Geriatrics

These days, healthcare professionals are faced with various and complex problematics. Indeed, elderly people often have mood disorders (depression, anxiety disorders, sleeping disorders). Somatic problems can be worsened by these different troubles (chronic pain, health issues). Cognitive fall, with or without pathology, lived by the elderly patient exacerbates behavioral disorder and a loss of autonomy. Virtual reality is a non-medicines alternative to take care of cognitive disorders and work on their mood. This will offer them better living conditions without any risks linked to psychotropic drugs.

SUMMARY

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VIRTUAL REALITY IN SENIORS’ SERVICES

More than ever, in geriatrics, it’s major to make therapeutic application treatments evolve. Retirement homes facing ethical dilemmas have a lack of alternative solutions. Virtual reality is a smart solution to therapeutics limits. Science and technology are combined to create non-medicine treatments, and gives a great interest in geriatrics. It’s actually the most promising alternative therapy. Researchers and clinicians are excessively enthusiastic about this technology in the aging process.

Applications presented in C2Care solutions are made thanks to collaborative work between our engineering team and our medical partners. Our medical team is composed of geriatric doctors, neuropsychologists and psychiatrists specialized in geriatrics. For retirement homes, C2Care is the new therapeutic solution. Easy to use and very intuitive, our software has been thought to be used for elderly people who are losing their autonomy. Healthcare professionals won’t have any issues using the software, and the software will be helpful to create new medical and social activities.

What’s in the retirement homes pack ?

To answer to seniors’ needs, many therapeutic software can be found in the pack:

  • Cognitive stimulation
  • Qualitative neuropsychological evaluation
  • Relaxation
  • Behavioral activation


Integrating virtual reality as a therapeutic solution and animations’ facilitator in your residents daily life is possible with these applications. You can also create group sessions with our multiple-headset solutions, to create a group dynamic in virtual reality (cognitive stimulation, relaxation…). Finally, virtual reality therapies really are non-medicine therapies.

VIRTUAL REALITY AND SENIORS : FEASIBILITY, EFFICIENCY AND THE SCIENCE'S EYE

Developing a project based on retirement homes was essential : geriatrics has a lack of efficient tools to answer cognitive, emotional and behavioral falls on elderly people.

Nowadays, many medicines are used in cognitive fall care. But working with other types of approaches will be helping to work on different multifactorial aspects. This is why non-medicine therapies are highlighting researchers and clinician’s interest. Virtual reality gives an innovative and promising alternative to regular therapies.

The scientific research validates the elderly people’s acceptability to virtual reality but also spotlight its efficiency in the aging process and in the end of life process. So, we have developed our software based on existing significant studies.

What are the studies saying ?

Authors working on new technology and health have found significant results. For example, Gracia-Betances (2015), have highlighted some qualities about using virtual reality with patients :

  • Accessibility
  • Sensorial use
  • Sharp treatment of cognitive functions
  • Direct feedback
  • Therapeutic engagement improved
  • General improvement of life conditions


Optale (2010) has proved virtual reality efficiency in the improvement of elderly people’s memory abilities. Man (2011) has attestated these results as well with more informations. Wallet and al. (2011) are seeing virtual reality as a useful tool for skills generalization. Recently, D’Cunha has valorised virtual reality as a facilitator to improve senior’s life conditions and the cognitive fall.

By developing our software for retirement homes, more than ever, we wanted to give seniors the possibility to be treated with non-medicine therapies.

SENSORIAL STIMULATION IN VIRTUAL REALITY

Physiology and behavioral work

Studies show that using Snoezelen in geriatrics is efficient on the physiological part (Bailly & Pointereau, 2011) and on psychobehavioral part (Andreeva & al., 2011). After a snoezelen session, elderly people are more stressless and calm.
Letting go of negative emotions is helped by the fact that the cardiac rhythm and the blood pressure decrease. Agitation, aggressivity and anxiety are decreasing with the Snoezelen technique.
The most vulnerable residents can use it too : being immersed in their own space will make them feel reassured and with the desire to share their experiment.
Also, for people with communications skills, it’s easier to discuss with caregivers or surroundings. Snoezelen gives the desire to go back on doing things again.

Psychogeriatrics

Van Weert & al (2005) have analyzed records of videos of snoezelen patient’s first experience up to 18 months

What are the long term effects ?

