

de Recherche et d’Innovation
en Cybersécurité et Société
Du, K. Le; Septans, A. -L.; Maloisel, F.; Vanquaethem, H.; Schmitt, A.; Goff, M. Le; Clavert, A.; Zinger, M.; Bourgeois, H.; Dupuis, O.; Denis, F.; Bouchard, S.
A New Option for Pain Prevention Using a Therapeutic Virtual Reality Solution for Bone Marrow Biopsy (REVEH Trial): Open-Label, Randomized, Multicenter, Phase 3 Study Article de journal
Dans: Journal of Medical Internet Research, vol. 25, 2023, ISSN: 14388871 (ISSN), (Publisher: JMIR Publications Inc.).
Résumé | Liens | BibTeX | Étiquettes: 80 and over, Adolescent, adult, aged, alprazolam, Anxiety, article, Biopsy, blood pressure measurement, Bone Marrow, bone marrow biopsy, clinical trial, controlled study, demographics, digital health, digital therapeutics, Distraction, Effectiveness, efficacy, eHealth, female, follow up, head-mounted display, hematologic disease, human, human tissue, Humans, hypertension, imagery, imaginary, imagination, Immersive environment, Intention to Treat Analysis, interactive environment, leukemia, lidocaine, local anesthesia, lymphoma, major clinical study, male, medical procedure, Meopa, Middle Aged, monoclonal immunoglobulinemia, multicenter study, myelodysplastic syndrome, myeloma, myeloproliferative disorder, myeloproliferative neoplasm, nitrous oxide plus oxygen, open study, Pain, pain intensity, pain measurement, paracetamol, phase 3 clinical trial, prospective study, questionnaire, randomized controlled trial, RCT, relaxation training, safety, satisfaction, solid malignant neoplasm, State Trait Anxiety Inventory, very elderly, virtual reality, visual analog scale, VR, Young Adult
@article{le_du_new_2023,
title = {A New Option for Pain Prevention Using a Therapeutic Virtual Reality Solution for Bone Marrow Biopsy (REVEH Trial): Open-Label, Randomized, Multicenter, Phase 3 Study},
author = {K. Le Du and A. -L. Septans and F. Maloisel and H. Vanquaethem and A. Schmitt and M. Le Goff and A. Clavert and M. Zinger and H. Bourgeois and O. Dupuis and F. Denis and S. Bouchard},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85148250546&doi=10.2196%2f38619&partnerID=40&md5=e27bfbd3d4c42f8850daf70bdf60b384},
doi = {10.2196/38619},
issn = {14388871 (ISSN)},
year = {2023},
date = {2023-01-01},
journal = {Journal of Medical Internet Research},
volume = {25},
abstract = {Background: Evidence regarding the analgesic effect of distraction through immersion in virtual reality (VR) for care-induced pain has been documented in several phase 2 trials, but comparison with standard treatments in large, randomized studies is needed. Objective: In this open-label, multicenter, randomized, phase 3 trial, we evaluated the safety and efficacy of a novel VR therapy solution for distraction in the context of bone marrow biopsy. Methods: Bliss is a VR software with 4 imaginary interactive environments in 3 dimensions with binaural sound (head-mounted display). Efficacy regarding pain intensity was evaluated using a visual analog scale (VAS; score from 0 to 10) immediately after the biopsy. Secondary end points were anxiety and tolerance. Modified intention-to-treat analysis was performed. Results: Overall, 126 patients with previously documented untreated or suspected malignant hemopathy between September 6, 2018, and May 18, 2020, were randomly assigned in a 1:1 ratio to receive pain prevention with a mixture of nitrous oxide/oxygen (MEOPA; n=63) or VR (n=63) before and during the bone marrow biopsy. We excluded 8 patients from the final analysis (3 in the MEOPA group and 5 in the VR group). All patients received local anesthesia (lidocaine) before biopsy. Follow-up was limited to 1 month after the biopsy. Participants' median age was 65.5 (range 18-87) years, and 54.2% (64/118) of patients were male. The average pain intensity was 3.5 (SD 2.6, 95% CI -1.6 to 8.6) for the MEOPA group and 3.0 (SD 2.4, 95% CI -1.7 to 7.7) for the VR group, without any significant differences in age, sex, center, and hemopathy (P=.26). Concerning anxiety, 67.5% (79/117; fear of pain questionnaire) of the patients were afraid before the biopsy, and anxiety scores were moderate to very high in 26.3% (30/114; revised Spielberger State-Trait Anxiety Inventory questionnaire) of the patients before the biopsy and 9.0% (10/114) after the biopsy for all patients, without a significant difference between the 2 groups (P=.83). Immersion in VR was well tolerated by the majority (54/57, 95%) of patients in the VR group. Conclusions: The intensity of pain did not significantly differ between both arms. VR was well tolerated, and the satisfaction of patients, nurses, and physicians was very high. VR could be an alternative treatment in case of contraindication or intolerance to MEOPA. © 2023 Journal of Medical Internet Research. All rights reserved.},
note = {Publisher: JMIR Publications Inc.},
keywords = {80 and over, Adolescent, adult, aged, alprazolam, Anxiety, article, Biopsy, blood pressure measurement, Bone Marrow, bone marrow biopsy, clinical trial, controlled study, demographics, digital health, digital therapeutics, Distraction, Effectiveness, efficacy, eHealth, female, follow up, head-mounted display, hematologic disease, human, human tissue, Humans, hypertension, imagery, imaginary, imagination, Immersive environment, Intention to Treat Analysis, interactive environment, leukemia, lidocaine, local anesthesia, lymphoma, major clinical study, male, medical procedure, Meopa, Middle Aged, monoclonal immunoglobulinemia, multicenter study, myelodysplastic syndrome, myeloma, myeloproliferative disorder, myeloproliferative neoplasm, nitrous oxide plus oxygen, open study, Pain, pain intensity, pain measurement, paracetamol, phase 3 clinical trial, prospective study, questionnaire, randomized controlled trial, RCT, relaxation training, safety, satisfaction, solid malignant neoplasm, State Trait Anxiety Inventory, very elderly, virtual reality, visual analog scale, VR, Young Adult},
pubstate = {published},
tppubtype = {article}
}
Lapointe, J. -F.; Molyneaux, H.; Allili, M. S.
