Background: The management of burn injuries is reported as painful, distressing and a cause of anxiety in children and their parents. Child's and parents' pain and anxiety, often contributes to extended time required for burns management procedures, in particular the process of changing dressings. The traditional method of pharmacologic analgesia is often insufficient to cover the burnt child's pain, and it can have deleterious side effects [1, 2]. Intervention with Virtual Reality (VR) games is based on distraction or interruption in the way current thoughts, including pain, are processed by the brain. Research on adults supports the hypothesis that virtual reality has a positive influence on burns pain modulation. Methods: This study investigates whether playing a virtual reality game, decreases procedural pain in children aged 5–18 years with acute burn injuries. The paper reports on the findings of a pilot study, a randomised trial, in which seven children acted as their own controls though a series of 11 trials. Outcomes were pain measured using the self-report Faces Scale and findings of interviews with parent/carer and nurses. Results: The average pain scores (from the Faces Scale) for pharmacological analgesia only was, 4.1 (SD 2.9), while VR coupled with pharmacological analgesia, the average pain score was 1.3 (SD 1.8) Conclusion: The study provides strong evidence supporting VR based games in providing analgesia with minimal side effects and little impact on the physical hospital environment, as well as its reusability and versatility, suggesting another option in the management of children's acute pain.
High-quality immersive display technologies are becoming mainstream with the release of head-mounted displays (HMDs) such as the Oculus Rift. These devices potentially represent an affordable alternative to the more traditional, centralised CAVE-style immersive environments. One driver for the development of CAVE-style immersive environments has been collaborative sense-making. Despite this, there has been little research on the effectiveness of collaborative visualisation in CAVE-style facilities, especially with respect to abstract data visualisation tasks. Indeed, very few studies have focused on the use of these displays to explore and analyse abstract data such as networks and there have been no formal user studies investigating collaborative visualisation of abstract data in immersive environments. In this paper we present the results of the first such study. It explores the relative merits of HMD and CAVE-style immersive environments for collaborative analysis of network connectivity, a common and important task involving abstract data. We find significant differences between the two conditions in task completion time and the physical movements of the participants within the space: participants using the HMD were faster while the CAVE2 condition introduced an asymmetry in movement between collaborators. Otherwise, affordances for collaborative data analysis offered by the low-cost HMD condition were not found to be different for accuracy and communication with the CAVE2. These results are notable, given that the latest HMDs will soon be accessible (in terms of cost and potentially ubiquity) to a massive audience.
11 August 2017 in IEEE Transactions on Visualization and Computer Graphics
This paper presents the results of two cognitive load studies comparing three augmented reality display technologies: spatial augmented reality, the optical see-through Microsoft HoloLens, and the video see-through Samsung Gear VR. In particular, the two experiments focused on isolating the cognitive load cost of receiving instructions for a button-pressing procedural task. The studies employed a self-assessment cognitive load methodology, as well as an additional dual-task cognitive load methodology. The results showed that spatial augmented reality led to increased performance and reduced cognitive load. Additionally, it was discovered that a limited field of view can introduce increased cognitive load requirements. The findings suggest that some of the inherent restrictions of head-mounted displays materialize as increased user cognitive load.