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通过具身化身手与虚拟对象交互可减轻疼痛强度并转移注意力。

Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention.

机构信息

The Virtual Reality Analgesia Research Center at the Human Photonics Lab, University of Washington, Box 352142, Seattle, WA, USA.

Computer Science, King Abdulaziz University, Jeddah, Saudi Arabia.

出版信息

Sci Rep. 2021 May 21;11(1):10672. doi: 10.1038/s41598-021-89526-4.

DOI:10.1038/s41598-021-89526-4
PMID:34021173
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8140079/
Abstract

The current study introduces a new paradigm for exploring cognitive factors in pain. Interacting with virtual objects via embodied avatar hands increased the illusion of "being there" in the virtual world, increased VR analgesia for acute pain, and reduced accuracy on an attention demanding task. Twenty-four healthy volunteer college students participated in this within-subject randomized crossover design study. During Phase 1, each participant received brief thermal pain stimuli during interactive embodied avatar VR vs. passive VR (no avatar and no interactivity), VR treatment order randomized. After each pain stimulus, participants provided subjective 0-10 ratings of pain. Compared to the passive VR condition, during the interactive avatar VR, participants reported significant reductions in (1) worst pain, (2) pain unpleasantness, (3) time thinking about pain and (4). they had significantly more fun during the pain stimulus (p = .000 for each). During Phase 2, participants performed a divided attention task in each of the two VR conditions. Participants made significantly more errors on the divided attention task during the interactive avatar VR condition, compared to passive VR, implicating an attention mechanism for how virtual reality reduces pain and helping understand how VR influences pain perception.Trial registration: NCT04245475. Date of registration: 29/01/2020.

摘要

本研究提出了一种新的范式来探索疼痛中的认知因素。通过具身化身的手与虚拟物体交互,增加了在虚拟世界中“身临其境”的错觉,增加了对急性疼痛的 VR 镇痛效果,并降低了注意力要求任务的准确性。24 名健康的大学生志愿者参与了这项在体随机交叉设计研究。在第 1 阶段,每个参与者在互动具身化身 VR 与被动 VR(无化身且无交互性)期间接受短暂的热痛刺激,VR 治疗顺序随机。在每次疼痛刺激后,参与者提供 0-10 的疼痛主观评分。与被动 VR 条件相比,在互动化身 VR 期间,参与者报告说(1)最痛,(2)疼痛不愉快,(3)思考疼痛的时间和(4)。在疼痛刺激期间,他们明显更有乐趣(每项 p = .000)。在第 2 阶段,参与者在两个 VR 条件下的每个条件下执行分散注意力任务。与被动 VR 相比,参与者在互动化身 VR 条件下的分散注意力任务中犯的错误明显更多,这暗示了虚拟现实如何减轻疼痛的注意力机制,并帮助理解 VR 如何影响疼痛感知。试验注册:NCT04245475。注册日期:2020 年 1 月 29 日。

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