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Treatment Areas
Virtual reality (VR) and other advanced technologies are improving the
treatment available for a range of medical disorders by leaps and bounds such as
People suffering from conditions ranging from mental disorders, to brain injury
to physical disability can benefit from VR and similar systems. Technology
is enhancing the lives of people around the world by increasing the efficacy,
efficiency, and availability of quality healthcare.
- Specific Phobias
- Social Phobia
- Panic Disorder
- Obsessive Compulsive Disorder
Anxiety disorders, as a group, are the most common mental illnesses in
the world. According to a 2007 study by the Anxiety Disorder Resource Center,
anxiety disorders affect approximately 1 in 4 people worldwide at some point
in their lives. Not only adults, but also children and adolescents can also
develop anxiety disorders, including phobias (specific phobias, social phobia,
or agoraphobia) panic disorder, obsessive-compulsive disorder, posttraumatic
stress disorder, and generalized anxiety disorder.
Most people experience feelings of anxiety before an important event such
as a big exam, business presentation, or first date. Anxiety disorders, however,
are illnesses that fill people's lives with overwhelming anxiety and fear
that are chronic, unremitting, and can grow progressively worse. Tormented
by panic attacks, obsessive thoughts, flashbacks of traumatic events, nightmares,
or countless frightening physical symptoms, some people with anxiety disorders
even become housebound. IMI-E advances the treatment of these conditions through
the use of virtual reality therapy.
Virtual reality exposure therapy places clients in a computer-generated world
where they "experience" the various stimuli related to their phobia.
The client wears a head-mounted display with small TV monitors and stereo
earphones to receive both visual and auditory cues. In careful, controlled
stages, the client is exposed to experiences that elicit higher levels of
anxiety. Each stage can be repeated until the client is comfortable with the
experience and satisfied with the response.
Future areas of research in anxiety disorders for IMI-E include the use of
virtual reality to treat anxiety that develops with diagnosis of chronic and
serious physical illness to improve overall quality of life for this population.
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Specific Phobias
Phobias are the most common psychiatric disorder, more common
than major depression, alcohol abuse, or alcohol dependence. A
specific phobia is defined as an intense and persistent fear that
is considered excessive or unreasonable in response to a situation.
Specific phobias include fears of flying, heights, animals, thunderstorms,
blood, etc. Exposure to the phobic stimulus consistently provokes
an anxious reaction, which may take the form of a situationally
predisposed panic attack. Adults with phobias recognize that their
fear is excessive and unreasonable, but they are unable to control
it. Children may not have any insight into the fact that their
fear is excessive. In both adults and children, the feared object
or situation is usually avoided or anticipated with dread. The
disorder is diagnosed when one’s
fear, or more often the evasive actions to avoid the feared situation,
interferes with daily routine, employment, or social life.
Although
over 200 phobias have been identified and named, there are five subtypes
of specific phobias. These are:
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Animal Type, which generally has a childhood onset and includes fear
of insects or other animals.
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Natural Environment Type, which includes fear of heights, water, and
storms and generally has a childhood onset.
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Blood-Injection-Injury Type, including fear of invasive medical or dental
procedures such as receiving an injection, giving blood or seeing blood
or an injury. This phobia subtype is often characterized by fainting.
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Situational Type, which includes fear of flying, bridges, elevators,
driving, or enclosed places. The age of onset is either during childhood
or in the mid-20s. This is the most frequent subtype seen in adults.
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Other Type, which includes fear of falling down when away from walls,
fear of vomiting or choking, fear of contracting an illness, fear of loud
sounds, and fear of costumed characters.
