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"Rizzo, Albert"
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Clinical Virtual Reality tools to advance the prevention, assessment, and treatment of PTSD
2017
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in Operation Enduring Freedom/Operation Iraqi Freedom/Operation New Dawn (OEF/OIF/OND) military personnel has created a significant behavioural healthcare challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. The current article presents the use of Virtual Reality (VR) as a clinical tool to address the assessment, prevention, and treatment of PTSD, based on the VR projects that were evolved at the University of Southern California Institute for Creative Technologies since 2004. A brief discussion of the definition and rationale for the clinical use of VR is followed by a description of a VR application designed for the delivery of prolonged exposure (PE) for treating Service Members (SMs) and Veterans with combat- and sexual assault-related PTSD. The expansion of the virtual treatment simulations of Iraq and Afghanistan for PTSD assessment and prevention is then presented. This is followed by a forward-looking discussion that details early efforts to develop virtual human agent systems that serve the role of virtual patients for training the next generation of clinical providers, as healthcare guides that can be used to support anonymous access to trauma-relevant behavioural healthcare information, and as clinical interviewers capable of automated behaviour analysis of users to infer psychological state. The paper will conclude with a discussion of VR as a tool for breaking down barriers to care in addition to its direct application in assessment and intervention.
Journal Article
Relationships Between Parent Ratings of Attention-Deficit/Hyperactivity Disorder Behaviors and the Virtual Reality Attention Tracker in School-Aged Children: Cross-Sectional Study
by
Rizzo, Albert “Skip”
,
Rui, Cuiziyi
,
Bi, Bo
in
Analysis
,
Attention
,
Attention Deficit Disorder (ADD/ADHD)
2025
Attention-deficit/hyperactivity disorder (ADHD) is a common neurodevelopmental disorder with symptoms of inattention, hyperactivity, and impulsivity, which can significantly impact social functioning. Traditional ADHD diagnostic methods rely on subjective behavioral ratings and neuropsychological tests, but these tools may have limitations, including biases and restricted ecological validity.
This study aimed to explore the relationship between parental ratings of ADHD symptoms and performance on a Virtual Reality Attention Task (VRAT) in school-aged children. The objective was to examine whether the VRAT could provide an objective, ecologically valid measure of ADHD symptoms, and how it correlates with established ADHD rating scales, namely the Swanson Nolan and Pelham, Version IV Scale-Parent Scales (SNAP-IV) and the Chinese version of the Conners' Parent Rating Scale-Revised (CPRS-48).
A total of 425 school-aged children (6 to 8 years old) participated in this cross-sectional study. They completed the VRAT, a continuous performance test embedded within an immersive virtual classroom, while their parents completed the SNAP-IV and CPRS-48 rating scales. Bivariate correlational analysis and receiver operating characteristic curve analysis were used to examine the relationships between the VRAT and rating scales, as well as the discriminatory capacity of the VRAT.
VRAT shows several correlations with the SNAP-IV subscales and the CPRS-48 subscales. Participants with higher SNAP-IV inattention and hyperactivity scores exhibited lower VRAT attention and motion performance index scores (all P<.001). For the CPRS-48, significant correlations were noted with conduct problems, learning problems, psychosomatic problems, impulsivity-hyperactivity, and attention index, particularly with the attention performance and motion performance indexes (all P<.05). Gender differences were significant in attention and hyperactivity measures of the SNAP-IV and CPRS-48, while only latency showed gender differences in the VRAT. In addition, the receiver operating characteristic analysis indicated that the key performance metrics of VRAT showed moderate discriminatory power, with area under the curve values varying from 0.56 to 0.74.
This study highlights the potential of virtual reality-based assessments such as the VRAT in ADHD diagnostics, providing an innovative approach to evaluating attention in a more immersive and ecologically valid setting. However, given the modest correlation with parent rating scales, it suggests that a combination of objective and subjective assessment tools would provide the most accurate and comprehensive ADHD diagnosis.
Journal Article
Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis
by
Rizzo, Albert
,
Szpak, Ancret
,
Saredakis, Dimitrios
in
Computer applications
,
cybersickness
,
head-mounted display
2020
The use of head-mounted displays (HMD) for virtual reality (VR) application-based purposes including therapy, rehabilitation, and training is increasing. Despite advancements in VR technologies, many users still experience sickness symptoms. VR sickness may be influenced by technological differences within HMDs such as resolution and refresh rate, however, VR content also plays a significant role. The primary objective of this systematic review and meta-analysis was to examine the literature on HMDs that report Simulator Sickness Questionnaire (SSQ) scores to determine the impact of content. User factors associated with VR sickness were also examined. A systematic search was conducted according to PRISMA guidelines. Fifty-five articles met inclusion criteria, representing 3,016 participants (mean age range 19.5-80; 41% female). Findings show gaming content recorded the highest total SSQ mean 34.26 (95%CI 29.57-38.95). VR sickness profiles were also influenced by visual stimulation, locomotion and exposure times. Older samples (mean age ≥35 years) scored significantly lower total SSQ means than younger samples, however, these findings are based on a small evidence base as a limited number of studies included older users. No sex differences were found. Across all types of content, the pooled total SSQ mean was relatively high 28.00 (95%CI 24.66-31.35) compared with recommended SSQ cut-off scores. These findings are of relevance for informing future research and the application of VR in different contexts.
