The effectiveness of Virtual Reality for dental pain control: A case study.
HUNTER G. HOFFMANac*, AZUCENA GARCIA-PALACIOSd, DAVID R. PATTERSONb, MARK JENSEN, THOMAS FURNESS IIIa, and William F. Ammons, Jr.e
a
Human Interface Technology Laboratory, University of Washingtonb
Department of Rehabilitation Medicine, University of Washington School of Medicinec
Department of Psychology, University of Washingtond
Universidad Jaume I (Castellon Spain)e
Periodontics, University of Washington School of Dentistry,*Corresponding author: Hunter Hoffman, Ph.D., 215 Fluke Hall, Box 352142, U. of W., Seattle, WA., 98195, (206) 616-1496, hunter@hitL.washington.edu
Hoffman, H. G., Garcia-Palacios, A., Patterson, D.R., Jensen, M., Furness, T.A. III, & Ammons, W.F. (September, 2001). The effectiveness of Virtual Reality for dental pain control: A case study. CyberPsychology and Behavior.
keywords: dental pain, virtual reality, presence, analgesia, distraction, attention
Abstract:
The present study explored whether immersive virtual reality can serve as an effective non-pharmacologic analgesic for dental pain. Two patients (aged 51 and 56 years old) with adult periodontitis, a chronic, progressive inflammatory disease that affects gums, ligaments and bones around the teeth, were studied in the treatment room of a periodontist. Each patient received periodontal scaling and root planing (scraping off/removing plaque deposits below the gum line, hereafter referred to as scaling) under three treatment conditions: (1) virtual reality distraction, (2) movie distraction, and (3) a no distraction control condition. Condition order was randomized and counterbalanced. For each of the three treatment conditions, five visual analog pain scores for each treatment condition served as the dependent variables. On 0 to 10 labeled scales, both patients provided sensory and affective pain ratings, and subjective estimates of time spent thinking about his pain during the procedure. For patient One, mean pain ratings were in the severe range while watching a movie (7.2) or no distraction (7.2) but in the mild pain range (1.2) during the VR condition. Patient Two reported mild to moderate pain with no distraction (mean = 4.4), mild pain while watching the movie (3.3) and essentially no pain while in VR (0.6) during his periodontal scaling. Although the small sample size limits generalizability, we contend that virtual reality is a uniquely attention-grabbing medium capable of maximizing the amount of attention drawn away from the "real world", allowing patients to tolerate painful dental procedures. These preliminary results suggest that immersive VR merits more attention as a potentially viable adjunctive non-pharmacologic analgesia for procedural dental/periodontal pain. Virtual reality may also have analgesic potential for other painful procedures or pain populations. Practical implications are discussed.
Keywords: Burn pain-Virtual reality-Distraction-Analgesia
The effectiveness of Virtual Reality for dental pain control: A case study.
Reduction of pain and distress during dental/periodontal procedures would likely increase the frequency of visits of avoidant patients. Fear-related behaviors are considered the most difficult aspect of dental patient management, and can interfere with good dental care.1,2,3 Fear of dentists dental work has been associated with the amount of pain experienced at the dentist.4,5,6 For example, the two most common dimensions of dental injection fear are "pain of injection" and "fear of bodily injury from injection"3. Direct experience is the most common origin of dental fears.7,8 Furthermore, many patients with dental fears only go to the dentist when they have a painful tooth9, increasing the chances that their dental visit will involve pain.
In a recent survey of randomly selected college students at the University of Washington, 19% of the students reported dental anxiety10, and the prevalance and unhealthy avoidance is similar in a representative sample of the Seattle community11. Techniques such as cognitive behavioral treatments,12 ,14 nitrous oxide, and intravenous sedatives administered during dental treatments15 have been found to minimize patient pain and discomfort during dental care.
Distracting patients with a movie has been shown to help reduce pain during gastrointesinal endoscopies16, and during wound care of severe burn patients17. Although to our knowledge, no controlled experiments have been published, there is considerable anecdotal evidence that dental patients feel less pain while watching a movie, and some dentists use such distraction in everyday practice for fearful or avoidant patients.
