Hunter G. Hoffman

Dr. Hunter G. Hoffman


Research Focus & Metrics

Academic Career Length

7Years (2020-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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30 May 2020 in Journal of Hand Therapy
Verified
Journal Article
Closed access
HHHunter G. Hoffman
Hunter G. Hoffman
DBDavid A. Boe
David A. Boe
EREric Rombokas
Eric Rombokas
CKChristelle Khadra
Christelle Khadra
SLSylvie LeMay
Sylvie LeMay
SPStephen W. Pitt
Stephen W. Pitt


20 January 2023 in Journal of Clinical Medicine
Verified
Journal Article
Open access
PDF file
RHRita Hitching
Rita Hitching
HHHunter G. Hoffman
Hunter G. Hoffman
AGAzucena García-Palacios
Azucena García-Palacios
Maheen AdamsonMaheen Adamson
Maheen Adamson
EMEsmeralda Madrigal
Esmeralda Madrigal
KMKeira Mason
Keira Mason
Over the past 20 years, there has been a significant reduction in the incidence of adverse events associated with sedation outside of the operating room. Non-pharmacologic techniques are increasingly being used as peri-operative adjuncts to facilitate and promote anxiolysis, analgesia and sedation, and to reduce adverse events. This narrative review will briefly explore the emerging role of immersive reality in the peri-procedural care of surgical patients. Immersive virtual reality (VR) is intended to distract patients with the illusion of “being present” inside the computer-generated world, drawing attention away from their anxiety, pain, and discomfort. VR has been described for a variety of procedures that include colonoscopies, venipuncture, dental procedures, and burn wound care. As VR technology develops and the production costs decrease, the role and application of VR in clinical practice will expand. It is important for medical professionals to understand that VR is now available for prime-time use and to be aware of the growing body in the literature that supports VR.

10 February 2022 in Burns
Verified
Journal Article
Closed access
DPDavid R. Patterson
David R. Patterson
SDSydney Drever
Sydney Drever
MSMaryam Soltani
Maryam Soltani
SSSam R. Sharar
Sam R. Sharar
SWShelley Wiechman
Shelley Wiechman
HHHunter G. Hoffman
Hunter G. Hoffman

22 May 2023 in Scientific Reports
Verified
Journal Article
Open access
PDF file
HHHunter G. Hoffman
Hunter G. Hoffman
MFMiles R. Fontenot
Miles R. Fontenot
AGAzucena Garcia-Palacios
Azucena Garcia-Palacios
WGWalter J. Greenleaf
Walter J. Greenleaf
WAWadee ALHALABI
Wadee ALHALABI
HFHerta Flor
Herta Flor
Severe pain is a widespread health problem in need of novel treatment approaches. In the current study we used real water to give virtual objects (i.e., animated virtual water) more realistic physical properties (wet liquid qualities). Healthy volunteers aged 18–34 participated in a within-subject randomized study comparing participants’ worst pain during brief thermal stimuli with (1) No Immersive Virtual Reality (VR), versus (2) during VR + no tactile feedback versus (3) VR + real water (with tactile feedback from co-located real objects). Tactile feedback significantly decreased pain intensity (VR analgesia, p < 0.01), compared to VR with no tactile feedback, and compared to No VR (baseline). Tactile feedback made the virtual water feel significantly more real, increased participant’s sense of presence, and both VR conditions were distracting (significantly reduced accuracy on an attention demanding task). As a non-pharmacologic analgesic, mixed reality reduced pain by 35% in the current study, comparable to the analgesia from a moderate dose of hydromorphone in previous published experimental studies. Tactile feedback also significantly increased avatar embodiment, the participants illusion of ownership of the virtual hands, which has potential to improve the effectiveness of avatar therapy for chronic pain in future studies. Mixed reality should be tested as treatment in pain patients.

BABarbara Atzori
Barbara Atzori
LVLaura Vagnoli
Laura Vagnoli
DGDaniela Graziani
Daniela Graziani
HHHunter G. Hoffman
Hunter G. Hoffman
MSMariana Sampaio
Mariana Sampaio
RGRosapia Lauro Grotto
Rosapia Lauro Grotto
The current study evaluated the effectiveness of VR analgesia among pediatric and adolescent patients with kidney disease undergoing venipuncture. Patients at an Italian Children’s hospital (N = 82, age range 7–17 years) undergoing venipuncture were randomly assigned to a No VR group (non-medical conversation) vs. a Yes VR group (VR analgesia). After the procedure, patients gave 0–10 Verbal Numeric Pain Scale ratings. Compared with patients in the No VR Group, patients in the Yes VR group reported significantly lower “Pain intensity”(No VR mean = 2.74, SD = 2.76 vs. Yes VR mean = 1.56, SD = 1.83) and the VR group also rated “Pain unpleasantness” significantly lower than the No VR group (No VR mean = 2.41, SD = 0.94 vs. Yes VR mean = 1.17, SD = 1.80). Patients distracted with VR also reported having significantly more fun during the venipuncture procedure. No side effects emerged. In addition to reducing pain intensity, VR has the potential to make venipuncture a more fun and less unpleasant experience for children with CKD, as measured in the present study for the first time. Finally, in exploratory analyses, children aged 7–11 in the VR group reported 55% lower worst pain than control subjects in the same age range, whereas children aged 12 to 17 in the VR group only reported 35% lower worst pain than control subjects. Additional research and development using more immersive VR is recommended.