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在针对未来健康专业人员的电子心理健康康复项目中使用沉浸式环境,以促进对精神分裂症的同理心和健康素养。

Using Immersive Environments in E-Mental Health Rehabilitation Programs Directed to Future Health Professionals to Promote Empathy and Health Literacy about Schizophrenia.

作者信息

Veloso Gomes Paulo, Marques António, Pereira Javier, Pimenta Rui, Donga João, Simões de Almeida Raquel

机构信息

Laboratório de Reabilitação Psicossocial (LabRP), Centro de Investigação em Reabilitação (CIR), Escola Superior de Saúde (ESS), Polytechnic of Porto, 4200-072 Porto, Portugal.

CITIC Research Center, University of A Coruña, 15011 A Coruña, Spain.

出版信息

Healthcare (Basel). 2024 Aug 5;12(15):1550. doi: 10.3390/healthcare12151550.

Abstract

Rehabilitation involves all types of patients, including people with schizophrenia. Schizophrenia is considered a complex syndrome characterized in general by fundamental and characteristic distortions of thinking and perception. The quality of life of a person with schizophrenia can be compromised by difficulty in carrying out their daily tasks and by the social stigma of their condition. The importance of training and sensitizing students in rehabilitation areas to this type of problem to improve the rehabilitation processes in which they will participate as future professionals involves empathy and the ability to communicate with these populations. It is possible through virtual reality to create immersive environments to simulate some psychotic symptoms characteristic of people with schizophrenia, such as visual hallucinations and hearing voices. The aim of this study was to test the effect of exposure to experiences characteristic of schizophrenia through two different types of immersive environments, graphical computational virtual reality and 360° video, on students from areas of social rehabilitation regarding empathy, social distance, and attitudes towards people with schizophrenia. Although the results were positive for the three parameters under study, no significant differences were found for each of them between the environments to which the participants were exposed. This study concluded that the choice between the two types of immersive environments should be based on the project's objectives, the target audience's needs, and available resources, rather than the type of environment itself, as their impact was similar.

摘要

康复涉及各类患者,包括精神分裂症患者。精神分裂症被认为是一种复杂的综合征,总体特征是思维和感知存在根本性且典型的扭曲。精神分裂症患者的生活质量可能会因日常任务执行困难以及其病情带来的社会污名化而受到损害。让康复领域的学生接受培训并提高对这类问题的认识,以改善他们未来作为专业人员将要参与的康复过程,这需要同理心以及与这些人群沟通的能力。通过虚拟现实可以创建沉浸式环境,以模拟精神分裂症患者特有的一些精神病症状,如幻视和幻听。本研究的目的是通过两种不同类型的沉浸式环境,即图形计算虚拟现实和360°视频,让社会康复领域的学生接触精神分裂症的典型体验,测试这对学生的同理心、社会距离以及对精神分裂症患者的态度产生的影响。尽管研究的三个参数结果都是积极的,但对于参与者所接触的不同环境,各参数之间未发现显著差异。本研究得出结论,在这两种类型的沉浸式环境之间进行选择应基于项目目标、目标受众的需求和可用资源,而不是环境本身的类型,因为它们的影响相似。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/123b/11311649/5bd4e49f0eb0/healthcare-12-01550-g001.jpg

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