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Record W4294440117 · doi:10.1002/pne2.12086

Virtual reality mobility for burn patients (<scp>VR‐MOBILE</scp>): A <scp>within‐subject‐</scp>controlled trial protocol

2022· article· en· W4294440117 on OpenAlexaff
Sylvie Le May, Christine Genest, Maxime Francoeur, Nicole Hung, Estelle Guingo, Christelle Khadra, Mélanie Noël, Julie Paquette, Andrée-Anne Roy

Bibliographic record

VenuePaediatric and Neonatal Pain · 2022
Typearticle
Languageen
FieldMedicine
TopicPediatric Pain Management Techniques
Canadian institutionsUniversity of CalgaryUniversité de MontréalInstitut Universitaire en Santé Mentale de QuébecUniversité du Québec en Abitibi-TémiscamingueCentre Hospitalier Universitaire Sainte-Justine
Fundersnot available
KeywordsDistractionRandomized controlled trialMedicineVirtual Reality Exposure TherapyAnxietyAnalgesicPhysical therapyProtocol (science)HydrotherapyPsychologyAnesthesiaSurgery

Abstract

fetched live from OpenAlex

In the acute phase, burn patients undergo several painful procedures. Pediatric burn care procedures conducted in hydrotherapy have been known to generate severe pain intensity and moderate to high levels of anxiety. Hydrotherapy treatments are done with the use of opioids and benzodiazepines for pain and anxiety. Unfortunately, nonpharmacological methods are rarely combined with pharmacological treatments despite evidence showing that distraction can serve as an effective method for pain management and can potentially decrease analgesic requirements in other painful medical procedures. Virtual reality (VR) is a method that uses distraction to interact within a virtual environment. The use of VR is promising for pain reduction in varying settings. Considering the lack of optimal pain and anxiety management during burn wound care and the positive effect of an immersive distraction for painful procedures, using VR for burn wound care procedures may show promising results. This is a within-subject randomized controlled trial design in which each participant will serve as his/her own control. A minimum of 20 participants, aged 7 to 17 years old undergoing a burn care session, will receive both standard and experimental treatments during the same session in a randomized order. The experimental treatment will consist of combining VR distraction using the video game Dreamland® to the current standard pharmacological care as per unit protocol. The control group will only receive the unit's standard pharmacological care. The mean difference in both pain intensity scores and in anxiety between the two different sequences will be the primary outcomes of this study. This study evaluates the effect of VR on burn wound care. If results from this study show a positive effect of VR compared to standard care, this protocol may provide guidance on how to implement this type of immersive care as part of the tools available for distraction of painful procedures for acute burn victims.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame machine prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. The Gemma side is a direct model label for every work in the frame, read from the title-only record. The Codex side is a classifier learned from the 10,348 direct Codex labels and calibrated to design-weighted sample rates; fields without enough sample support carry no Codex call. Candidate is the union of the two sides; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels.

metaresearch head score (Codex)0.011
metaresearch head score (Gemma)0.009
Version: metacan-v3-hybrid-931329e0061cValidation status: machine_predicted_unvalidated
Candidate categoriesnone
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Non-randomized trial · Consensus signal: none
GenreCandidate signal: Protocol · Consensus signal: Protocol
Teacher disagreement score0.057
Threshold uncertainty score0.190

Distilled classifier scores by category (both heads)

CategoryCodexGemma
Metaresearch0.0110.009
Meta-epidemiology (narrow)0.0050.002
Meta-epidemiology (broad)0.0080.003
Bibliometrics0.0020.002
Science and technology studies0.0020.002
Scholarly communication0.0020.002
Open science0.0030.001
Research integrity0.0050.005
Insufficient payload (model declined to judge)0.0570.006

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.012
GPT teacher head0.272
Teacher spread0.259 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one source (direct Gemma or distilled Codex), not a consensus.

The models applied no category: nothing in the taxonomy fit this work.
Study designNon-randomized trial
Domainnot available
GenreProtocol

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations8
Published2022
Admission routes1
Has abstractyes

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