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交互式沉浸式虚拟现实与静态自然图片作为烧伤伤口护理中基于分心的镇痛方法的比较。

A comparison of interactive immersive virtual reality and still nature pictures as distraction-based analgesia in burn wound care.

作者信息

Patterson David R, Drever Sydney, Soltani Maryam, Sharar Sam R, Wiechman Shelley, Meyer Walter J, Hoffman Hunter G

机构信息

Department of Rehabilitation Medicine, University of Washington, 1959 NE Pacific St, Seattle, WA 98195, United States.

University of Washington School of Medicine, Harborview Medical Center, 325 9th Ave., Seattle, WA 98104, United States; Department of Anesthesiology & Pain Medicine, School of Medicine, University of Washington, 325 9th Ave., Seattle, WA 98104, United States.

出版信息

Burns. 2023 Feb;49(1):182-192. doi: 10.1016/j.burns.2022.02.002. Epub 2022 Feb 10.

Abstract

PURPOSE

Non-pharmacologic adjuncts to opioid analgesics for burn wound debridement enhance safety and cost effectiveness in care. The current study explored the feasibility of using a custom portable water-friendly immersive VR hardware during burn debridement in adults, and tested whether interactive VR would reduce pain more effectively than nature stimuli viewed in the same VR goggles.

METHODS

Forty-eight patients with severe burn injuries (44 adults and 4 children) had their burn injuries debrided and dressed in a wet wound care environment on Study Day 1, and 13 also participated in Study Day 2.

INTERVENTION

The study used a within-subject design to test two hypotheses (one hypothesis per study day) with the condition order randomized. On Study Day 1, each individual (n = 44 participants) spent 5 min of wound care in an interactive immersive VR environment designed for burn care, and 5 min looking at still nature photos and sounds of nature in the same VR goggles. On Study Day 2 (n = 12 adult participants and one adolescent from Day 1), each participant spent 5 min of burn wound care with no distraction and 5 min of wound care in VR, using a new water-friendly VR system. On both days, during a post-wound care assessment, participants rated and compared the pain they had experienced in each condition. OUTCOME MEASURES ON STUDY DAYS 1 AND 2: Worst pain during burn wound care was the primary dependent variable. Secondary measures were ratings of time spent thinking about pain during wound care, pain unpleasantness, and positive affect during wound care.

RESULTS

On Study Day 1, no significant differences in worst pain ratings during wound care were found between the computer-generated world (Mean = 71.06, SD = 26.86) vs. Nature pictures conditions (Mean = 68.19, SD = 29.26; t < 1, NS). On secondary measures, positive affect (fun) was higher, and realism was lower during computer-generated VR. No significant differences in pain unpleasantness or "presence in VR" between the two conditions were found, however. VR VS. NO VR. (STUDY DAY 2): Participants reported significantly less worst pain when distracted with adjunctive computer generated VR than during standard wound care without distraction (Mean = 54.23, SD = 26.13 vs 63.85, SD = 31.50, t(11) = 1.91, p < .05, SD = 17.38). In addition, on Study Day 2, "time spent thinking about pain during wound care" was significantly less during the VR condition, and positive affect was significantly greater during VR, compared to the No VR condition.

CONCLUSION

The current study is innovative in that it is the first to show the feasibility of using a custom portable water-friendly immersive VR hardware during burn debridement in adults. However, contrary to predictions, interactive VR did not reduce pain more effectively than nature stimuli viewed in the same VR goggles.

摘要

目的

用于烧伤创面清创的阿片类镇痛药的非药物辅助手段可提高护理的安全性和成本效益。本研究探讨了在成人烧伤清创过程中使用定制便携式防水沉浸式虚拟现实(VR)硬件的可行性,并测试了交互式VR是否比在同一VR护目镜中观看自然刺激更有效地减轻疼痛。

方法

48例重度烧伤患者(44例成人和4例儿童)在研究第1天于湿性伤口护理环境中进行烧伤创面清创和包扎,其中13例还参与了研究第2天的研究。

干预措施

本研究采用受试者内设计,以随机顺序测试两个假设(每个研究日一个假设)。在研究第1天,每个个体(n = 44名参与者)在为烧伤护理设计的交互式沉浸式VR环境中进行5分钟的伤口护理,并在同一VR护目镜中观看5分钟的自然静态照片和自然声音。在研究第2天(n = 12名成人参与者和1名来自第1天的青少年),每个参与者使用新的防水VR系统,在无干扰情况下进行5分钟的烧伤创面护理,并在VR中进行5分钟的伤口护理。在两天中,在伤口护理后评估期间,参与者对他们在每种情况下所经历的疼痛进行评分和比较。研究第1天和第2天的结果测量指标:烧伤创面护理期间最严重疼痛是主要因变量。次要测量指标包括伤口护理期间思考疼痛的时间评分、疼痛不适感以及伤口护理期间的积极情绪。

结果

在研究第1天,在计算机生成的世界(平均值 = 71.06,标准差 = 26.86)与自然图片条件(平均值 = 68.19,标准差 = 29.26;t < 1,无统计学意义)之间,伤口护理期间最严重疼痛评分无显著差异。在次要测量指标方面,计算机生成的VR期间积极情绪(趣味性)更高,而真实感更低。然而,两种条件之间在疼痛不适感或“VR沉浸感”方面未发现显著差异。VR与无VR(研究第2天):与无干扰的标准伤口护理相比,参与者在使用辅助计算机生成的VR分散注意力时报告的最严重疼痛明显更少(平均值 = 54.23,标准差 = 26.13对63.85,标准差 = 31.50,t(11) = 1.91,p <.05,标准差 = 17.38)。此外,在研究第2天,与无VR条件相比,VR条件下“伤口护理期间思考疼痛的时间”明显更少,且VR期间的积极情绪明显更高。

结论

本研究具有创新性,因为它首次证明了在成人烧伤清创过程中使用定制便携式防水沉浸式VR硬件的可行性。然而,与预测相反,交互式VR并没有比在同一VR护目镜中观看自然刺激更有效地减轻疼痛。

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