Many significant effects can be seen on long-term :

  • Number of smiles and verbal exchanges rise
  • Autonomy feeling
  • Fall of angriness and reprobations


This non-medicine approach as a therapeutic approach give a smart and economic program. With this innovante alternative, resident’s life conditions and caregivers’ functions are increased. Therefore, the communication between caregivers and residents (oral or not) is clearly better.

Mutual calm

Sensorial stimulation can be, for example, realized before washing your patient to be done in a calm atmosphere. Showering and other treatments are easier and more fluid. Resident’s behavioral modification obviously has an impact on caregiver’s daily life in retirement homes : Relaxed residents are making calm caregivers. This improved communication gives a satisfying relationship, and creates a new complicity. Indirectly, Snoezelen gives better working conditions.

C2CARE RESEARCH AND DEVELOPMENT

C2Care also has a scientific committee and partnerships. Each expertise guides our virtual reality environments’ creations. Our software has been thought to be easily used for the patients and for the caregivers. Software included in the retirement homes usually don’t need the use of the remotes to make it easier for people with motor or practice disorders. Moreover, the headset can be independently used. That’s why, it easily can be carried and used from a patient to another, without any computer’s need.

Cognitive Stimulation

Cognitive, memorial and practical stimulation can be done with C2Brain’s games. Virtual reality games offer a ludic aspect and increase motivation to encourage their activites implication.

Neuropsychological evaluation

C2Neuro is composed of supermarket ecological environments. It would be possible to stimulate cognitive abilities such as memorisation, orientation but also practical capacities.

Reminiscence

C2Custom and C2Maps are software made to customize the care given to elderly people by importing new environments. This way, it’s possible to make the resident go back to different places or events to work on reminiscence or on the positive aspects of their souvenirs.

Relaxation

C2Hypno is composed of many relaxing environments. In these environments, you’ll find two types of snoezelen’s room depending on the session’s goal. C2Hypno are recreating an atmosphere to put the person’s in a state of relaxation and calm. In another perspective, these environments give a multi sensorial stimulation (auditive, visual and sensitive).

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FAQ

Virtual reality is a technology used to synthetically reproduce real or imaginary environments. In this sense, the immersion enjoyed by the mental health user will lead them to expose themselves to stimuli in complete safety.

This type of exposure gave birth to the 4th wave of cognitive-behavioral therapies: therapies through exposure to virtual reality.

The first scientifically validated protocol dates from 1992. However, until the 2000s, virtual reality was relatively little known and used. Thanks to technological progress and the interest of researchers and clinicians, it is today in an increasing phase of democratization.

In order to use virtual reality, it is necessary to immerse yourself in a virtual environment. There are several ways to do this.

Indeed, the use of CAVE, a 3D system composed of several screen walls, was mainly used in the past.

The user finds himself totally immersed in the virtual world and his movements are detected in real time. This solution has the drawback of being very expensive and not very accessible.

Since around 2016, with the appearance of the Oculus Rift and the HTC Vive, virtual reality headsets, its use has become much more accessible. It allows you to immerse yourself in virtual reality thanks to a blackout screen on which virtual images are projected. The user's head movements are taken into account, allowing them to turn their head to look around them as in the real world.

Exposure is a behavioral method based on the principle of habituation. It is defined as the reduction of a reaction following repetition of the stimulus that arouses it.

Concretely, it involves confronting the subject according to strict rules with the stimuli triggering the dysfunctional response. This makes it possible to obtain extinction of the latter via the activation of habituation.

Several forms of exhibition exist, such as exhibition by imagination. That is to say, we invite the patient to imaginatively confront feared situations (being behind the wheel of a car on the highway, speaking in public during a meeting).

Then, in vivo exposure. We place the subject in a concrete exhibition situation.

For a patient afraid of dogs, the therapist will first confront him with a small dog placed behind a fence. Gradually, it will reduce the existing proximity between the patient and the dog.

Finally, the last form of existing exhibition is the virtual reality exhibition. Through a synthetic concretization of real environments, the patient will be able to expose himself to situations provoking the dysfunctional emotional response.

This last technique has the considerable advantage of combining the advantages of in vivo exposure while benefiting from unique qualities (accessibility of environments, security, controllability).

A virtual environment allows the user to be immersed in various situations of places or spaces. Depending on the functionalities, the user will be able to move and interact with avatars.

The therapist, for his part, has control over the exposure scenario. He can in fact modify certain elements of the environment, add or remove stimuli (visual, sound) or program interactions.

