Full-text resources of CEJSH and other databases are now available in the new Library of Science.
Visit https://bibliotekanauki.pl

Results found: 3

first rewind previous Page / 1 next fast forward last

Search results

Search:
in the keywords:  procedural pain
help Sort By:

help Limit search:
first rewind previous Page / 1 next fast forward last
EN
Introduction and aim. This study was performed to examine the effect of foot reflexology applied to the neonates on the level of pain and discomfort developed due to suctioning procedure. Material and methods. The study was conducted experimentally by taking pretest and repeated measurements on reflexology and control groups determined by simple randomization. The study was carried out with 66 neonates (reflexology applied: 33 and control group: 33). Neonatal Information Form, Neonatal Infant Pain Scale (NIPS) and Newborn Comfort Behavior Scale (NCBS) were used as the data collection tools. Results. The during (p<0.001) and after suctioning (p<0.001), the NIPS scores of the neonates in the intervention group was statistically lower than the control group. The NCBS scores of the neonates in the intervention group during (p<0.001), and after suctioning (p<0.001), were statistically significantly lower than the control group. Conclusion. It was concluded that foot reflexology applied to neonates was effective both in reducing pain during and after the suctioning and in increasing comfort during and after the suctioning.
EN
Introduction: Newborns born prematurely and treated in intensive care units are at greater risk of experiencing pain than patients treated in other units. Purpose: To evaluate the severity of pain perceived by children during the performance of medical procedures related to the treatment and care process. Materials and methods: The study was conducted at one of the Intensive Care Units in Opole. The study group consisted of 100 newborns, 60% of the subjects were prematurely born newborns, and 40% - were full-term. The degree of procedural pain associated with blood collection, peripheral puncture insertion, upper respiratory tract suction, gastric tube insertion and ophthalmic examination was assessed by an observation method using the standard Neonatal Infant Pain Scale Form (NIPS). Results: Out of the analysed medical procedures, 100% of children experienced acute, severe pain over the course of suction and ophthalmological examination. The highest perception of pain was experienced by 88.3% of premature newborns and 71.8% of full-term newborns. Over the course of medical procedures, 84% of male and 79.6% female newborns experienced acute pain. It was shown that the degree of pain perception was determined by the type of performed medical procedure (p=0.001) and the gestational age of the newborn (p=0.037). On the other hand, there was no correlation between the sex of the newborn child and the degree of pain perception (p=0.758). Conclusions: Based on the foregoing study result, bearing in mind the need to minimise the effects of pain stimulation, it seems important to use standardised tools to assess the severity of pain in newborns treated in Intensive Care Units on a larger scale.
EN
Virtual reality is used to treat a variety of mental health problems. However, it is not only another technological stage in the use of games in the therapeutic process, but it also brings with it a number of new psychic phenomena (e.g. pres-ence, including embodiment), which change the nature of the game experience. On the other hand, the degree of experienced presence de-pends on a certain level of technological level, the current peak of which is the so-called fully immersive virtual reality. One of the ways to use virtual reality in the treatment of mental disorders is through direct or indirect therapeu-tic games. There are already many therapeutic games also in various degrees of virtual reality towards fully immersive virtual reality. The aim of this article is to present the use and creation of therapeutic games in virtual reality and an-other aim is to present a model composed of three components – player, game and therapy by Mader et al. (2012) for the creation of thera-peutic games in virtual reality on the example of the development of an application for reducing procedural pain in patients with burns on the ex-ample of our own application Cold river.
CS
Virtuální realita se používá při léčbě celé řady psychických zdravotních obtíží. Není však jen dalším technologickým stupněm využívání her v terapeutickém procesu, ale přináší sebou i řadu nových psychických fenoménů (např. prezenci včetně embodimentu), které promě-ňují povahu zážitku ze hry. Na druhou stranu je míra zakoušené prezence závislá na určitém stupni technologické úrovně, jejíž dosavadní vr-chol představuje tzv. vysoce imerzivní virtuální realita (fully immersive virtual reality). Jednou z možností, jak virtuální realitu při léčbě psy-chických obtíží využívat, je pomocí přímých nebo nepřímých terapeutických her. Existuje již velké množství terapeutických her také v růz-ných stupních virtuální reality směrem k vysoce imerzivní virtuální realitě. Cílem tohoto článku je představit využívání a vytváření terapeutic-kých her ve virtuální realitě a dalším cílem je představit model složený ze tří komponent – hráč, hra a terapie – autorů Mader et al. (2012) pro tvorbu terapeutických her ve virtuální realitě na příkladu vývoje aplikace pro snižování pro-cedurální bolesti u pacientů s popáleninami a na příkladu naší vlastní aplikace Cold river.
first rewind previous Page / 1 next fast forward last
JavaScript is turned off in your web browser. Turn it on to take full advantage of this site, then refresh the page.