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Browsing by Author "Freund, Chauncey"

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    Feasibility of a virtual reality intervention in the intensive care unit
    (Elsevier, 2021) Jawed, Yameena T.; Golovyan, Dmitriy; Lopez, David; Khan, Sikandar H.; Wang, Sophia; Freund, Chauncey; Imran, Sundus; Bin Hameed, Usman; Smith, Joseph P.; Kok, Lotte; Khan, Babar A.; Medicine, School of Medicine
    Background: Delirium prevention requires optimal management of pain and anxiety. Given the limitations of current pharmacologic interventions, evaluation of novel non-pharmacological interventions is required. Virtual reality (VR) stimulation may be a promising intervention because of its capability to reduce psychophysiological stress, pain, and anxiety and to restore cognitive and attentional capacities. Objective: To ascertain patients' and providers' perceptions of acceptability and safety of VR intervention in the intensive care unit (ICU). Methods: We enrolled a cohort of 15 ICU patients and 21 health care providers to administer a 15-minute session showing a relaxing beach scene with VR headsets and nature sound effects. Participants were then asked to rate their experiences on a Likert scale survey. Results: The majority of patients (86%, 12 of 14) rated the headsets as moderately to very comfortable. All had moderate or greater sense of presence in the virtual environment, and 79% (11 of 14) rated their overall experience at 3 or greater (5 indicating that they enjoyed it very much). Seventy-one percent (10 of 14) of the patients felt that their anxiety was better with VR, and 57% (8 of 14) did not notice a change in their pain or discomfort. All health care providers found the headset to be at least moderately comfortable and felt a moderate or greater sense of presence. All providers concluded that VR therapy should be available for their patients. Both groups experienced minimal side effects. Conclusion: In this prospective study of perceptions of VR therapy for ICU patients and health care providers, there was a high level of acceptance, with minimal side effects, for both groups despite their low levels of prior experience with virtual reality and video gaming.
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