The most common traditional treatment for specific phobias is exposure
therapy. This exposure is typically either real-life
or imaginal. However, real-life exposure to feared stimuli is not
always convenient, safe, or cost-effective (e.g., fear of flying, fear
of driving), and 85% of the population is not able to imagine the feared
situation vividly enough to evoke the anxiety response necessary for
successful treatment. That’s where virtual reality (VR)
comes in. VR provides all of the stimuli needed
for successful treatment while at the same time allowing therapy
to take place in a secure, controlled environment. Studies by IMI-E
and partner companies have shown that VR exposure therapy for specific
phobias has a 92% success rate in just 8-12 one-hour sessions. Specific
phobias treated at VRMC include fear of flying, fear of driving, fear
of heights, fear of public speaking, fear of thunderstorms, fear of
enclosed spaces, fear of open spaces, and fear of spiders.
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Social Phobia
Social phobia, also called social anxiety, is a disorder characterized
by overwhelming anxiety and excessive self-consciousness in everyday
social situations. People with social phobia have a persistent, intense,
and chronic fear of being watched and judged by others and of being
embarrassed or humiliated by their own actions. Their fear may be
so severe that it interferes with work, school, and other ordinary
activities. While many people with social phobia recognize that their
fear of being around people may be excessive or unreasonable, they
are unable to overcome it. They often worry for days or weeks in advance
of a dreaded situation.
Social phobia can be limited to only one type
of situation¾such as
a fear of speaking in formal or informal situations, or eating or drinking
in front of others¾or, in its most severe form, may be so broad that
a person experiences symptoms almost any time they are around other people.
Social phobia can be very debilitating¾it
may even keep people from going to work or
school on some days. Many people with this
illness have a hard time making and keeping friends.
Physical
symptoms often accompany the intense anxiety of
social phobia and include blushing, profuse sweating,
trembling, and other symptoms of anxiety, including
difficulty talking and nausea or other stomach
discomfort. These visible symptoms heighten the
fear of disapproval and the symptoms themselves
can become an additional focus of fear. Fear
of symptoms can create a vicious cycle: As people
with social phobia worry about experiencing the
symptoms, the greater their chances of developing
the symptoms. Social phobia often runs in families
and may be accompanied by depression or alcohol
dependence.
Research has shown that there are two effective forms of treatment
available for social phobia: certain medications and a specific
form of short-term psychotherapy called cognitive-behavioral
therapy (CBT). The central component of CBT is exposure therapy,
which involves helping patients gradually become more comfortable
with situations that frighten them. The exposure
process often involves three stages. The first is introducing
people to the feared situation. The second level is to increase
the risk for disapproval in that situation so people build confidence
that they can handle rejection or criticism. The third stage
involves teaching people techniques to cope with disapproval.
In this stage, people imagine their worst fear and are encouraged
to develop constructive responses to their fear and perceived
disapproval.
All three of the stages of exposure therapy can be accomplished in vivo (real
life) or virtual reality (VR). However, using
VR provides certain advantages. First, therapy is carried out in the
privacy of the therapist’s office.
Second, the therapist can control the reactions of the people with which the
patient is interacting. More importantly, treatment can progress at the user’s
own pace. It allows each session to be catered
to the individual receiving treatment.
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Panic Disorder
Panic disorder is characterized by unexpected and repeated episodes of intense
fear accompanied by physical symptoms that
may include chest pain, heart palpitations, shortness of breath, dizziness,
or abdominal distress. These sensations often mimic symptoms of a heart
attack or other life-threatening medical conditions. As a result, the diagnosis
of panic disorder is frequently not made until extensive and costly medical
procedures fail to provide a correct diagnosis or relief.
Many people with
panic disorder develop intense anxiety between episodes. It is not unusual
for a person with panic disorder to develop phobias about places or situations
where panic attacks have occurred, such as in supermarkets or other everyday
situations. As the frequency of panic attacks increases, the person often
begins to avoid situations where they fear another attack may occur or where
help would not be immediately available. This avoidance may eventually develop
into agoraphobia, an inability to go beyond known and safe surroundings
because of intense fear and anxiety.
Appropriate treatment by an experienced professional can reduce or
prevent panic attacks in 70% to 90% of people with panic disorder.