A Literature Review of AR-Based Remote Guidance Tasks with User Studies Article de journal
Dans: Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), vol. 12191 LNCS, p. 111–120, 2020, ISSN: 03029743, (ISBN: 9783030496975 Publisher: Springer).
Résumé | Liens | BibTeX | Étiquettes: Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support
@article{lapointe_literature_2020,
title = {A Literature Review of AR-Based Remote Guidance Tasks with User Studies},
author = {J. -F. Lapointe and H. Molyneaux and M. S. Allili},
editor = {Fragomeni G. Chen J.Y.C.},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-85089165019&doi=10.1007%2f978-3-030-49698-2_8&partnerID=40&md5=7af5345630a6dc4fc14e46a4ee1b1fdc},
doi = {10.1007/978-3-030-49698-2_8},
issn = {03029743},
year = {2020},
date = {2020-01-01},
journal = {Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)},
volume = {12191 LNCS},
pages = {111–120},
abstract = {The future of work is increasingly mobile and distributed across space and time. Institutions and individuals are phasing out desktops in favor of laptops, tablets and/or smart phones as much work (assessment, technical support, etc.) is done in the field and not at a desk. There will be a need for systems that support remote collaborations such as remote guidance. Augmented reality (AR) is praised for its ability to show the task at hand within an immersive environment, allowing for spatial clarity and greater efficiency, thereby showing great promise for collaborative and remote guidance tasks; however, there are no systematic reviews of AR based remote guidance systems. This paper reviews the literature describing AR-based remote guidance tasks and discusses the task settings, technical requirements and user groups within the literature, followed by a discussion of further areas of interest for the application of this technology combined with artificial intelligence (AI) algorithms to increase the efficiency of applied tasks. © 2020, NRC Canada.},
note = {ISBN: 9783030496975
Publisher: Springer},
keywords = {Artificial intelligence, augmented reality, Efficiency, Future of works, Human computer interaction, Immersive environment, Literature reviews, Mixed reality, Remote collaboration, Remote guidance, Smartphones, systematic review, Technical requirement, Technical support},
pubstate = {published},
tppubtype = {article}
}
Bouchard, S.; Renaud, P.; Robillard, G.; St-Jacques, J.
Applications of virtual reality in clinical psychology: Illustrations with the treatment of anxiety disorders Article d'actes
Dans: Proceedings: HAVE 2002 - IEEE International Workshop on Haptic Virtual Environments and their Applications, p. 7–11, Institute of Electrical and Electronics Engineers Inc., 2002, ISBN: 0780376358 (ISBN); 978-078037635-9 (ISBN), (Journal Abbreviation: Proc.: HAVE - IEEE Int. Workshop Haptic Virtual Environ. Their Appl.).
Résumé | Liens | BibTeX | Étiquettes: 3D games, Clinical application, Clinical applications, clinical trial, Head mounted displays, Helmet mounted displays, High costs, Immersive environment, phobias, Scientific researches, Sensory perception, Surveys, virtual reality
@inproceedings{bouchard_applications_2002,
title = {Applications of virtual reality in clinical psychology: Illustrations with the treatment of anxiety disorders},
author = {S. Bouchard and P. Renaud and G. Robillard and J. St-Jacques},
url = {https://www.scopus.com/inward/record.uri?eid=2-s2.0-84963625772&doi=10.1109%2fHAVE.2002.1106906&partnerID=40&md5=8fa4558c35ab60c29d321a3a70bcbc4c},
doi = {10.1109/HAVE.2002.1106906},
isbn = {0780376358 (ISBN); 978-078037635-9 (ISBN)},
year = {2002},
date = {2002-01-01},
booktitle = {Proceedings: HAVE 2002 - IEEE International Workshop on Haptic Virtual Environments and their Applications},
pages = {7–11},
publisher = {Institute of Electrical and Electronics Engineers Inc.},
abstract = {The high cost of VR equipment and environments is a significant deterrent to the widespread dissemination of this technology from scientific research labs to the offices of clinical psychologists. An alternative is to use modified 3D games to create new and clinically useful immersive environments on head mounted displays. The aim of this paper is to summarize the first 18 months of work at the Cyberpsychology Lab. of the University of Quebec in Outaouais on the applications of virtual reality (VR) in the treatment of anxiety disorders. Three studies are summarized: a comparison between phobics and non-phobics immersed in VR environments, a clinical trial on the effectiveness of 3D games to treat phobias in adults and a clinical trial with children. Presence ratings are very high, as well as the graphic qualities and the flexibility of the programs. Results showed a dramatic improvement on general questionnaires and on measures of overt approach/avoidance of phobic stimuli. © 2002 IEEE.},
note = {Journal Abbreviation: Proc.: HAVE - IEEE Int. Workshop Haptic Virtual Environ. Their Appl.},
keywords = {3D games, Clinical application, Clinical applications, clinical trial, Head mounted displays, Helmet mounted displays, High costs, Immersive environment, phobias, Scientific researches, Sensory perception, Surveys, virtual reality},
pubstate = {published},
tppubtype = {inproceedings}
}