Abstract:The current research aims to investigate the effectiveness of brain-rewiring techniques applied in virtual reality environments as a pioneer intervention for people with learning disabilities and various disorders. In addition, we examine whether these VR-assisted techniques can improve metacognitive skills. Specifically, we emphasize the advantage of VR clinical hypnosis, VR neurolinguistic programming, VR subliminal training, VR fast learning, VR mindfulness, and VR breathing training. The results of this re… Show more
“…More research can be done on how VR or AR can facilitate strategy learning and enhance the effectiveness of evidence-based programs such as IPS. Robust studies could also be conducted on the use of VR or AR on other therapeutic interventions such as metacognition training ( 73 , 74 ). In addition, the use of a consistent set of standardized functional outcome measures will enable the pooling of outcome data.…”
ObjectivesVirtual reality and augmented reality have been used in psychosocial rehabilitation for adults with neurodevelopmental disorders in recent years, to provide functional training in a scaffolded and appealing manner. This systematic review attempted to evaluate (1) how virtual reality or augmented reality technology was deployed, when used as an intervention for adults with neurodevelopmental disorders; and (2) how virtual or augmented reality-assisted psychosocial rehabilitation programs impacted on the functional domains of community living, employment and social participation.MethodsThe Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was adopted and a search of publications between June 2012 and June 2022 was carried out. The target groups were adults with schizophrenia/schizoaffective disorders, autism spectrum disorder, intellectual disabilities and attention deficit hyperactivity disorder. Interventions that targeted at least one functional domain were included.ResultsThe database search generated 1,267 records and 38 studies met the inclusion criteria. Three studies utilized augmented reality while the rest utilized virtual reality. The virtual scenarios were displayed in various ways, such as head-mounted displays, computer screens, mobile devices and cave rooms. A few studies also used features such as speech recognition, eye tracking and motion-capture device to provide real-time feedback to participants during rehabilitation. Eleven studies reported interventions that addressed community living, 15 studies addressed vocational skills and nine studies trained participants in social skills or social cognition. Three studies sought to improve quality of life using virtual scenarios to expose participants to various situations. Majority of these studies reported preliminary promising results, with improvement in the functional domains addressed. However, several studies had small sample sizes and many single-arm pretest-posttest studies were assessed to be of serious or critical risk of bias.ConclusionVirtual reality and augmented reality are deployed in various ways to augment psychosocial rehabilitation for adults with neurodevelopmental disorders. Most interventions target skills training or strategy learning in the areas of community living, work and social participation. Preliminary positive findings of their effects on functional performance were reported. Larger and robust studies using ecologically valid outcome measures will be needed to establish their effects on real-world functional outcomes.Systematic review registrationidentifier: CRD42022335443.
“…More research can be done on how VR or AR can facilitate strategy learning and enhance the effectiveness of evidence-based programs such as IPS. Robust studies could also be conducted on the use of VR or AR on other therapeutic interventions such as metacognition training ( 73 , 74 ). In addition, the use of a consistent set of standardized functional outcome measures will enable the pooling of outcome data.…”
ObjectivesVirtual reality and augmented reality have been used in psychosocial rehabilitation for adults with neurodevelopmental disorders in recent years, to provide functional training in a scaffolded and appealing manner. This systematic review attempted to evaluate (1) how virtual reality or augmented reality technology was deployed, when used as an intervention for adults with neurodevelopmental disorders; and (2) how virtual or augmented reality-assisted psychosocial rehabilitation programs impacted on the functional domains of community living, employment and social participation.MethodsThe Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines was adopted and a search of publications between June 2012 and June 2022 was carried out. The target groups were adults with schizophrenia/schizoaffective disorders, autism spectrum disorder, intellectual disabilities and attention deficit hyperactivity disorder. Interventions that targeted at least one functional domain were included.ResultsThe database search generated 1,267 records and 38 studies met the inclusion criteria. Three studies utilized augmented reality while the rest utilized virtual reality. The virtual scenarios were displayed in various ways, such as head-mounted displays, computer screens, mobile devices and cave rooms. A few studies also used features such as speech recognition, eye tracking and motion-capture device to provide real-time feedback to participants during rehabilitation. Eleven studies reported interventions that addressed community living, 15 studies addressed vocational skills and nine studies trained participants in social skills or social cognition. Three studies sought to improve quality of life using virtual scenarios to expose participants to various situations. Majority of these studies reported preliminary promising results, with improvement in the functional domains addressed. However, several studies had small sample sizes and many single-arm pretest-posttest studies were assessed to be of serious or critical risk of bias.ConclusionVirtual reality and augmented reality are deployed in various ways to augment psychosocial rehabilitation for adults with neurodevelopmental disorders. Most interventions target skills training or strategy learning in the areas of community living, work and social participation. Preliminary positive findings of their effects on functional performance were reported. Larger and robust studies using ecologically valid outcome measures will be needed to establish their effects on real-world functional outcomes.Systematic review registrationidentifier: CRD42022335443.