Immersive virtual reality (VR) has proved effective for distracting burn patients from pain and anxiety during burn wound care and physical therapy18,19 and during laboratory studies of pain20. Researchers18 found immersive VR was dramatically more effective at reducing pain during staple removals from a burn skin graft than a Nintendo64 video game control group. VR reduced the amount of time [not clear why amount of time is underlined here] burn patients spent thinking about their pain and/or wound care procedures. Another study used no distraction (conventional treatment) for the control condition. Burn patients undergoing physical therapy for severe burn wounds estimated they spent approximately 75% of the therapy session thinking about their pain or /the procedure. When these same patients went into virtual reality, they spent only about 25% of the time thinking about their pain or /the procedure 21. Whether VR analgesia generalizes to procedural pain populations from etiologies other than burns is an important clinical(?)medicalquestion in this line of research.
The present study explored whether VR analgesia generalizes to procedural dental/periodontal pain in patients with adult periodontitus. Periodontitis is a chronic progressive disease that affects the gums, ligament and bone around the teeth. It is characterized by the development of inflammation in the gingiva that subsequently extends, resulting in the resorption of alveolar bone. This bone resorption and the migration of the attachment of the periodontal ligament on the root of the tooth results in the formation of a space, the periodontal pocket. This pocket is a pathological site filled with large numbers of microorganisms (plaque), inflammatory cells, exudate, and tartar that is attached to the exposed root of the mouth. Gentle probing or brushing commonly causes bleeding.22 Scaling and/or root planing is the most common non-surgical treatment for periodontitis. During this procedure the dentist or dental hygenist uses various sharp instruments to scrape the deposits of bacterial plaque and calculus off the tooth and out of the pocket.23 Periodontal scaling and root planing, which can be quite painful for patients with moderate/advanced adult periodontitis, frequently requires the use of local anesthetic or nitrous oxide.
Using a within-subjects design, we tested the degree to which pain associated with periodontal scaling was reduced by distracting patients with immersive virtual reality or a movie relative to a no-distraction control. The amount of decay (and hence painfulness) often varies from one part of the mouth to another, within a single patient. The relatively short treatment durations used helped equate the degree of decay of the areas scraped for each of the three conditions. Care was taken to select areas of the mouth that would have been "equally painful" for each of the 3 conditions if no distraction had been given. The two patients with periodontitis were selected because they reported severe pain with periodontal scaling in the past, and each of the two patients had shown problematic avoidance of periodontal care on previous occassions. [Daves emial point about the lack of pain with ususal teeth cleaning care will be raised in the readers minds here. Most people have their teeth cleaned without muhc pain. Need to make some comment about why these particular patients would normally feel pain here, like the comment you made in response to Daves quiery.]
Patients answered 6 pre-treatment questions consisting of the 4 Dental Anxiety Scale questions24 as well as two other questions rating anxiety and desire to avoid periodontal treatments. The Dental Anxiety Scale has been shown by Coreh24 to have high test-retest reliability, and validity. After reading the introduction to the experiment each patient sat in the dentist chair and had periodontal scaling in three conditions (e.g., no distraction, watching a movie, or virtual reality). The patients self-ratings of pain and presence were the primary dependent variables. Ratings were administered after each experimental treatment during a brief (approximately 2 minute) pause in dental care. At each pause (once after dental care with VR, once after dental care while watching the movie, and once after dental care with no distraction), patients completed several retrospective pain ratings. Patients gave ratings using 0 10 scales (see appendix) with labels on the scale indicating that 0 = none, 1 4 = mild, 5 6 = moderate, and 7 10 = severe, pPatients rated their WORST PAIN, AVERAGE PAIN, how UNPLEASANT was dental care, how much their teeth/gums BOTHERED them during the cleaning procedure, and HOW MUCH TIME THEY SPENT THINKING ABOUT THEIR PAIN during the session. Patients in the VR were also asked the following ratings using labeled 0 to 10 scales: To what extent (if at all) did you feel nausea as a result of experiencing VR? While experiencing VR, to what extent did you feel like you went into the virtual world? How real did the objects in the virtual world seem to you? Hendrix and Barfield25 describe several studies showing the reliability of a similar subjective measure of presence. Patients also filled out similar ratings after the movie condition.
Procedure.
