1. Investigación
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Search Results
- The effect of virtual reality versus standard-of-care treatment on pain perception during paediatric vaccination: a randomised controlled trial
2024 Aims and Objectives: To determine the effect of immersive virtual reality (VR) on perceived pain and fear in children during vaccination and parental satisfaction with the procedure. Background: Virtual reality can reduce the perception of pain by children but only three studies have analysed its use during vaccination to date; these had small sample sizes and imperfect methodological designs. Design: A randomised controlled clinical trial. Methods: One hundred and sixty participants from the Tres Forques Health Center were randomly assigned to the intervention group (IG) (n = 82) in which distraction with immersive VR was used during the vaccination, while standard distraction techniques were used for the control group (n = 80). The primary outcome was pain (Wong–Baker FACES). Secondary outcomes included (Children's Fear Scale) and parental satisfaction with the vaccination procedure. Chi-squared tests were used for qualitative variables, relationships between quantitative variables were tested with Spearman correlations, and Mann–Whitney U- or Student t-tests were employed to assess the relationship between quantitative and qualitative variables. Results: Compared to the controls, the children in the IG reported significantly less pain and fear, while parental satisfaction was significantly higher. Reported pain and fear did not differ according to the sex of the patient. Child age was not linked to fear but was related to pain: the younger the patient, the greater the pain they described. Conclusions: Immersive VR effectively controlled pain and fear in children during vaccination and increased parent satisfaction with the vaccination process. Patient sex did not influence the level of pain and fear but age did. Relevance to clinical practice: Improving vaccination experiences can reduce perceived pain and fear in children and increase parent satisfaction, thereby enhancing vaccination schedule adherence and improving group immunity. Reporting Method: The CONSORT Statement for non-pharmacological randomised clinical trials were followed.
- The effect of intradialytic exercise using virtual reality on the body composition of patients with chronic kidney disease
2024-06-20 Background: Individuals with chronic kidney disease (CKD) often experience reduced muscle strength and diminished health-related quality of life (HRQoL), and engaging in regular exercise may improve them. The aim of this study was to assess the effect of intradialytic exercise using non-immersive virtual reality (VR) on body composition of patients with CKD on hemodialysis (HD). Methods: This was a substudy in a clinical trial of intradialytic exercise intervention using a non-immersive VR game in which the patient interacted by moving the lower limbs. Body composition was determined by BCM Fresenius multifrequency stereoscopic bioimpedance. Body mass index (BMI), fat tissue index (FTI), lean tissue index (LTI), extracellular/intracellular water (EIW), and phase angle (PA) were recorded in 52 patients, 24 in the control group (CG) and 28 in the exercise group (EG). Results: Statistically significant differences were observed between both groups. The LTI increased in the EG while it decreased in the CG. The FTI and the EIW decreased in the EG compared to the increase observed in the CG. Conclusions: Intradialytic exercise using non-immersive VR was associated with an increase in LTI and a decrease in FTI of CKD patients on HD.
- Juegos de realidad alternativa (ARG) e implicación del fandom en el universo narrativo de Taylor Swift
2024-06 El estudio tiene el objetivo de determinar qué elementos de los juegos de realidad alterna (ARG) de la cantante Taylor Swift se integran en su estrategia de comunicación y su universo narrativo. Para ello, se plantea detectar las características que poseen los ARG según la literatura especializada y extrapolar estas variables del universo Swift como modelo de éxito de ARG aplicable a marcas comerciales. Los resultados demuestran que el ARG cumple con 19/20 características definidas y que su estrategia de comunicación pivota en un universo narrativo que se ha expandido en multitud de plataformas y redes durante años.
