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17/06/2019 1 INSTITUTE OF PSYCHIATRY, PSYCHOLOGY & NEUROSCIENCE USING VIRTUAL REALITY FOR MENTAL HEALTH Department of Psychology Institute of Psychiatry, Psychology and Neuroscience @Lucia_Valmaggia Dr Lucia Valmaggia Reader in Clinical Psychology and Digital Mental Health Palermo, 27th May 2019 Week 2 – Lorem ipsum Virtual reality and mental health 2 Introduction What virtual reality (VR) Some examples from our work Key challenges facing VR. Week 2 – Lorem ipsum Virtual reality and mental health 3 Morton Heilig developed the first commercial VR system in 1956. 1994 first used in psychological interventions (North and North, 1994). Ivan Sutherland and Bob Spoull’s created the head-mounted display in 1967. 2012 Oculus prototype 2014-2015 Cardboard VR; Oculus DK2; Gear VR; Others 2016 Oculus Rift; Sony; HTC Vive and others 2018 Oculus-Go and other wireless devices 1950s 1960s 1970s 1980s 1990s 2000s 2010s Virtual reality 2019 Oculus-Quest Week 2 – Lorem ipsum Virtual reality and mental health 4 Virtual reality is booming The Goldman Sachs Group, Inc. (2016) Profiles in Innovation: Virtual & Augmented Reality, Understanding the race for the next computing platform Key sectors for investment: Video games ($11.6bn) Healthcare ($5.1bn) Education ($0.7bn) Week 2 – Lorem ipsum Virtual reality and mental health 5 Safety and ethical concerns Virtual reality has been shown to be a safe tool, suitable for children, teenagers, adult including when experiencing mental health problems. Brien et al. (2011); Josman et al. (2008); Parsons et al. (2007); Valmaggia et al. 2016) Week 2 – Lorem ipsum Virtual reality and mental health 6 A sense of presence Virtual reality gives a ‘sense of being there’. The immersive nature of virtual reality environments is unique because it allows for real time experience of emotions. Body responses: increased heart rate Galvanic skin response Full environment immersion

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17/06/2019

1

INSTITUTE OF PSYCHIATRY,PSYCHOLOGY & NEUROSCIENCE

USING VIRTUAL REALITY FOR MENTAL HEALTH

Department of PsychologyInstitute of Psychiatry, Psychology and Neuroscience

@Lucia_Valmaggia

Dr Lucia ValmaggiaReader in Clinical Psychology and Digital Mental Health

Palermo, 27th May 2019

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Introduction

What virtual reality (VR)

Some examples from our work

Key challenges facing VR.

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Morton Heilig developed the first commercial VR system in 1956.

1994 first used in psychological interventions (North and North, 1994).

Ivan Sutherland and Bob Spoull’screated the head-mounted display in 1967.

2012 Oculus prototype

2014-2015 Cardboard VR; Oculus DK2; Gear VR; Others

2016 Oculus Rift; Sony; HTC Vive and others

2018 Oculus-Go and other wireless devices

1950s 1960s 1970s 1980s 1990s 2000s 2010s

Virtual reality

2019 Oculus-Quest

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Virtual reality is booming

The Goldman Sachs Group, Inc. (2016)

Profiles in Innovation: Virtual & Augmented Reality, Understanding the race for the next computing platform

Key sectors for investment:

Video games ($11.6bn)

Healthcare ($5.1bn)

Education ($0.7bn)

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Safety and ethical concerns

Virtual reality has been shown to be a safe tool, suitable for children, teenagers, adult including when experiencing mental health problems.

Brien et al. (2011); Josmanet al. (2008); Parsons et al. (2007); Valmaggiaet al. 2016)

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A sense of presence

Virtual reality gives a ‘sense of being there’.

The immersive nature of virtual reality environments is unique because it allows for real time experience of emotions.

Body responses: • increased heart rate• Galvanic skin response

Full environment immersion

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A sense of presenceUncanny Valley

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VR has high ecological validity

Loomis et al. (1999)

Virtual reality

Real life setting

Consultation setting / Lab

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How is VR used in psychology?

