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增强现实的临床潜力。

The clinical potential of augmented reality.

作者信息

Vinci Christine, Brandon Karen O, Kleinjan Marloes, Brandon Thomas H

机构信息

Health Outcomes and Behavior, Moffitt Cancer Center, Tampa, FL, USA.

Departments of Interdisciplinary Oncology and Psychology, University of South Florida, Tampa, FL, USA.

出版信息

Clin Psychol (New York). 2020 Sep;27(3). doi: 10.1111/cpsp.12357. Epub 2020 Jun 17.

DOI:10.1111/cpsp.12357
PMID:33223628
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7673236/
Abstract

Augmented reality (AR) is a rapidly emerging technology that superimposes digital objects onto real-world scenes as viewed in real time through a smartphone, tablet, or headset. Whereas AR has been adopted for retail, entertainment, and professional training, it also has potential as a novel, mobile, and efficacious treatment modality for psychological disorders. In particular, extinction-based therapies (e.g., anxiety, substance use disorders) could utilize AR to present stimuli in natural environments, enhancing generalizability beyond the clinic. The limited psychological literature on AR has focused on the treatment of simple phobias. Here, with the goal of bringing this technology to the attention of clinicians and researchers, we describe AR, contrast it with virtual reality, review the theoretical foundation for extinction-based therapies, provide examples for the treatment of substance use disorders, and identify theoretical, practical, and implementation-based research questions.

摘要

增强现实(AR)是一种迅速兴起的技术,它通过智能手机、平板电脑或头戴设备实时将数字对象叠加到现实世界场景上。虽然AR已被应用于零售、娱乐和专业培训领域,但它也有潜力成为一种用于治疗心理障碍的新型、移动且有效的治疗方式。特别是,基于消退的疗法(如焦虑症、物质使用障碍)可以利用AR在自然环境中呈现刺激,从而提高治疗效果在诊所之外的可推广性。关于AR的心理学文献有限,主要集中在简单恐惧症的治疗上。在此,为了引起临床医生和研究人员对这项技术的关注,我们对AR进行描述,将其与虚拟现实进行对比,回顾基于消退疗法的理论基础,提供物质使用障碍治疗的示例,并确定基于理论、实践和实施方面的研究问题。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/60d4/7673236/7a1a1125c7bf/nihms-1639382-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/60d4/7673236/7a1a1125c7bf/nihms-1639382-f0001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/60d4/7673236/7a1a1125c7bf/nihms-1639382-f0001.jpg

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JMIR Mhealth Uhealth. 2019 Aug 16;7(8):e13793. doi: 10.2196/13793.
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Gamification for health and wellbeing: A systematic review of the literature.
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