Journal Article
Enhancing exposure therapy for posttraumatic stress disorder (PTSD): a randomized clinical trial of virtual reality and imaginal exposure with a cognitive enhancer
2022
Posttraumatic stress disorder (PTSD) is a significant public health issue. Yet, there are limited treatment options and no data to suggest which treatment will work for whom. We tested the efficacy of virtual reality exposure (VRE) or prolonged imaginal exposure (PE), augmented with D-cycloserine (DCS) for combat-related PTSD. As an exploratory aim, we examined whether brain-derived neurotrophic factor (BDNF) and fatty acid amide hydrolase (FAAH) moderated treatment response. Military personnel with PTSD (
n
= 192) were recruited into a multisite double-blind randomized controlled trial to receive nine weeks of VRE or PE, with DCS or placebo. Primary outcome was the improvement in symptom severity. Randomization was stratified by comorbid depression (MDD) and site. Participants in both VRE and PE showed similar meaningful clinical improvement with no difference between the treatment groups. A significant interaction (
p
= 0.45) suggested VRE was more effective for depressed participants (CAPS difference M = 3.51 [95% CI 1.17–5.86],
p
= 0.004, ES = 0.14) while PE was more effective for nondepressed participants (M = −8.87 [95% CI −11.33 to −6.40],
p
< 0.001, ES = −0.44). The main effect of DCS vs. placebo was not significant. Augmentation by MDD interaction (
p
= 0.073) suggested that depressed participants improved more on placebo (M = −8.43 [95% CI −10.98 to −5.88],
p
< 0.001, ES = −0.42); DCS and placebo were equally effective for nondepressed participants. There was an apparent moderating effect of BDNF Val66Met polymorphism on DCS augmentation (ES = 0.67). Met66 allele carriers improved more on DCS (ES = −0.25). FAAH 385 A carriers improved more than non-carriers (ES = 0.33), particularly those with MDD (ES = 0.62). This study provides a step toward precision therapeutics for PTSD by demonstrating that comorbid MDD and genetic markers may help guide treatment selection.
ClinicalTrials.gov Identifier: NCT01352637.
Journal Article
Recommendations for Methodology of Virtual Reality Clinical Trials in Health Care by an International Working Group: Iterative Study
by
Conovitz, Samuel
,
Khalil, Carine
,
Liu, Xiaoyu
in
Best practice
,
Clinical outcomes
,
Clinical trials
2019
Therapeutic virtual reality (VR) has emerged as an efficacious treatment modality for a wide range of health conditions. However, despite encouraging outcomes from early stage research, a consensus for the best way to develop and evaluate VR treatments within a scientific framework is needed.
We aimed to develop a methodological framework with input from an international working group in order to guide the design, implementation, analysis, interpretation, and communication of trials that develop and test VR treatments.
A group of 21 international experts was recruited based on their contributions to the VR literature. The resulting Virtual Reality Clinical Outcomes Research Experts held iterative meetings to seek consensus on best practices for the development and testing of VR treatments.
The interactions were transcribed, and key themes were identified to develop a scientific framework in order to support best practices in methodology of clinical VR trials. Using the Food and Drug Administration Phase I-III pharmacotherapy model as guidance, a framework emerged to support three phases of VR clinical study designs-VR1, VR2, and VR3. VR1 studies focus on content development by working with patients and providers through the principles of human-centered design. VR2 trials conduct early testing with a focus on feasibility, acceptability, tolerability, and initial clinical efficacy. VR3 trials are randomized, controlled studies that evaluate efficacy against a control condition. Best practice recommendations for each trial were provided.
Patients, providers, payers, and regulators should consider this best practice framework when assessing the validity of VR treatments.
Journal Article
Virtual Standardized Patients vs Academic Training for Learning Motivational Interviewing Skills in the US Department of Veterans Affairs and the US Military
by
Rizzo, Albert “Skip”
,
Reger, Greg M.
,
Baer, John S.
in
Adult
,
Education, Medical - methods
,
Female
2020
Despite the need for effective and scalable training in motivational interviewing (MI) that includes posttraining coaching and feedback, limited evidence exists regarding the effectiveness of using virtual (computerized) standardized patients (VSPs) in such training.
