load in real time. Aim: At our institution, this lack of functionality prohibited or decreased VR usage in some clinical scenarios such as dressing changes with dynamic positioning. The purpose of this brief report is to describe the development and use of a VR application that is optimized for the healthcare setting and report historical effects of patients who utilized VR as supplement to Child Life procedures. Eligible affects per chart review included Happy, Relaxed, Anxious, Distressed, Unable to Assess. Materials and Methods: Given the need for real-time reorientation and cognitive load modulation, we created the Space Pups™ VR application. The experience was launched as part of the Stanford Chariot Program in the summer of 2017, and its usage was tracked through the electronic medical record and a VR application dashboard. Chart review was queried from 3 January 2018 to 9 August 2021 for pediatric patients who used VR with real-time reorientation and cognitive load modulation as a supplement to their Child Life interventions. Results: The Space Pups™ experience has been successfully used in a variety of settings, including perioperative care, vascular access, wound care, and ENT clinic, a total of 1696 times. Patients ranged from 6 years to 18-year old, with no reports of side effects. Significant results (P
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- 2021
13. Use of virtual reality for targeted physical rehabilitation: Case report on managing functional motor disorder.
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Nguyen, Alan T., Hemphill, Sydney, Donahue, Bridgette, Menendez, Maria, Rodriguez, Samuel, and Caruso, Thomas J.
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PHYSICAL therapy for children ,VIRTUAL reality ,MOVEMENT disorders ,DYSTONIA ,TREATMENT effectiveness ,HEALTH care teams ,SOMATOFORM disorders ,EXERCISE video games - Abstract
Virtual reality (VR) technology has seen increasing use in physical rehabilitation and in the management of acute and chronic pain. Functional movement disorders (FMDs) are a source of disability with no known association to neurologic pathology, and patients are generally offered multidisciplinary treatment approaches to improve functional movement. However, patients who are not compliant with rehabilitation may have persistent FMD and long-term disability. Given VR's use in physical rehabilitation, it may serve as a useful adjunct for the management of FMD. Utilizing an application called Movement
TM to create a playlist of targeted applications for the restoration of motor function and balance, this case study presents the application of VR as a tool to engage patients in physical therapy for the management of FMD. The VR games were selected to encourage movement while customization of levels within the games facilitated achievement of physical therapy goals. Physical rehabilitation aided by VR, when used in collaboration with a multidisciplinary care team, may be used to facilitate recovery from FMD. [ABSTRACT FROM AUTHOR]- Published
- 2023
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14. Mindfulness-Based Virtual Reality Intervention for Children and Young Adults with Inflammatory Bowel Disease: A Pilot Feasibility and Acceptability Study.
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Wren, Anava A., Neiman, Nicole, Caruso, Thomas J., Rodriguez, Samuel, Taylor, Katherine, Madill, Martine, Rives, Hal, and Nguyen, Linda
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MINDFULNESS ,VIRTUAL reality ,INFLAMMATORY bowel diseases ,SELF-efficacy ,PEDIATRICS - Abstract
The aim of this pilot study was to assess: (1) the feasibility and acceptability of a Mindfulness-Based Virtual Reality (MBVR) intervention among children and young adults with Inflammatory Bowel Disease (IBD), and (2) the preliminary efficacy of MBVR on key psychological (anxiety) and physical (pain) outcomes. Participants were 62 children to young adults with IBD (M = 15.6 years; 69.4% Crohn's disease; 58% male) recruited from an outpatient pediatric IBD clinic. Participants completed a baseline assessment, underwent the 6-min MBVR intervention, completed a post-intervention assessment and study satisfaction survey, and provided qualitative feedback. Results suggest strong feasibility and acceptability. Participants reported high levels of satisfaction with MBVR including high levels of enjoyment (M = 4.38; range 1-5) and relaxation (M = 4.35; range 1-5). Qualitative data revealed several key themes including participants interest in using MBVR in IBD medical settings (e.g., hospitalizations, IBD procedures, IBD treatments), as well as in their daily lives to support stress and symptom management. Preliminary analyses demonstrated improvements in anxiety (t = 4.79, p = 0.001) and pain (t = 3.72, p < 0.001) following MBVR. These findings provide initial support for the feasibility and acceptability of MBVR among children and young adults with IBD. Results also suggest MBVR may improve key IBD outcomes (e.g., anxiety, pain) and highlight the importance of conducting a randomized controlled trial and more rigorous research to determine intervention efficacy. [ABSTRACT FROM AUTHOR]
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- 2021
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15. Virtual Reality Augments Movement During Physical Therapy: A Pragmatic Randomized Trial.