Treatment for panic disorder includes medications and a type of psychotherapy
known as cognitive-behavioral therapy (CBT). CBT teaches people how
to view panic attacks differently and demonstrates ways to reduce
anxiety. IMI-E and partner company The Virtual Reality Medical Center
(VRMC) have explored using virtual reality (VR) to enhance CBT for
panic disorders. VR environments used to treat panic disorder involve
exposing patients to feared situations (similar to those where they
have experienced panic attacks) or to reproductions of the physical
symptoms of panic attacks (e.g., shortness of breath, vertigo, and
tunnel vision). The latter can be accomplished in virtual environments
with sound (pounding heart, fast breathing) or with visual effects
(blurred or stretched images). Each of these exposures is accompanied
by therapist-facilitated cognitive restructuring and coping skills.
Most patients show significant progress after a few weeks of therapy.
Relapses may occur, but they can often be effectively treated just
like the initial episode.
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Obsessive-Compulsive Disorder
There are two sides to obsessive-compulsive disorder (OCD): obsessions and
compulsions. Obsessions are thoughts, and compulsions are actions. The
obsessions in OCD are repetitive and persistent,
inappropriate and intrusive, and are impossible
to suppress, causing the sufferer significant
distress and anxiety. Compulsions are repetitive
behaviors or mental acts that the person applies
based on rigid rules that they follow. The goal
of these actions is to prevent a dreaded event
or to lessen distress, but they are not really
connected in a logical way to these events.
Once the person completes a compulsive behavior,
they feel a sense of relief. It is easy to imagine
how these unwanted thoughts and disruptive behaviors
cause disturbances and impair the sufferer from
living everyday life. Not only are these rituals
time consuming, but it is quite difficult to function
socially while experiencing them.
OCD is most often
treated with a combination of medication and exposure
therapy with ritual prevention. Some SSRIs have
been found to have a significant effect on the
symptoms associated with OCD, but relapse rates
upon medication cessation are extremely high if
coping skills are not also learned prior to discontinuing
medication. At The Virtual Reality Medical
Center (a partner company of IMI-E) research has
delved into using virtual reality (VR) for the
exposure piece of OCD treatment. Research has
revealed that VR is effective at inducing the
anxiety response necessary for effective treatment
to take place. The benefit of conducting exposure
therapy with VR is that situations that trigger
obsessions and compulsions can be experienced
repeatedly, a necessary element of overcoming
the repetition of OCD. In addition, this treatment
can take place in the privacy of a therapist’s
office, ensuring patient confidentiality. Though
VR exposure therapy for OCD can take longer
than for specific phobias, many patients experience
some relief within the first few sessions.
Many have heard the term “shell shock” in the context of soldiers
returning from war. The condition’s technical name is Posttraumatic
Stress Disorder (PTSD). PTSD can affect anyone who has experienced a traumatic
event such as a motor vehicle accident Christian, can we make this a live
link to http://www.vrphobia.com/driving.htm), an assault, or anything that
threatens a person’s life or physical integrity. Symptoms can include
increased anxiety or arousal, dissociation, and flashbacks of the event, though
the disorder manifests differently in each individual.
Because PTSD has such varied symptoms, a combination of treatments is often
necessary. Anxiety-reducing medications, antidepressants, support from friends
and family, and cognitive-behavioral therapy involving exposure can help with
recovery. Exposure seems to be included in almost all treatment regimens.
One type of exposure therapy that has been proven effective for PTSD is imaginal
exposure therapy, in which patients are asked to repeatedly imagine and retell
their traumatic experience to their therapist. However, because one of the
hallmarks of PTSD is an avoidance of reminders of the trauma, this is often
difficult for some patients. Those who are unable to engage with their memories
do not evoke an anxiety response during exposure, and these patients fail
to improve. It is generally thought that this is due to lack of activation
of the brain’s fear structure, where the trauma memories are stored.
Since the structure is not activated, it is thought that the information stored
is therefore not available to receiving “disconfirming” information
(e.g., “there is no longer danger here”)
Virtual reality (VR) can solve the problem of avoidance and lack of good
imagery abilities that plague some patients and prohibit satisfactory treatment.
