Physiology-based virtual reality training for social skills in schizophrenia
Physiology-based virtual reality training for social skills in schizophrenia
批准号:
10229362
负责人:
SOHEE PARK
金额:
$53.2万
依托单位:
依托单位国家:
美国
项目类别:
财政年份:
2016
资助国家:
美国
项目状态:
已结题
起止时间:
2016-03-01 至 2024-05-31
关键词:
AdherenceAffectAffectiveAntipsychotic AgentsArousalAttentionBehavioralBrainClinicalCognitiveDataDelusionsDetectionDevicesDiseaseDoseElementsEmotionsEnvironmentExerciseExpert SystemsExposure toEyeFeedbackFutureGoalsHallucinationsImpairmentIndividualInterpersonal RelationsInterventionLeadLearningLifeMeasuresMethodsNatureOutcomeParticipantPatientsPatternPerformancePersonsPharmacotherapyPhasePhysiologicalPhysiologyPopulationProtocols documentationPsychological reinforcementQuality of lifeRandomizedRandomized Controlled TrialsRecoveryResidual stateRouteScanningSchizophreniaSignal TransductionSiteSocial BehaviorSocial FunctioningSocial InteractionSocial outcomeSocial supportStimulusStressSymptomsTechnologyTestingTimeTrainingTraining ActivityTransferable SkillsWorkactive controlbasecognitive functioncognitive trainingcompare effectivenesscomputerizedconventional therapycostdesigneducational atmosphereeffectiveness testingflexibilityfunctional outcomesimprovedimproved outcomeindexinginnovationmeetingsneural circuitnovelnovel strategiespersonalized learningportabilitypsychosocialpsychotic symptomspublic health relevancerecruitrelating to nervous systemremediationresilienceresponsescaffoldsimulationskillsskills trainingsocialsocial attentionsocial cognitionsocial deficitssocial interventionssocial skillssocial stresstechnological innovationtime usevirtual patientvirtual realityvirtual reality environmentvirtual reality gamevirtual reality interventionvisual tracking
中文摘要
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英文摘要
DESCRIPTION (provided by applicant): Social impairments are core features of schizophrenia that lead to poor outcome. Social skills and competence improve quality of life and protect against stress-related exacerbation of symptoms, while supporting resilience, interpersonal interactions, and social affiliation. To improve outcome, we must remediate social deficits. Existing psychosocial interventions are moderately effective but the effort-intensive nature (high burden), low adherence, and weak transfer of skills to everyday life present significant hurdles toward recovery. Thus, there is a dire need to develop effective, engaging and low-burden social interventions for people with schizophrenia that will result in better compliance rates and functional outcome. We will test the effectiveness of a novel adaptive virtual reality (VR) intervention in improving targeted social cognitive function (social attention as indexed by eye scanning patterns) in individuals with schizophrenia. VR technology offers a flexible alternative to conventional therapies, with several advantages, including a simplified and
low-stress social interaction environment with targeted opportunities to simulate, exercise and reinforce basic elements of social skills in a very wide range of realistic scenarios, and to repea exposure to naturalistic situations from multiple angles. Our desktop VR `game' is designed as an `intelligent' system that adaptively adjusts the difficulty of social training tasks based on participant's physiological, eye tracking and performance data in real time. Such dynamic feedback-based, `closed-loop' VR supports and enhances training because it adjusts and personalizes the learning environment in real time for each participant so that he/she always learns at an optimal arousal and attentional state. Furthermore, the VR environment can potentially simulate any social scenarios, which allows the participants to exercise social skills n a wide variety of situations. Such simulation exercises can help generalize learned skills to everyday life. The R21 phase will aim to implement the social intervention VR task, test its efficacy on improving social attention (target) in schizophrenia, and determine an optimal `dose'. We hypothesize that the VR training will engage social attention and improving social attention will lead to better social outcome. The R33 phase will test the adaptive social VR game against an active control condition in a pilot randomized controlled trial to evaluate the relative efficac of the social VR on enhancing social attention and associated neural circuitry. We will also examine social outcome. If this initial work is successful, our long-term goals are to develop VR social skills training modules that are personalized, accessible, and portable so that social remediation can become an integral part of one's daily life.
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Extraction of Emotional Information via Visual Scanning Patterns: A Feasibility Study of Participants with Schizophrenia and Neurotypical Individuals.
通过视觉扫描模式提取情感信息:精神分裂症和神经典型个体参与者的可行性研究。
DOI:
10.1145/3282434
发表时间:
2018
期刊:
ACM transactions on accessible computing
影响因子:
2.4
作者:
[Wade,Joshua, Nichols,HeathmanS, Ichinose,Megan, Bian,Dayi, Bekele,Esube, Snodgress,Matthew, Amat,AshwaqZaini, Granholm,Eric, Park,Sohee, Sarkar,Nilanjan]
通讯作者:
Sarkar,Nilanjan
DOI:
10.1016/j.psychres.2019.03.035
发表时间:
2019-05
期刊:
Psychiatry research
影响因子:
11.3
作者:
[Torregrossa LJ, Bian D, Wade J, Adery LH, Ichinose M, Nichols H, Bekele E, Sarkar N, Park S]
通讯作者:
Park S
DOI:
10.1016/j.psychres.2020.113593
发表时间:
2021-01
期刊:
Psychiatry research
影响因子:
11.3
作者:
[Dean DJ, Tso IF, Giersch A, Lee HS, Baxter T, Griffith T, Song L, Park S]
通讯作者:
Park S
DOI:
10.1080/17522439.2020.1742200
发表时间:
2021
期刊:
Psychosis
影响因子:
1.2
作者:
[Nelson B, Torregrossa L, Thompson A, Sass LA, Park S, Hartmann JA, McGorry PD, Alvarez-Jimenez M]
通讯作者:
Alvarez-Jimenez M
DOI:
10.1109/tnsre.2016.2591556
发表时间:
2017-06
期刊:
IEEE transactions on neural systems and rehabilitation engineering : a publication of the IEEE Engineering in Medicine and Biology Society
影响因子:
--
作者:
[Bekele E, Bian D, Peterman J, Park S, Sarkar N]
通讯作者:
Sarkar N
共 6 条
Spatial Self Boundary, Interpersonal Distance and Social Impairments in Schizophrenia
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批准号:10674677
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资助金额:$65.23万
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财政年份:2022
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负责人:SOHEE PARK
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Spatial Self Boundary, Interpersonal Distance and Social Impairments in Schizophrenia
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Physiology-based virtual reality training for social skills in schizophrenia
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Etiology of Working Memory Deficit in Schizophrenia
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Neurocognitive consequences of cannabis use
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COMPONENTS OF WORKING MEMORY DEFICIT IN SCHIZOPHRENIA
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海外基金