The primary objective is to reproduce environments that are difficult to access from the therapist's office. Thanks to this technology, new perspectives, then limited by the reality on the ground, are offered to caregivers and patients: relaxation environments or personifications of abstract substrates (hallucinations, complex anxieties, etc.).

Depending on the VR headsets, other devices may be required. Standalone headsets, like the Pico Neo 4, can be used as-is without needing to connect them to other devices.

For wired headsets such as the HP Reverb G2, it is necessary to connect the headset to a “gaming” type computer.

Depending on the therapeutic objectives, you can also equip yourself with additional modules such as a pedal board and a steering wheel in the case of treating amaxophobia (fear of driving).

Numerous studies confirm the non-dangerous use of virtual reality. However, there are some restrictions to protect users from possible negative consequences.

Therefore, people with epilepsy cannot benefit from this type of therapy. Regarding the development of a possible addiction, the sessions are ideally carried out once a week. They are under the supervision of a therapist who will be able to assess the risks, thanks to his expertise.

Consequently, the risk of developing an addiction following TERV is almost zero.

Anxiety disorders and phobias can be treated in virtual reality. The patient will be exposed to anxiety-provoking situations in different environments in a gradual and progressive manner, while remaining in a safe place. A feeling of habituation will thus be created little by little until the anxiety diminishes or even disappears.

Behavioral and substance addictions are pathologies that can be treated by virtual reality. Indeed, thanks to synthetic stimuli placed in environments and provoking the craving response, patients in a situation of addiction will be able to work on their craving in order to attenuate the consumption response.

In addition, the multiple situations (bar, casino, social contexts) allow cognitive work on dysfunctional beliefs linked to the singularity of each temptation situation.

Concerning eating disorders, virtual reality software makes it possible to target essential etiological factors such as dysmorphophobia, the allocentric lock (tendency to focus attention on others rather than oneself) and food craving.

Furthermore, in TERV care, we currently have multiple software programs responding to important psychiatric, psychological and neuropsychological determinants: relaxation, cognitive stimulation, behavioral activation, social skills, etc.

Reminiscence is a major therapeutic lever in the treatment of depression. By offering your patients the opportunity to relive the sensations linked to formerly enjoyable activities (sport, driving, travel) you enable the stimulation of hypo-activated brain areas and thus promote therapeutic success. Virtual reality appears to be a very interesting mediator for initiating investment in pleasure activities.

Furthermore, cognitive stimulation in the elderly is also a possibility offered by virtual reality. Facilitated by technology making stimulation activities more fun and easy, EHPAD patients and residents will be able to work on their executive functions and memory via applications created for the specific needs of this patient population.

Today, virtual reality in the field of mental health is progressing at high speed. Researchers, clinicians and developers are working on new pathological targets to soon offer new therapeutic devices.

Many health professionals are affected by this technology. Today, psychiatrists, psychologists and psychotherapists are the professionals most represented as experts in therapies through exposure to virtual reality.

However, the software is also aimed at nurses, psychomotor therapists, physiotherapists, dieticians, sophrologists and hypnotherapists.

The applications make it possible to act in addition to their methods with the aim of maximizing the therapeutic benefits.

The therapist, by equipping himself with devices allowing the realization of therapies by exposure to virtual reality (TERV), thereby enhances his field of skills. Indeed, TERV is a treatment technique in its own right.

Adopting this therapeutic solution also means making yourself known to prescribers and distinguishing yourself from the most popular care offers.

Furthermore, far from being just a strategic asset for the development of a practice or an establishment, TERVs benefit from the scientific validity of cognitive-behavioral therapies. In the reality of clinical practice, it is an asset promoting therapeutic engagement thanks to its playful aspect.

In addition, this technology offers considerable time savings since many exposure environments are directly accessible from the therapist's office.

One of the considerable advantages of virtual reality is that it is effective on a wide spectrum of populations. Existing data from the literature on the subject shows us that it is entirely possible to expose a wide age group to virtual reality, with real therapeutic benefits.

The studies attest, in fact, to excellent feasibility and significant results; particularly in adults, in the treatment of anxiety disorders (including school phobia), autism, addictions, eating disorders, neuropsychological disorders, psychotic disorders and mood disorders.

The results are identical for adolescents with a significant added value concerning therapeutic engagement where virtual reality promotes adolescents' interest in their therapy.

Among elderly subjects, study results encourage the use of virtual reality with the aim of working on cognitive stimulation, on behavioral disorders but also on anxiety.