Experimental psychology

Aims to understand human cognitive processes, such as sense of presence, perception or proprioception

Neuropsychology

Aims to assess cognitive functions, such as memory or planning

Clinical psychology

Aims to assess and treat mental health disorders

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Assessment and Treatment of mental health problems using VR

• enables the assessment of symptoms as they occur

• typically used as an exposure technique

• enables a tailored intervention with virtual reality assisted therapy

• helps the patient to build up sufficient coping strategies in a safe environment

Virtual reality:

• enables the assessment of cognitive functioning in real time

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• Psychological processes and mechanisms associated with the onset and maintenance of paranoid ideation and auditory hallucinations.

• Testing real time response to new medication• Virtual reality assisted therapy for psychosis.• VR for negative symptoms• Body image and eating disorders.• Social anxiety in autism.• VR games to promote physical activity• VR to increase resilience• Unconscious bias training for health professionals.

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Research: underlying mechanisms, testing effect of intervention in real life

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• interpersonal sensitivity• childhood bullying victimisation • physical assault• perceived ethnic discrimination• social defeat• population density and ethnic density • paranoid ideation• anomalous experiences• self-confidence• self-comparison• physiological activation• behavioural response It is SAFE

VR as Assessment and Research method

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Virtual reality assisted assessment and therapy

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Evidence Base: VR Treatment

Limitations:Older studies High drop-out rates (too confronting, or cyber-sickness)Small sample sizes and lacked statistical power

Main findingsVR more effective than treatment as usualVR as effective of more than cognitive behaviour therapy

Valmaggia et al 2016; Freeman et al 2017

• Eating disorders• Agoraphobia with or without panic disorder • Phobias• Anxiety disorders • Social anxiety• PTSD• Psychosis• Autism

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Evidence base for VR in Psychosis

• Immersive VR is safe, no symptom worsening• VR has the potential to be an effective additional tool for neurocognitive

evaluation in psychosis, but it is still in its infancy• Validity and reliability of VR as a neurocognitive assessment tool remains to be

established. • VR enables the introduction of virtual agents and the manipulation of

interpersonal communication cues (sounds, laughs, affect, prosody), enhancing the emotional, social and functional assessment.

• Early days!Rus-Calafell et al 2018 Psychological Medicine

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VR Assisted Assessment and Therapy

Valmaggia, Rus-Calafell, Garety 2015 Software Unity, VR developer: Virtualware

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VR in PICUP Clinic

• Implementation of VR in ‘real clinical setting’• Therapist acceptance• Service users Acceptance

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Negative symptoms

V-NEsT: Virtual Reality Supported Therapy for the Negative Symptoms of Psychosis

The mechanism: Reward learning

The VR Intervention:• To reconstruct everyday situations that are difficult for people with

negative symptoms.• This will enable therapists to provide real-time feedback on everyday

tasks and focus on improving cognitive regulation processing.

Dr Matteo Cella

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Prevention and New Interventions

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• to examine the developmental origins of mental health problems in diverse ethnic groups in an accelerated cohort study ...

• ... and, from this, identify modifiable risk and protective factors and mechanisms

Dr Charlotte Gayer-Anderson Prof Craig Morgan

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age 11, 12 age 12, 13 age 13, 14 age 14, 15 age 15, 16

Time 1

(2,760)

Cohort 1 Cohort 2 Cohort 3 - -

Time 2 - Cohort 1 Cohort 2 Cohort 3 -

Time 3 - - Cohort 1 Cohort 2 Cohort 3

Design

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(1) ~ 4,500

mental healthfamily structure, ses

life eventsbullying

discriminationsubstance use

exposure to gangsnetworks and support

integration

coping

(physical, sleep, internet)

(2) ~ 800

mental healthvictimisation

coping, support (resilience)

social cognitionneurocognition

----------------------------(3) ~ 400

virtual reality

hair cortisol

Measures

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Basic data: part 1 N>4000

n % Lambeth % Southwark %

boys 2,026 49.4 50.0 51.7

girls 2,077 50.6 50.0 48.3

free school meals 1,022 26.2 24.2 28.8

black Caribbean 708 18.7 23.2 10.4

black African 1,042 27.6 25.6 28.5

(mixed) 569 15.1 11.8 9.8

white British 470 12.4 10.4 20.2

white non-British 326 8.6 13.0 7.7

other 665 17.6 16.0 24.4

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initial findings (n 200)