By providing the patient with stimuli that engage multiple senses (audio,
visual, tactile, and olfactory), the therapist does not have to rely on the
imagination and willingness of the patient to create anxiety, but rather can
provide stimuli directly to the patient at the touch of a button. In addition,
because the virtual environment allows the therapist and patient complete
control over the pace and duration of treatment sessions, the danger of overwhelming
the patient with anxiety can be avoided, alleviating the patient’s anxiety
at beginning treatment. In addition, many clinicians combine physiological
monitoring and feedback with VR exposure. This has the added advantage of
providing continuous monitoring of the patient’s heart rate and other
physiological signals, allowing for an objective, real-time measurement of
the patient’s condition to occur. With this addition, the therapy is
further individualized and can progress according to each individual patient’s
needs.
VR exposure treatment has been performed for those suffering PTSD symptoms
following an earthquake, a motor vehicle accident, and other various traumatic
events. One of the most recent developments has been to use this treatment
for those returning from Iraq and Afghanistan who are diagnosed with PTSD.
IMI-E’s U.S.-based affiliates, Virtual Reality Medical Center and Interactive
Media Institute, have been funded to provide treatment to both U.S.-based
troops as well as Polish troops. Currently in use at several military and
veterans hospitals in the U.S., the system was most recently installed in
Warsaw, Poland at the Military Institute of the Health Services. Psychologists
were trained on clinical protocols and patients are now undergoing this innovative
treatment.
The current rate of PTSD among U.S. Army and Marine Corps combatants returning
from duty in Iraq is approximately 19 percent, and research suggests that
the rate of PTSD among Polish troops may be similar or even higher. Currently,
Poland has the second largest number of troops in Iraq of all of the strategic
allies. The VR program recently established in Poland will help these soldiers,
as well as lend itself to the clinical investigation of determining if the
system must be reconfigured to allow for cultural differences, or if it can
be effectively used cross-culturally.
- Teen Smoking Cessation
- fMRI Research
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Teen Smoking Cessation
The Virtual Reality Medical Center, a partner of IMI-E, has created
an Internet-based virtual reality game that helps adolescents quit
smoking. The interactive program uses cue-exposure therapy to treat
addictive behaviors involved with smoking. The program identifies
various triggers (ashtrays, packs of cigarettes, coffee, beer, and
peer pressure) that cause a smoker to continue smoking, while providing
teens with ways to avoid these triggers (exercising, playing games,
cooking, taking naps, or calling a friend).
The program consists of
two major environments: home and school. Upon beginning the game,
the first thing the user must do is choose a quit date, which is
a successful strategy to quit smoking. The users are then faced with
triggers that can cause cravings, which they must navigate through
and avoid in order to succeed.
In the school environment, users
are exposed to the trigger of peer pressure. When a user chooses
not to smoke, the user is faced with a randomly selected game. If
the user wins the game, he or she is successful in denying the craving,
whereas if the user loses, he or she has given
into the craving and smokes. This resets the smoke-free day counter
in the top of the screen, which demonstrates the importance of
overcoming peer pressure to quit smoking. In addition, users are exposed
to the repercussions of smoking through a lung icon in the corner
of the screen. Every time a player smokes, the lungs darken and the
user’s
stamina decreases. The ultimate goal of the
program is for the user to remain smoke-free in both environments
for as long as possible.
Findings from a recent research study with
the program suggest that it helps adolescents gain knowledge and
understanding about quitting techniques, such as setting a quit date,
staying busy, and performing activities. Participants in the study
agreed that the virtual reality setting is a realistic environment
and brings about no negative side effects.
The Virtual Reality Medical
Center and its affiliates in Brussels, The Virtual Reality Medical
Institute and IMI-E, have initiated conversations with European
partners who are committed to bringing the Teen Smoking Cessation
project to their countries. There is currently an agreement with a
foundation in Romania to place the system in 10 schools throughout
the country. Future enhancements include multiplayer capability and
coordination of an online “common” such
as a forum or message board. The goal of this program is to provide a safe
environment for citizens to learn about smoking cessation.
