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Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant

Storytelling is innately human, and research has shown it has the powerful ability to "transport" people into a narrative. Literature on the topic of immersion discusses how technology form perceptual illusions to make a user feel detached from reality and create an impactful escapist experience. By examining and synthesizing relevant literature, key methods of storytelling used in theme parks, museums, and virtual environments that are used to deepen immersive experiences were identified. A model of the demonstrated techniques and methods for facilitating immersion through storytelling in these varying contexts has been created to suggest that these methods can be applied to other settings to foster a richer experience for users and guests.
ContributorsWalker, Natalie Simone (Author) / Roscoe, Rod (Thesis director) / Meier, Matt (Committee member) / Department of Psychology (Contributor) / School of Art (Contributor) / Barrett, The Honors College (Contributor)
Created2016-05
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Ineffective transitional care programs for ensuring the continuation of care from acute settings to the home settings post discharge can result in rehospitalization of elderly patients with chronic diseases. Usually, transitional care should be time-sensitive, patient-centered services intended to ensure continuity of care and an efficient transition between health care

Ineffective transitional care programs for ensuring the continuation of care from acute settings to the home settings post discharge can result in rehospitalization of elderly patients with chronic diseases. Usually, transitional care should be time-sensitive, patient-centered services intended to ensure continuity of care and an efficient transition between health care settings or home. A patient centered transitional care program was implemented at an outpatient primary care facility to reduce readmission rates. Institutional Review Board approval was obtained.

Twenty adult patients with chronic diseases discharged from an acute setting were identified. A follow up phone call and/or a home visit within 24-72 hours post discharge was employed. The Care Transitions Measure (CTM®) and Medication Discrepancy Tool (MDT®) were utilized to identify quality of care of transition and medication discrepancies. A chart audit collected data on the age of participant, diagnosis for initial hospitalization, CTM score, home visit, and ED visits or re-hospitalizations after 30 days of discharge. The outcome indicated that transitional care within primary care utilizing evidence-based practices is beneficial in reducing readmission rates. A logistic regression showed model significance, p = .002, suggesting that the CTM score was effective for both telephone support (TS) and home visit (HV).

A correlation analysis showed that as age of participants increased, the CTM score decreased, indicating that older adults required more support. A significance p <.001, of a proportional test indicated that readmission rates after the intervention was lower. It is evident that providing a timely and effective transitional care intervention in a primary care setting can reduce hospital readmissions, improve symptom management and quality of life of adult patients with chronic diseases.

ContributorsAnnor, Wilhelmina Sagoe (Author) / Baker, Laurie (Thesis advisor)
Created2020-05-05
Description

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality

Aphasia is an impairment that affects many different aspects of language and makes it more difficult for a person to communicate with those around them. Treatment for aphasia is often administered by a speech-language pathologist in a clinical setting, but researchers have recently begun exploring the potential of virtual reality (VR) interventions. VR provides an immersive environment and can allow multiple users to interact with digitized content. This exploratory paper proposes the design of a VR rehabilitation game –called Pact– for adults with aphasia that aims to improve the word-finding and picture-naming abilities of users to improve communication skills. Additionally, a study is proposed that will assess how well Pact improves the word-finding and picture-naming abilities of users when it is used in conjunction with speech therapy. If the results of the study show an increase in word-finding and picture-naming scores compared to the control group (patients receiving traditional speech therapy alone), the results would indicate that Pact can achieve its goal of promoting improvement in these domains. There is a further need to examine VR interventions for aphasia, particularly with larger sample sizes that explore the gains associated with or design issues associated with multi-user VR programs.

ContributorsGringorten, Rachel (Author) / Johnson, Mina (Thesis director) / Rogalsky, Corianne (Committee member) / English, Stephen (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / College of Health Solutions (Contributor) / School of Music, Dance and Theatre (Contributor)
Created2023-05
Description
Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve

Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve these outcomes. In this thesis, I propose using virtual reality as a tool for CBSM to improve symptoms and outcomes for non-metastatic breast cancer patients.
ContributorsPodsiadlo, Katherine (Author) / Hartwell, Leland (Thesis director) / Andersen, Karen (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2023-05
Description

Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve

Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve these outcomes. In this thesis, I propose using virtual reality as a tool for CBSM to improve symptoms and outcomes for non-metastatic breast cancer patients.