“…In addition, virtual reality can facilitate autobiographic memory retrieval, which provides great opportunities for people with memory impairment. Most important, VR facilitates the reactivation, extinction, and reconsolidation of memories boosting relearning and unlearning processes [ 93 , 101 , 102 ]. Therefore, it is apparent that virtual reality provides a wide range of opportunities for metamemory training that permit learners to take control of their memory, make appropriate decisions, and acquire a better understanding of memory functions.…”
Memory is one of the most vital cognitive functions, affecting almost all aspects of human life. Meta-memory is considered a special part of metacognition that enables humans to acquire mnemonic knowledge and meta-skills to take control of their memory functions. In the digital era, the use of mobile applications to improve memory is constantly gaining ground, while virtual reality is considered a promising technology for memory rehabilitation. The current study aimed to present a metamemory framework based on eight fundamental principles of metacognition. The theoretical model is complemented by a set of meta-mnemonic strategies while emphasizing the role of virtual reality and mobile applications in metamemory skills training. The metamemory strategies framework supported by virtual reality and mobile applications provides a training paradigm for implementation in general, special, and vocational education.
“…To construct a Q-population in this study, a literature review was performed, and in-depth interviews were conducted with 5 rehabilitation specialists who had experience administering augmented and immersive VR programs 10 times or more. To construct statements, first, the researchers derived a total of 53 statements regarding rehabilitation specialists’ experience with VR program administration, from news articles and previous studies [ 10 , 11 , 12 , 36 , 37 , 38 ]. Next, 5 rehabilitation specialists were interviewed and as a result, 21 statements were added, therefore there was a total of 74 statements.…”
Section: Methodsmentioning
confidence: 99%
“…VR has been utilised in fields such as healthcare, education, rehabilitation, industries, and games [ 2 , 3 , 4 , 5 , 6 , 7 ]. In particular, studies have been conducted to develop various programs for rehabilitation of the elderly and the disabled to investigate the effects [ 8 , 9 , 10 , 11 , 12 , 13 , 14 ]. Hence, based on the strengths of VR technology, its applicability as a rehabilitation and therapeutic tool is vast [ 15 ].…”
This study aimed to analyse the types and characteristics of rehabilitation specialists’ experience in administering virtual reality (VR) programs using Q methodology as well as provide basic data regarding the introduction of VR programs in rehabilitation therapy. Thirty-three statements were derived based on a literature review and an in-depth interview with rehabilitation specialists. Q-sorting was performed by a Q-sample of 22 rehabilitation specialists with experience administering VR programs. Data were analysed using the QUANL Program. Rehabilitation specialists’ experience with administering VR programs were classified into three types: type 1 was labelled ‘the need to develop VR programs customised for disability level and type’, type 2 was labelled ‘emphasis on experts’ role of paying attention continuously and their experience’, and type 3 was labelled ‘the need to develop safety equipment by disability type’. The study’s findings demonstrate that there are a variety of rehabilitation specialists’ perceptions on their experience administering VR programs. This study is of significance because it suggests ways to improve VR programs for disabled people, with the consultation of rehabilitation specialists. In addition, rehabilitation specialists’ perceptions on VR programs have not been explored before.
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