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dc.contributor.authorPasiak, Jaroslaw
dc.contributor.authorPasiak, Wojciech
dc.date.accessioned2022-09-02T07:48:50Z
dc.date.available2022-09-02T07:48:50Z
dc.date.issued2022-06-01
dc.date.submitted2022-08-12T22:00:13Z
dc.identifier.urihttps://hdl.handle.net/11250/3015297
dc.description.abstractPsychosis is a severe psychological condition that affects some people, including adolescents. Unfortunately, treating psychosis and psychotic disorders takes a long time. Cognitive Behavioral Therapy (CBT) and CBT for treating psychosis (CBTp) promise the most effective treatment; however, it is too long, considerably affects patients’ individual lives, and involves high individual costs. Using Virtual Reality (VR) technology, behavioral experiments in CBTp can be carried out during therapy sessions by exposing the patient to simulated social scenarios that they find challenging. This CBT-supported process promises improvements in increased patients’ experiences and allows patient gains in their regular lives. This report illustrates the development based on a VR-assisted treatment protocol currently being developed and clinically tested at the Department of Child and Adolescent Psychiatry at Haukeland University Hospital, Bergen, Norway, and the possibilities of a VR self-help application as a supplement to clinical sessions. Furthermore, patients will be able to perform different social-training exercises in familiar home conditions using the therapists’ defined guidelines prepared beforehand. This project application uses VR technology and speech recognition to reach this goal of self-help treatment. With the help of speech recognition, the VR application can understand what the patient is saying, provide appropriate feedback, and assure a flow in the conversation through the different scenarios. An iterative mixed method, including system usability tests and follow-up interviews with clinical domain experts, was conducted to test this application’s usability and feasibility. First testing iterations’ System Usability Scale (SUS) results were positive and indicated concrete issues for improvement. Moreover, the final testing iteration delivered excellent results, showing the possibility of using a VR-supported self-help treatment for psychosis. Psychosis is a severe psychological condition that affects some people, including adolescents. Unfortunately, treating psychosis and psychotic disorders takes a long time. Cognitive Behavioral Therapy (CBT) and CBT for treating psychosis (CBTp) promise the most effective treatment; however, it is too long, considerably affects patients’ individual lives, and involves high individual costs. Using Virtual Reality (VR) technology, behavioral experiments in CBTp can be carried out during therapy sessions by exposing the patient to simulated social scenarios that they find challenging. This CBT-supported process promises improvements in increased patients’ experiences and allows patient gains in their regular lives. This report illustrates the development based on a VR-assisted treatment protocol currently being developed and clinically tested at the Department of Child and Adolescent Psychiatry at Haukeland University Hospital, Bergen, Norway, and the possibilities of a VR self-help application as a supplement to clinical sessions. Furthermore, patients will be able to perform different social-training exercises in familiar home conditions using the therapists’ defined guidelines prepared beforehand. This research application uses VR technology and speech recognition to reach this goal of self-help treatment. With the help of speech recognition, the VR application can understand what the patient is saying, provide appropriate feedback, and assure a flow in the conversation through the different scenarios. An iterative mixed method, including system usability tests and follow-up interviews with clinical domain experts, was conducted to test this application’s usability and feasibility. First testing iterations’ System Usability Scale (SUS) results were positive and indicated concrete issues for improvement. Moreover, the final testing iteration delivered excellent results, showing the possibility of using a VR-supported self-help treatment for psychosis.
dc.language.isoeng
dc.publisherThe University of Bergen
dc.rightsCopyright the Author. All rights reserved
dc.subjectVirtual Reality
dc.subjectCBT
dc.subjectAgile
dc.subjectVRET
dc.subjectSubjective units of Distress scale
dc.subjectVRCBT
dc.subjectSUS
dc.subjectUnity
dc.subjectWit.ai
dc.subjectOculus Quest
dc.subjectSystem Usability Scale
dc.subjectDesign Science
dc.subjectself-help
dc.subjectVirtual Reality Exposure Therapy
dc.subjectSpeech Recognition
dc.subjectSupplement
dc.subjectIntent Recognition
dc.subjectSpeech to Text
dc.subjectSTT
dc.subjectSerious Games
dc.subjectSUDs
dc.subjectMeta
dc.subjectTreatment
dc.subjectCognitive Behavioral Therapy
dc.subjectCBTp
dc.subjectVR
dc.subjectMicrosoft
dc.subjectPsychosis
dc.titleVR supported self-help treatment for adolescents with psychosis
dc.typeMaster thesis
dc.date.updated2022-08-12T22:00:13Z
dc.rights.holderCopyright the Author. All rights reserved
dc.description.degreeMasteroppgave i Programutvikling samarbeid med HVL
dc.description.localcodePROG399
dc.description.localcodeMAMN-PROG
dc.subject.nus754199
fs.subjectcodePROG399
fs.unitcode12-12-0


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