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fMRI Research
Basic research conducted with our colleagues at Hanyang University in
Seoul, Korea has shown that when smokers are exposed
to smoking-related triggers (e.g., ashtrays, alcohol, cigarettes) their
cardiovascular reactivity is higher than when they are shown neutral cues.
It is thought that the higher a person’s
cue reactivity, the lower their chance is of quitting successfully. As such,
the goal of treatment is to lessen a patient’s
cue reactivity, often through exposure therapy.
One
way to measure this reactivity is with functional
magnetic resonance imaging (fMRI). In our pilot
study with Hanyang University, it was found that
virtual environments were more immersive and
evoked smoking craving more effectively than traditionally
used methods. It is thought, then, that VR will
help patients decrease their cue reactivity more
quickly. In a later study, we sought to test whether
smokers could experience cue-induced smoking craving
inside of an MRI scanner using the VR system.
Findings suggest that 3D stimulus evoked more
attention than the 2D condition.
Though fMRI research with VR is still
in its early stages, it is thought that VR will be an effective tool
to elicit the cravings necessary to help people learn to control their
urges and quit smoking successfully.
Autism is an especially difficult disorder to treat because of its main
symptoms: attention and communication deficits. VR can be utilized in many
ways to attempt to improve the prognosis of those diagnosed with autism.
The Institute is particularly interested in focusing on teaching children
with autism social skills and activities of daily living.
By creating virtual worlds including classrooms, bathrooms, and homes, IMI-E
hopes to develop protocols for improving the quality of life for these children.
Another advantage of virtual reality is that it can also be used to filter
out stimuli, which aids in focusing attention in patients with autism. The
therapist can adjust the level of stimuli in the environment according to
each individual user, adding in more distractions as their performance improves.
- Acute Pain
- Chronic Pain
- Basic Research Studies
IMI-E is studying the effects of advanced technology
on pain perception. Research shows that virtual
reality and similar technologies are effective
in distracting patients from pain during medical
and dental procedures. Procedures studied have
included dental procedures, wound treatment, chemotherapy,
venipuncture, spinal tap, and even certain types
of surgery. In addition, it also
appears these same technologies can offer relief
to those with chronic pain conditions
- Burn Wound Treatment
- Dental Pain
- Ambulatory Surgical Procedures
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Burn Wound Treatment
When patients are resting, medication is often adequate for controlling
burn pain. However, during wound care such as daily bandage changes,
wound cleaning, staple removal, etc., medication ceases to be effective
in controlling the excruciating pain. Traditional pain management
techniques are not sufficient, particularly in children.
Since pain
perception has a strong psychological component, incoming pain
signals can be interpreted as painful or not depending on what the
patient is thinking. IMI, IMI-E’s U.S. counterpart,
has begun research on the use of virtual reality
to distract patients during wound care. Virtual
reality immerses the patient in an environment,
causing their attention to be distracted, and
in turn, their pain levels to be attenuated.
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Dental Pain
The Virtual Realty Medical Center, a partner of IMI-E, uses a custom-designed
VR environment to distract patients from the
pain of dental procedures. Since no VR pain distraction product customized
to dental practice currently exists, the company plans to produce a fully
integrated VR and physiological monitoring device for use in general dental
practice. The system will consist of virtual environment software, compatible
computer hardware, a head-mounted display, physiological sensors, a physiological
sensor interface module, and a wireless peripheral device used to interact
with and explore the virtual world. The system is designed to be inexpensive,
easy to use, upgradeable, and reliable.
It is IMI-E’s goal to disseminate
this product throughout Europe, taking into account possible cultural
adaptations that must be made in order to achieve the same pain relieving
effect for patients.