ContributorsPodsiadlo, Katherine (Author) / Hartwell, Leland (Thesis director) / Andersen, Karen (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2023-05
Description

Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve

Globally, breast cancer is the most common cancer in women. The disease and treatment cause many unfavorable symptoms such as fatigue, pain, and psychological stress. Research suggests that stress may negatively impact survival and recurrence outcomes of breast cancer patients. Cognitive-behavioral stress management (CBSM) programs have been found to improve these outcomes. In this thesis, I propose using virtual reality as a tool for CBSM to improve symptoms and outcomes for non-metastatic breast cancer patients.

ContributorsPodsiadlo, Katherine (Author) / Hartwell, Leland (Thesis director) / Andersen, Karen (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2023-05
Description

Survivors of severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) often experience chronic symptoms that include fatigue, shortness of breath, and brain fog. The collection of ongoing post-COVID-19 symptoms have been classified as Post-Acute Sequela of SARS-CoV-2 (PASC). Older adult patients are especially susceptible to experiencing PASC related complications and have

Survivors of severe acute respiratory syndrome coronavirus 2 (SARS-CoV-2) often experience chronic symptoms that include fatigue, shortness of breath, and brain fog. The collection of ongoing post-COVID-19 symptoms have been classified as Post-Acute Sequela of SARS-CoV-2 (PASC). Older adult patients are especially susceptible to experiencing PASC related complications and have a high risk for long-term cognitive impairment symptoms. Definitions for categorizing PASC- associated cognitive impairment and neuropsychological assessments used to evaluate cognitive impairment are inconsistent between studies examining older adults. This systematic review aims to identify which neuropsychological tests best identify cognitive impairments associated with PASC and suggest a guide to standardize the measurement of PASC-related cognitive impairments. Through a literature search using PubMed, we included within this review 14 studies that fulfilled our inclusion and exclusion criteria evaluating middle-aged and older adult populations affected by PASC-associated cognitive impairments. The majority of the studies used tests designed to screen for general cognitive function to test for the prevalence of cognitive impairment, with the most common one being Montreal Cognitive Assessment (MoCA), followed by MMSE and TICS. MoCA reported the highest prevalence of the general cognitive screeners which suggests higher sensitivity and specificity. Telephone Interview for Cognitive Status (TICS) demonstrated similar scores as MoCA despite administration being remote while MMSE identified the lowest prevalence. Four studies also used domain-specific cognitive evaluations and reported instances of cognitive impairment in individuals who had previously tested healthy. Furthermore, the results gathered in this review were stratified based on disease symptom severity. This review identifies MoCA to be better suited for evaluating general cognitive impairment in older adults. TICS has the added utility in being able to access a wider range of older adults through remote screening. Disease severity must be clearly defined to allow better comparisons between studies and allow for standardization. Early identification of PASC-associated cognitive impairment in middle-aged and older adults can be performed using general cognitive function evaluations and administering a baseline cognitive evaluation one month after infection is suggested.

ContributorsCuc, Nicklus (Author) / Ng, Ted (Thesis director) / Maxfield, Molly (Committee member) / Barrett, The Honors College (Contributor) / School of Life Sciences (Contributor) / Department of Psychology (Contributor)
Created2023-05
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Description
Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied

Virtual reality (VR) educational games are growing in demand, partly because of evidence found of the benefit of using embodied gestures in educational VR games. Little research has investigated how presence, which is the subjective experience of existing in a virtual world, impacts player learning gains when playing an embodied STEM VR games. The current study investigates how presence impacts learning gains in four conditions. This study evaluated 122 participants’ subjective experiences of presence via an experimenter-designed Presence Scale after playing an educational STEM VR game. ANOVAs were conducted to evaluate differences in learning gains by condition and to also ascertain how presence was affected by cognitive load. Results revealed that presence did not impact learning gains, although high embodiment and high immersion significantly predicted presence. These findings contribute to understanding the effects of embodiment on VR educational games, and how to design for VR user-ability.
ContributorsKalina, Elena Aleksandra (Author) / Johnson-Glenberg, Mina C. (Thesis director) / Presson, Clark (Committee member) / McClure, Sammuel (Committee member) / Department of Psychology (Contributor) / Barrett, The Honors College (Contributor)
Created2019-12
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Description
Purpose: To implement a non-pharmacologic approach to reduce anxiety in patients receiving radiation treatment.