- TranspaVET: innovating in Veterinary learning using augmented and virtual reality
2024-03 The ability to communicate scientific information effectively is crucial for veterinary professionals. Consequently, veterinary students require consistent and proactive training in communication. In parallel, digital transformation has undoubtedly impacted educational institutions. To address these priorities, the TranspaVET project aimed to design an immersive educational experience through advanced and innovative technology. This article aims to share our experience involving first-year veterinary students in producing scientific posters and how augmented reality (AR) and virtual reality (VR) impact their scientific outreach. The project, developed in the academic year 2022-23, involved 35 students and eight mentor professors and resulted in nine scientific posters. The posters were digitized allowing their access through links or Quick Response (QR) codes. Firstly, they could be visualised in 3D Web preview and in AR, as images overlayed into reality through mobile devices. Secondly, they could be viewed in an immersive VR educational metaverse. Visitors could access the metaverse via their personal electronic devices and via VR headsets. Users can view, download, and share the posters and talk together inside the virtual environment. By January 7th, 2024, the posters were digitally viewed 1,795 times, and 207 unique users entered the TranspaVET metaverse from different Spanish regions (Valencian Community, Castile and Leon, Andalusia, Madrid, Catalonia, Asturias, and Galicia), as well as from Argentina and Costa Rica. The TranspaVET project represents a creative connection between educational innovation and scientific research dissemination. It sets an example for the future of immersive, technology-driven learning through a platform that combines AR and VR.
- An intradialytic non-immersive virtual reality exercise programme: a crossover randomized controlled trial
2022-07 Background: Chronic kidney disease is closely related to a high risk of death and disability, poor physical performance and frailty. The main objective of this research was to analyse how intradialytic administration of a non-immersive virtual reality (VR) exercise programme would affect physical function and adherence to exercise in these patients. Methods: A total of 56 individuals participated in two 12-week periods in a crossover randomized controlled trial. Each patient underwent a functional capacity evaluation before and after each study period. The functional tests administered included the 4-m gait speed test, Short Physical Performance Battery (SPPB), timed up-and-go (TUG) test, one-legged stance test (OLST) for balance, sit-to-stand 10 (STS-10) and sit-to-stand 60 (STS-60) tests and 6-min walking test (6MWT). Adherence to the exercise programme was also recorded. To assess the effect of VR exercise on the functional test outcomes over time, the patients were analysed using a two-way repeated-measures analysis of variance with time and treatment as the within-participant factors. Results: By the end of the 12 weeks of exercise, compared with the control period, 33 participants showed significant change in physical function as measured through the 4-m gait speed test (0.14 m/s), SPPB (1.2 points), TUG (−1.7 s), OLST (7.1 s), STS-10 (−5.8 s), STS-60 (5 repetitions) and 6MWT (85.2 m), with adherence rates exceeding 70%. There were no changes in the biochemical data or in the medications in the period of the study. Conclusion: An intradialytic non-immersive VR exercise programme improves patient physical function.
- Design, development, and validation of interactive platforms for functional rehabilitation of people with motor disabilities
2023-06-15 Los tratamientos convencionales para las personas con deterioro motor comprenden una combinación de fisioterapia, ortopedia y terapia ocupacional. En términos de motivación, las terapias tradicionales presentan dos inconvenientes principales: la monotonía del ejercicio y la falta de estímulos interesantes para el paciente que aumenten su motivación. Para mitigar este problema se han desarrollado soluciones gamificadas específicas para esta demanda. El objetivo de esta tesis es la creación de dos plataformas que permitan la realización de actividades físicas de rehabilitación de miembro superior e inferior. Estos dos sistemas desarrollados tendrán como fin la mejora de la movilidad y funcionalidad de las personas con patologías neurológicas o discapacidades motoras y adherencia al entrenamiento físico promovido por el sistema gamificado. El objetivo general que engloba ambos sistemas es la promoción de la adherencia y motivación del usuario al entrenamiento físico para agilizar o mantener el proceso de rehabilitación funcional de la extremidad correspondiente. Cada plataforma se ha desarrollado utilizando distintos dispositivos de realidad virtual de acuerdo con los requisitos de diseño de la actividad física a realizar, el modo de uso, el sistema de análisis de movimiento y la arquitectura del sistema.