To evaluate the efficacy of training with a VSP on the acquisition and maintenance of MI skills compared with traditional academic study.
This study was a 2-group, parallel-training randomized trial of 120 volunteer health care professionals recruited from a Department of Veterans Affairs and Department of Defense medical facility. Motivational interviewing skill was coded by external experts blinded to training group and skill assessment time points. Data were collected from October 17, 2016, to August 12, 2019.
After a computer course on MI, participants trained during two 45-minute sessions separated by 3 months. The 2 randomized training conditions included a branching storyline VSP, which provided MI skill rehearsal with immediate and summative feedback, and a control condition, which included academic study of content from the computerized MI course.
Measurement of MI skill was based on recorded conversations with human standardized patients, assessed using the Motivational Interviewing Treatment Integrity 4.2.1 coding system, measured at baseline, after training, and after additional training in the randomized condition 3 months later.
A total of 120 volunteers (83 [69%] women), with a mean (SD) of 13.6 (10.3) years of health care experience, participated in the study; 61 were randomized to receive the intervention, and 59 were randomized to the control group. Those assigned to VSP training had significantly greater posttraining improvement in technical global scores (0.23; 95% CI, 0.03-0.44; P = .02), relational global scores (0.57; 95% CI, 0.33-0.81; P = .001), and the reflection-to-question ratio (0.23; 95% CI, 0.15-0.31; P = .001). Differences were maintained after the 3-month additional training session, with more improvements achieved after the 3-month training for the VSP trainees on the reflection-to- question ratio (0.15; 95% CI, 0.07-0.24; P = .001).
This randomized trial demonstrated a successful transfer of training from a VSP to human standardized patients. The VSP MI skill outcomes were better than those achieved with academic study and were maintained over time. Virtual standardized patients have the potential to facilitate dissemination of MI and may be useful for training in other evidence-based skills and treatments.
ClinicalTrials.gov Identifier: NCT04558060.
Journal Article
Virtual Reality Applications to Address the Wounds of War
by
Albert “Skip” Rizzo
,
Thomas Talbot
,
JoAnn Difede
in
Military personnel
,
Post traumatic stress disorder
,
Psychiatry
2013
Numerous reports indicate that the incidence of posttraumatic stress disorder (PTSD) in returning Operation Enduring Freedom/Operation Iraqi Freedom (OEF/OIF) military personnel is creating a significant behavioral health care challenge. These findings have served to motivate research on how to better develop and disseminate evidence-based treatments for PTSD. This article details how virtual reality applications are being designed and implemented across various points in the military deployment cycle to prevent, identify, and treat combat-related PTSD in OEF/OIF service members and veterans. [PUBLICATION ABSTRACT]
Journal Article
A virtual reality program to assess cognitive function in multiple sclerosis: A pilot study
2023
Introduction: Cognitive impairment is a debilitating symptom in people with multiple sclerosis (MS). Most of the neuropsychological tasks have little resemblance to everyday life. There is a need for ecologically valid tools for assessing cognition in real-life functional contexts in MS. One potential solution would involve the use of virtual reality (VR) to exert finer control over the task presentation environment; however, VR studies in the MS population are scarce. Objectives: To explore the utility and feasibility of a VR program for cognitive assessment in MS. Methods: A VR classroom embedded with a continuous performance task (CPT) was assessed in 10 non-MS adults and 10 people with MS with low cognitive functioning. Participants performed the CPT with distractors (i.e., WD) and without distractors (i.e., ND). The Symbol Digit Modalities Test (SDMT), California Verbal Learning Test—II (CVLT-II), and a feedback survey on the VR program was administered. Results: People with MS exhibited greater reaction time variability (RTV) compared to non-MS participants, and greater RTV in both WD and ND conditions was associated with lower SDMT. Conclusions: VR tools warrant further research to determine their value as an ecologically valid platform for assessing cognition and everyday functioning in people with MS.
Journal Article
Virtual Reality Exposure Therapy for Post-Traumatic Stress Disorder and Other Anxiety Disorders
by
Rizzo, Albert
,
Cukor, Judith
,
Rothbaum, Barbara Olasov
in
Anxiety disorders
,
Anxiety Disorders - therapy
,
Clinical Trials as Topic
2010
Anxiety disorders, including phobias and post-traumatic stress disorder, are common and disabling disorders that often involve avoidance behavior. Cognitive-behavioral treatments, specifically imaginal and in vivo forms of exposure therapy, have been accepted and successful forms of treatment for these disorders. Virtual reality exposure therapy, an alternative to more traditional exposure-based therapies, involves immersion in a computer-generated virtual environment that minimizes avoidance and facilitates emotional processing. In this article, we review evidence on the application of virtual reality exposure therapy to the treatment of specific phobias and post-traumatic stress disorder and discuss its advantages and cautions.
Journal Article