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Ambulatory Surgical Procedures
VR has been used to successfully reduce pain or discomfort during simple
medical procedures such as intravenous cannulation
in pediatric patients, wound dressing, and teeth extractions in dentistry,
but use of VR in invasive procedures for pain distraction had not been
documented before this year. However, IMI-E and partner countries are
working with several public health hospitals in Mexico City to decrease
pain during and after invasive surgical procedures.
Displaying a variety
of virtual environments in head-mounted displays, IMI-E and partners
were able to test pain reduction effects in more than 300 participants
ranging from 2 days to 70 years of age, male and female. Invasive procedures
have included upper gastrointestinal endoscope, infectious surgery, colonoscopy,
labor and delivery, caesarean surgery, neonatology
critical care unit (CCU), post surgical care, CCU of heart, kidney
transplant CCU, epidural block, and ambulatory surgery.
The distress was
found to be different with each procedure, but the three groups who
benefitted most from VR exposure were patients in post surgical critical
care unit of the heart, colonoscopy, and ambulatory surgery. The degree
of pain relief depends on disease, sex, age, and anatomical region manipulated
during the procedure. VR was found to work best for patients who accept
and can concentrate during hospitalization or manipulation in medical
or surgical procedures.
One impressive benefit of VR is that the necessary
dosage of medication was greatly reduced in patients who used VR. Patients
did not have to be put under general anesthesia, which allows a significant
decrease in the risk and costs of the procedure.
IMI-E plans to continue
this research in other countries, working to reduce the cost, distress,
and risk that may accompany traditional invasive and non-invasive medical
procedures.
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Chronic Pain
Though many virtual reality (VR) applications for pain distraction have been
for use in patients with acute, temporary pain, IMI-E is also conscious of
those patients suffering from chronic pain. A pain distraction VR system was
used at Naval Medical Center San Diego (NMCSD) where a culturally diverse
population suffers chronic pain from disorders such as fibromyalgia, lower
back injury, migraine, and temporomandibular joint dysfunction. In this study,
we found that this virtual environment, navigated using a head-mounted display
and joystick, dramatically reduced pain ratings by over 75 percent. Physiological
data collected from this same population corroborated this discovery and confirms
that participants experienced reduced physiological arousal and reduced subjective
pain ratings while engaged in the virtual world.
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Basic Research Studies
In 2004, a study completed at IMI-E’s affiliate, The Virtual
Reality Medical Center indicated that VR could effectively
reduce levels of pain in participants suffering from a variety of painful
stimuli. In the study, participants were placed inside a virtual environment
featuring a snowscape called Icy Cool World. First, participants were
asked to focus on their pain with their eyes closed. They were then asked
to rate their pain during this focus period. Participants then opened
their eyes and began exploring Icy Cool World. All participants reported
a drop in pain while in the VR environment, and the magnitude of pain
reduction from the VR compared to the pain focus condition was large
(75.8%) and significant. The results indicate that because VR absorbs
attention and pain is based on perception, immersive VR can be a magnificent
tool for distracting users, and thus decreasing their pain.
Beyond that study, we are working
in collaboration with our colleagues in the Psychology Department at
University of Wuerzburg, Wuerzburg, Germany to study basic pain mechanisms.
One study examines whether pain triggered by warm or cold stimuli is modulated
by “warm” or “cold” virtual
worlds. For example, does having burn patients
in a snow-related environment help relieve their pain, or would a warm
fiery environment alleviate their symptoms just as well? It was found that
the content of the environment did not really affect the efficacy of the
environment. As long as the VR was immersive and engaging, patients with
all types of pain could experience relief regardless of VR content.
- In Cancer Patients
- In People with Chronic Illness
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In Cancer Patients
Many clinical studies have been completed that involve using guided
imagery as a form of distraction and relaxation during painful or
unpleasant procedures. Though guided imagery has proven to have immensely
positive effects in the quality of life during cancer treatment, only
15% of the population can visualize effectively. Therefore, 85% of
people are not able to picture images vividly or realistically enough
to reap the benefits of guided imagery therapy.
