Hunter G Hoffman1, David A Boe2, Eric Rombokas2, Christelle Khadra3, Sylvie LeMay3, Walter J Meyer4, Sam Patterson5, Ann Ballesteros6, Stephen W Pitt7. 1. Virtual Reality Research Center at the Human Photonics Lab, University of Washington, Seattle, WA, USA. Electronic address: Hunthoff9@gmail.com. 2. Center for Limb Loss and Mobility, Veterans Hospital, Seattle, WA, USA. 3. Faculty of Nursing, University of Montreal, Montreal, QC, Canada; Research Center, Centre Hospitalier Universitaire (CHU) Sainte-Justine, Montreal, QC, Canada. 4. Department of Psychiatry and Behavioral Sciences, University of Texas Medical Branch, Galveston, TX, USA; Department of Psychology, Shriners Hospitals for Children Galveston, Galveston, TX, USA. 5. Virtual Reality Research Center at the Human Photonics Lab, University of Washington, Seattle, WA, USA. 6. Emerging Science Innovation & Digital Innovation, GlaxoSmithKline (GSK), Warren, NJ. 7. Johnson and Johnson JLABS @ US North East (NYC, Boston, & Philadelphia), NY, NY.
Abstract
INTRODUCTION: Affordable virtual reality (VR) technology is now widely available. Billions of dollars are currently being invested into improving and mass producing VR and augmented reality products. PURPOSE OF THE STUDY: The purpose of the present study is to explore the potential of immersive VR to make physical therapy/occupational therapy less painful, more fun, and to help motivate patients to cooperate with their hand therapist. DISCUSSION: The following topics are covered: a) psychological influences on pain perception, b) the logic of how VR analgesia works, c) evidence for reduction of acute procedural pain during hand therapy, d) recent major advances in VR technology, and e) future directions-immersive VR embodiment therapy for phantom limb (chronic) pain. CONCLUSION: VR hand therapy has potential for a wide range of patient populations needing hand therapy, including acute pain and potentially chronic pain patients. Being in VR helps reduce the patients' pain, making it less painful for patients to move their hand/fingers during hand therapy, and gamified VR can help motivate the patient to perform therapeutic hand exercises, and make hand therapy more fun. In addition, VR camera-based hand tracking technology may be used to help therapists monitor how well patients are doing their hand therapy exercises, and to quantify whether adherence to treatment increases long-term functionality. Additional research and development into using VR as a tool for hand therapist is recommended for both acute pain and persistent pain patient populations.
INTRODUCTION: Affordable virtual reality (VR) technology is now widely available. Billions of dollars are currently being invested into improving and mass producing VR and augmented reality products. PURPOSE OF THE STUDY: The purpose of the present study is to explore the potential of immersive VR to make physical therapy/occupational therapy less painful, more fun, and to help motivate patients to cooperate with their hand therapist. DISCUSSION: The following topics are covered: a) psychological influences on pain perception, b) the logic of how VR analgesia works, c) evidence for reduction of acute procedural pain during hand therapy, d) recent major advances in VR technology, and e) future directions-immersive VR embodiment therapy for phantom limb (chronic) pain. CONCLUSION: VR hand therapy has potential for a wide range of patient populations needing hand therapy, including acute pain and potentially chronic painpatients. Being in VR helps reduce the patients' pain, making it less painful for patients to move their hand/fingers during hand therapy, and gamified VR can help motivate the patient to perform therapeutic hand exercises, and make hand therapy more fun. In addition, VR camera-based hand tracking technology may be used to help therapists monitor how well patients are doing their hand therapy exercises, and to quantify whether adherence to treatment increases long-term functionality. Additional research and development into using VR as a tool for hand therapist is recommended for both acute pain and persistent painpatient populations.
Authors: Sara A Freedman; Hunter G Hoffman; Azucena Garcia-Palacios; Patrice L Tamar Weiss; Sara Avitzour; Naomi Josman Journal: Cyberpsychol Behav Soc Netw Date: 2010-02
Authors: Ediana Hoxhallari; Ian J Behr; Jonathan S Bradshaw; Michael S Morkos; Pam S Haan; Maureen C Schaefer; James H W Clarkson Journal: Plast Reconstr Surg Date: 2019-08 Impact factor: 4.730
Authors: María V Navarro-Haro; Marta Modrego-Alarcón; Hunter G Hoffman; Alba López-Montoyo; Mayte Navarro-Gil; Jesús Montero-Marin; Azucena García-Palacios; Luis Borao; Javier García-Campayo Journal: Front Psychol Date: 2019-01-28
Authors: Hunter G Hoffman; Robert A Rodriguez; Miriam Gonzalez; Mary Bernardy; Raquel Peña; Wanda Beck; David R Patterson; Walter J Meyer Journal: Front Hum Neurosci Date: 2019-08-08 Impact factor: 3.169
Authors: David R Patterson; Sydney Drever; Maryam Soltani; Sam R Sharar; Shelley Wiechman; Walter J Meyer; Hunter G Hoffman Journal: Burns Date: 2022-02-10 Impact factor: 2.609
Authors: Barbara Atzori; Laura Vagnoli; Daniela Graziani; Hunter G Hoffman; Mariana Sampaio; Wadee Alhalabi; Andrea Messeri; Rosapia Lauro-Grotto Journal: Int J Environ Res Public Health Date: 2022-02-17 Impact factor: 3.390