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Hemphill, Sydney, Rodriguez, Samuel, Wang, Ellen, Koeppen, Kurt, Aitken-Young, Bryn D, Jackson, Christian, Simons, Laura, and Caruso, Thomas J. MEd
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- *
VIRTUAL reality , *PHYSICAL therapy , *REGRESSION analysis , *PATIENT satisfaction , *RANDOMIZED controlled trials , *T-test (Statistics) , *BODY movement , *EXERCISE , *CHI-squared test , *DESCRIPTIVE statistics , *STATISTICAL sampling , *CROSSOVER trials , *DATA analysis software - Abstract
Objective: Virtual reality facilitates physical therapy via improved engagement. Although shown to benefit specific patient populations, such as stroke patients, it is less established in otherwise healthy adults and children receiving outpatient physical therapy. The primary objective was to compare total physical therapy-guided movement supplemented with virtual reality with physical therapy-guided movement alone without virtual reality. Design : This pragmatic, randomized, crossover study compared physical therapy-guided movement supplemented with virtual reality with physical therapy-guided movement alone without virtual reality in outpatients (ages 6-80 yrs). This community sample had variable physical therapy indications (injury, postoperative, chronic pain), and in pre-existing conditions, therefore, participants served as their own controls. Participants received 10 mins of both physical therapy-guided movement supplemented with virtual reality and physical therapy-guided movement alone without virtual reality separated by 5 mins. The primary outcome was differences in aggregate movement of physical therapy-guided exercises. Secondary outcomes explored OMNI rating of perceived exertion and participant and physical therapist satisfaction. Paired t tests, [chi]2 tests, and regression models were used to analyze differences. Results : The 41 participants (17 pediatric and 24 adult) moved significantly more during physical therapy-guided movement supplemented with virtual reality compared with physical therapy-guided movement alone without virtual reality (1120.88 vs. 672.65 m, P <> 0.001), regardless of which intervention was completed first. Physical therapy-guided movement supplemented with virtual reality treatment was associated with more movement of the target limbs, lower body (P <> 0.001), and upper body (P <> 0.05). The OMNI rating of perceived exertion scores did not differ between those who started with physical therapy-guided movement supplemented with virtual reality or physical therapy-guided movement alone without virtual reality, and physical therapist and patient surveys endorsed physical therapy-guided movement supplemented with virtual reality. Conclusions : Patients completed more physical therapy-guided movement during physical therapy-guided movement supplemented with virtual reality than physical therapy-guided movement alone without virtual reality, and therapists and patients supported its use. Future studies will examine finer tracking of movements. [ABSTRACT FROM AUTHOR]
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- 2022
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16. Virtual reality facilitated exercise improves pain perception: A crossover study.
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Rodriguez, Samuel T., Makarewicz, Nathan, Wang, Ellen Y., Zuniga-Hernandez, Michelle, Titzler, Janet, Jackson, Christian, Suen, Man Yee, Rosales, Oswaldo, and Caruso, Thomas J.
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PAIN perception , *VIRTUAL reality , *GALVANIC skin response , *PAIN tolerance , *CHILDREN'S hospitals - Abstract
Both virtual reality (VR) and exercise are recognized for their analgesic and anxiolytic properties. The purpose of this study is to evaluate the ability of VR-facilitated exercise to modulate pain. Within-subject cross-over clinical trial. The Stanford Chariot Program conducted this study at Lucile Packard Children's Hospital Stanford (LCPHS). Healthy participants meeting inclusion criteria were recruited by volunteer solicitation from LCPHS. Participants were randomized by hand dominance and subjected to a standardized cold pressor test with no VR or exercise. After a 5-min wash-out period, participants repeated the test on their other hand while experiencing a VR-facilitated exercise condition. Pain sensitivity, pain tolerance, and sympathetic activation data were collected during both conditions. Pain sensitivity was scored 0–10 and collected every 30 s. Pain tolerance was recorded as the duration a participant could endure the painful stimuli. Sympathetic activation was measured by skin conductance response density (SCRD) and recorded in 30 s epochs by a biosensor. In all analyses, data were nested by participant. Forty-one participants completed both interventions. Pain sensitivity was reduced in the VR-facilitated exercise condition (p < 0.0001). There was no difference in pain tolerance between conditions. While both conditions resulted in an increase in sympathetic activity, SCRD was higher at all time points in the VR-facilitated exercise condition. The reduction in pain sensitivity indicates VR-facilitated exercise results in improved pain perception. VR-facilitated exercise may be especially useful for patients with chronic pain or other conditions requiring physical therapy, where pain may be exacerbated by exercise. • Using an ice bath and bike, we assessed how VR-facilitated exercise modulates pain. • VR-facilitated exercise reduced pain perception. • VR-facilitated exercise did not change pain tolerance. • Both pain and VR-facilitated exercise induced sympathetic activation. • Sympathetic tone was higher with VR-facilitated exercise at all timepoints. [ABSTRACT FROM AUTHOR]
- Published
- 2023
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