Background and Significance: Anxiety is a prevalent health problem affecting up to 30% of the general population. Over 95% of radiation oncology patients report anxiety often related to not knowing what to expect during treatments. The current

Purpose: To implement a non-pharmacologic approach to reduce anxiety in patients receiving radiation treatment.

Background and Significance: Anxiety is a prevalent health problem affecting up to 30% of the general population. Over 95% of radiation oncology patients report anxiety often related to not knowing what to expect during treatments. The current guideline for management of anxiety is the use of benzodiazepines; which can impose a risk to patients. Evidence demonstrates virtual reality videos can be an effective non-pharmacologic approach to reduce anxiety..

Design: Observational cohort evidence based project.

Setting: Outpatient radiation oncology facility in the Southwest United States.

Sample: 40 patients who have not previously undergone radiation therapy, but have been prescribed radiation treatments for malignant or non malignant conditions.

Methods: Patients who had not previously undergone radiation treatments were identified based on chart review and consented for participation in the project. The patient's were assessed for both their general (trait) anxiety and situational (state) anxiety using The State Trait Anxiety inventory (STAI). They were then shown a virtual reality video that walked them through what they would experience during their radiation treatment. The patient's were re-administered the STAI questionnaire following the video to assess any change in anxiety levels.

Variables: Trait and State anxiety scores before and after the virtual reality video intervention.

Findings/Outcomes: A paired t-test was conducted to assess the data. There was a significant difference in the state anxiety scores pre intervention (m = 32.65, SD = 11.47) and post intervention (M = 25.50, SD 8.95), p =< 0.001.

Conclusions: The use of virtual reality videos was an effective non-pharmacological approach to reduce anxiety in patients receiving radiation treatment.

Implications for nursing: The results provide support for the use of a virtual reality intervention as a non-pharmacologic option to reduce anxiety for patients.
ContributorsColao, Deirdre (Author) / Baker, Laurie (Thesis advisor)
Created2017-05-02
Description
As the second most common neurodegenerative disorder, Parkinson’s affects around 1 million people in the United States, and 10 million worldwide (Parkinson’s Foundation). Thus there are 10 million people who are suffering from a disorder with no cure. Because of this, treatment of Parkinson’s disease and management of symptoms is

As the second most common neurodegenerative disorder, Parkinson’s affects around 1 million people in the United States, and 10 million worldwide (Parkinson’s Foundation). Thus there are 10 million people who are suffering from a disorder with no cure. Because of this, treatment of Parkinson’s disease and management of symptoms is crucial as the disease advances. Some non-physical symptoms include anxiety, sleep troubles, fatigue, and loss of smell, while some physical symptoms include a resting tremor, bradykinesia, dyskinesia, instability, and rigidity (Parkinson’s Foundation, 2023). These symptoms lead to gait instability, gait freezing, higher fall risks, an overall lack of flexibility, and a struggle with dual-task performance (Johannson et al., 2023). The goal of this thesis project is to create a game design document and potential study outline of a Virtual Reality (VR) game that targets upper body bradykinesia and allows Parkinson’s patients to improve their arm mobility and decrease rigidity and reaction time. This game, REACH, is designed to be used in conjunction with weekly physical therapy, and progress within the game should be monitored by the therapist. Because it is important for rehabilitation to be individualized for each patient, in this game, the patient’s physical therapist will select a “level”, which corresponds to the patient’s range of motion (ROM) and reaction time. However, the exercise game will keep track of performance and log the degrees of motion, corresponding reaction time, and time on task. This performance profile will allow the therapist to monitor the patient's progress and make well-informed decisions about the patient’s progress and goals.
ContributorsHurley, Lauren (Author) / Johnson, Mina (Thesis director) / Parsons, Thomas (Committee member) / Coon, David (Committee member) / Barrett, The Honors College (Contributor) / Department of Psychology (Contributor) / College of Integrative Sciences and Arts (Contributor) / College of Health Solutions (Contributor)
Created2023-12