• Higher suspicious thoughts in VR environment: β (95% CI) p

Boys (vs girls) 0.10 (-1.07 1.28) 0.863

Ethnicity (vs white British)

Black African -1.61 (-3.05 -0.18) 0.028

Black Caribbean -2.54 (-4.40 -0.68) 0.007

Mixed -0.57 (-2.13 0.99) 0.477

Other -1.59 (-3.06 -0.11) 0.035

Other White 0.67 (-1.44 2.79) 0.532

Age 0.11 (-0.38 0.60) 0.665

Born abroad* 0.89 (-1.02 1.29) 0.221

Free school meal* -0.26 (-1.45 0.94) 0.676

Mixed level models used to account for clustering by schools; *adjusted for sex, ethnicity, age;

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initial findings (n 200)

• Higher suspicious thoughts in VR environment:

β (95% CI) p

Bullied at least monthly 1.12 (-0.11 2.35) 0.074

Number of adverse life events 0.32 (0.11 0.52) 0.003

Experiencing discrimination 1.24 (0.18 2.30) 0.022

Having few friends 1.72 (0.59 2.85) 0.003

Having no friend to confide in 1.27 (-0.42 2.97) 0.141

Having no friend who confides in them 1.97 (0.13 3.82) 0.035

Having no adult to confide in 1.12 (-0.62 2.85) 0.207

Feeling lonely for 6months + 1.63 (0.40 2.87) 0.010

Mixed level models used to account for clustering by schools; adjusted for sex, ethnicity, age;

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New Interventions

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Eating disorders

Body Image: Mountford, Tchanturia & Valmaggia (2016)

Current studies in collaboration with Riva et al STUDY 1A) Filming different foods in different environments (public, private) using a 3-D camera.B) Piloting of VR scenarios with community samples. Assessment of cognitions, emotions, behaviors associated with exposure to the scenarios.

STUDY 2Piloting the use of a software to create 2-D personalized avatars for patients to interact with (software previously used for AVATAR therapy in psychosis, Craig et al., 2018).

Dr Valentina Cardi

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Autism

Virtual Reality Supported Therapy for Adolescents with Autism Spectrum Disorders and Social Anxiety

Project starts June 2019

Prof Emily Simonoff

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Tackling Inequalities and Discrimination Experiences in Health Services (TIDES) study funded by a Wellcome Trust Investigator’s Award.• virtual reality to examine how biases and

discrimination impact clinical interactions and treatment recommendations.

Dr Stephani Hatch

VR to tackle Unconscious Bias in health professionals

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Virtual reality applied to healthcare

Pros and cons of virtual reality

Key challenges

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Other important considerations

Immersion level

VR vs augmented reality

Madary & Metzinger (2016) ; Mohr et al. (2013); Valmaggia(2017)

Evidence

Small amount of studies available

Costs and implementation

Cost too high for some medical institutions

Ethical concerns

Data privacy

Isolation

Physiological and experience sampling

method (ESM) measures

Recording people’s wellbeing

EvaluationRCT

VR RCT

Industry, academia and clinical implementation

Bridging the gap between different entities

Training of staff

Training healthcare staff in using digital health assessment and interventions

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The four ‘P's of VR

All these aspects should lead to new interventions.

Hood et al. (2011)

Personalise

Predictive

Preventative

Participatory

Right assessment and treatment, for the right person at the right time

Help to establish which individual factors play a role in the onset of mental health problems

Improve functioning and wellness

Interactive and responsive environments

Vejo vocês no Brasil! Te veo en Brasil! See you in Brazil!

20 -23 September 2020

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• Colleagues in the VR Research Lab• BRC, NIHR• CRF, NIHR• NARSAD• Psychiatry Research Trust• MRC• NIHR

Acknowledgments

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Thank you for your attention