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Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention

The current study introduces a new paradigm for exploring cognitive factors in pain. Interacting with virtual objects via embodied avatar hands increased the illusion of “being there” in the virtual world, increased VR analgesia for acute pain, and reduced accuracy on an attention demanding task. Tw...

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Autor principal: Hoffman, Hunter G.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Nature Publishing Group UK 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8140079/
https://www.ncbi.nlm.nih.gov/pubmed/34021173
http://dx.doi.org/10.1038/s41598-021-89526-4
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author Hoffman, Hunter G.
author_facet Hoffman, Hunter G.
author_sort Hoffman, Hunter G.
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description The current study introduces a new paradigm for exploring cognitive factors in pain. Interacting with virtual objects via embodied avatar hands increased the illusion of “being there” in the virtual world, increased VR analgesia for acute pain, and reduced accuracy on an attention demanding task. Twenty-four healthy volunteer college students participated in this within-subject randomized crossover design study. During Phase 1, each participant received brief thermal pain stimuli during interactive embodied avatar VR vs. passive VR (no avatar and no interactivity), VR treatment order randomized. After each pain stimulus, participants provided subjective 0–10 ratings of pain. Compared to the passive VR condition, during the interactive avatar VR, participants reported significant reductions in (1) worst pain, (2) pain unpleasantness, (3) time thinking about pain and (4). they had significantly more fun during the pain stimulus (p = .000 for each). During Phase 2, participants performed a divided attention task in each of the two VR conditions. Participants made significantly more errors on the divided attention task during the interactive avatar VR condition, compared to passive VR, implicating an attention mechanism for how virtual reality reduces pain and helping understand how VR influences pain perception. Trial registration: NCT04245475. Date of registration: 29/01/2020.
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spelling pubmed-81400792021-05-25 Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention Hoffman, Hunter G. Sci Rep Article The current study introduces a new paradigm for exploring cognitive factors in pain. Interacting with virtual objects via embodied avatar hands increased the illusion of “being there” in the virtual world, increased VR analgesia for acute pain, and reduced accuracy on an attention demanding task. Twenty-four healthy volunteer college students participated in this within-subject randomized crossover design study. During Phase 1, each participant received brief thermal pain stimuli during interactive embodied avatar VR vs. passive VR (no avatar and no interactivity), VR treatment order randomized. After each pain stimulus, participants provided subjective 0–10 ratings of pain. Compared to the passive VR condition, during the interactive avatar VR, participants reported significant reductions in (1) worst pain, (2) pain unpleasantness, (3) time thinking about pain and (4). they had significantly more fun during the pain stimulus (p = .000 for each). During Phase 2, participants performed a divided attention task in each of the two VR conditions. Participants made significantly more errors on the divided attention task during the interactive avatar VR condition, compared to passive VR, implicating an attention mechanism for how virtual reality reduces pain and helping understand how VR influences pain perception. Trial registration: NCT04245475. Date of registration: 29/01/2020. Nature Publishing Group UK 2021-05-21 /pmc/articles/PMC8140079/ /pubmed/34021173 http://dx.doi.org/10.1038/s41598-021-89526-4 Text en © The Author(s) 2021 https://creativecommons.org/licenses/by/4.0/Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article's Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article's Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) .
spellingShingle Article
Hoffman, Hunter G.
Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title_full Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title_fullStr Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title_full_unstemmed Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title_short Interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
title_sort interacting with virtual objects via embodied avatar hands reduces pain intensity and diverts attention
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8140079/
https://www.ncbi.nlm.nih.gov/pubmed/34021173
http://dx.doi.org/10.1038/s41598-021-89526-4
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