This is where virtual
reality can help. In virtual environments, images are provided
in a realistic manner, allowing the user to become fully immersed
in the virtual environment. This, in turn, elicits the appropriate
physiological and emotional responses.
Following this line of research,
IMI-E plans to use virtual reality as a means to lessen anxiety about
illness and to improve overall quality of life for those suffering
from this disease.
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In People with Chronic Illness
Studies are also being developed to increase quality of life in those with
other chronic illnesses, such as multiple sclerosis, cerebral palsy, and other
illnesses that may cause anxiety or a decrease in quality of life. Virtual
reality distraction can help lessen anxiety and increase the ability to cope
with pain. It can also provide leisure activities for those not able to participate
in typical leisure activities (e.g., those confined to a wheelchair, those
with breathing difficulties). IMI-E is dedicated to providing solutions to
those suffering from many types of chronic illness.
- Cognitive Rehabilitation
- Neurorehabilitation
- Physical Rehabilitation
As the available technology has advanced, so has the ability of doctors
to assess and treat both physical and cognitive injuries. Whether the impairment
is caused by stroke, head injury, neurological disease, or traumatic injury,
technologies such as the Internet, virtual reality, video games, and robots
have allowed for a great variety of improvements in the quality of life of
patients with cognitive, neurological, and physical disorders.
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Cognitive Rehabilitation
IMI-E is interested in applying VR and other advanced technologies
to improve cognitive function in a variety of people. One rapidly
growing area of the population with the need for cognitive rehabilitation
includes veterans who have suffered traumatic brain injury (TBI)
during active duty.
TBI is the most common combat-related injury and results in disturbances
of attention, memory, and executive function. Sixty percent of
troops who survive external injuries from bomb blasts may have
TBI. A TBI survivor faces 5 to 10 years of intensive rehabilitation
costing an estimated $4 million. It is thus imperative to develop
new ways to diagnose and treat TBI.
The Virtual Reality Medical
Center (VRMC), an affiliate of IMI-E, is partnering with the
Media Convergence Lab (MCL) at the University of Central Florida’s
Institute for Simulation and Training (UCF/IST),
to develop a mixed reality rehabilitation system for TBI patients.
Animal studies have shown that animals raised in enriched environments
have improved cognitive functioning/responses. The goal of this
project is to use mixed reality (MR) to create an enriched virtual
environment designed to stimulate and improve cognitive functions
in service men and women who have TBI. This
MR tool will thus provide troops suffering from blast-induced
TBI an effective form of cognitive rehabilitation with the goal
of allowing them to return to a normal life.
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Neurorehabilitation
In addition to TBI, stroke is a leading cause of serious, long-term
disability around the world, often resulting in paralysis on one side
of the body affecting the whole side or just an arm or leg.
The VRMC/MCL
team is working to develop a MR rehabilitation system for stroke
patients. In MR, virtual enhancements, overlays, and contexts rendered
through a head-mounted display convert the real world
into an altered reality without losing the properties of a physical
setting. This MR system includes both hardware and software designed
to increase upper-arm movement and result in positive brain changes
through use.
It is our hope that these systems will help citizens
around the world overcome cognitive injury and disorders.
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Physical Rehabilitation
Advanced technologies are being used more and more to help improve
physical therapy. Often dreaded by patients, traditional physical
therapy can be painful, tiring, and extremely boring. Because of this,
many patients avoid their treatment, or experience great anxiety before
and during therapy, significantly inhibiting their ability to recover.
With virtual reality, video games, and robots, physical therapy
can become more bearable. Graphics and game-like goals can motivate
and entertain patients. The Internet and inexpensive computers
can allow patients to practice their therapy at home, between
sessions. The immersion inherent in virtual reality can distract
patients from their pain. The regularity and exact repetition
of technology can objectively measure patients’ progress,
further encouraging both therapist and patient.
IMI-E aims to continue research in this
field, improving the accessibility of this type of physical rehabilitation
for European citizens.
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