A Silicon Graphics Octane MXE with Octane Channel Option (www.sgi.com) was coupled with a V8 VR helmet (www.virtualresearch.com) to create an immersive, 3-D, interactive, computer-simulated environment. Eyepieces on the helmet were circular and had 60 degree diagonal field-of-view per eye. Patients had the illusion of flying through SnowWorld, a virtual environment created with CreatorTM modelling software and VEGATM development software from www.MultiGen.com. SnowWorld depicts an icy 3-D virtual canyon with a river and waterfalls (see Figure 1). The patients view followed a pre-programmed path through the world, and they could "look around" the virtual world using an ordinary mouse to change gaze direction (without affecting the direction they went in SnowWorld). Patients shot snowballs at snowmen and igloos by aiming with their gaze (via the mouse) and pressing the spacebar on a keyboard to shoot. The snowballs exploded with animations and 3-D sound effects on impact. Patient One participated in 3 conditions of equal duration during periodontal scaling on areas of their mouths with equivalent degrees of decay, as did Patient Two. The three conditions were 1) VR, 2) a movie (patients watched the Humphrey Bogart movie "Casablanca" while wearing special personal movie viewing glasses) and 3) was "no distraction". Both patients had seen the classic movie before, helping make what they saw during the brief clip meaningful with the intention of enhancing the patients illusion of presence (see Hoffman et al.,13). Patient One spent 2.5 minutes in each of the three treatment conditions. Patient Two spent 5 minutes in each treatment condition. Periodontal scaling can be painful for patients with adult periodontitis.
Results for Patient One.
On the pre-test screening, Patients were asked to "Rate the anxiety you expect to experience during the dental procedure". On a scale from 0 to 100, where 0 = not at all and 100 = very much so, patient One circled 60, patient Two circled 20. Patients were also asked to "Rate how much you would like to avoid undergoing the dental treatment". On a scale from 0 to 100, where 0 = not at all and 100 = very much so, patient One circled 100, patient Two circled 70. Using Corahs Dental Anxiety Scale24, patient One showed a dental fear score one standard deviation above the standardized median (suggesting the patient had some fear but was not clinically phobic). Patient Twos dental fears were about average overall (i.e., no indications of dental fear for patient Two). [Wait, the heading says patient one, and the results include both patients??]
As shown in Figure 2, according to 0-10 subjective pain ratings, for patient One, the mean pain ratings were in the severe range while watching a movie (7.2) or during no distraction (7.2) but were in the mild pain range (1.2) during the VR condition. The patients pain scores decreased for sensory pain (worst pain and average pain), and for affective pain ratings (unpleasantness). The patient showed a large drop in bothersomeness and reported spending spent much less time thinking about his dental pain while in VR compared to watching the movie. More specifically, during dental care, the patient reported spending "most of the time" thinking about his pain while watching the movie, and "some of the time" thinking about his pain while in immersive VR (SnowWorld). As predicted, on a scale from 0 to 100 with 100 = high, the patient rated his sense of presence much higher in VR than in the movie condition (60 vs. 0 respectively), and he rated the realism of objects higher in VR than for the movie (30 vs. 0 respectively). Simulator sickness was zero for both conditions. Watching a movie did not reduce the pain of patient One. The patient reported that the movie image on his TV glasses was not high enough resolution, and this may have contributed to the finding that (contrary to our prediction of modest pain reduction), the movie had no analgesic effect for Patient One.
The results for patient Two are shown in Figure 3. According to 0-10 subjective pain ratings with labels, Patient Two reported mild to moderate pain with no distraction (mean = 4.4), mild pain while watching the movie (3.3) and essentially no pain while in VR (0.6) during his periodontal scaling. In VR the patients pain scores decreased for sensory pain (worst pain and average pain), and for affective pain ratings (unpleasantness). The patient showed a large drop in bothersomeness and spent much less time thinking about his dental pain while in VR compared to watching the movie, and compared to no distraction. As predicted, on a scale from 0 to 100 with 100 = high, the patient rated his sense of presence much higher in VR than in the movie condition (70 vs. 10 respectively), yet he rated the realism of objects higher for the movie than for VR (50 vs. 40 respectively). Simulator sickness was zero for both the movie and VR conditions.
Discussion.
These two cases provide preliminary evidence that entering a virtual environment can help control dental/periodontal pain during a non-surgical treatment for periodontitis. The first patients pain ratings showed considerable reduction while in VR relative to movie and no distraction control conditions. While in VR, the patients pain scores decreased dramatically for sensory pain, and affective pain, and he showed a large reduction in the amount of time spent thinking about his pain during periodontal scaling.
The second patient also had periodontitis. Although the pattern of results was less dramatic than Patient One, Patient Two also reported showed decreases drops in pain during VR relative compared to the movie control condition. Although VR was more effective than the movie for Patient Two, the movie did appear to provide some pain reduction compared to no distraction.
VR systems provide computer-generated sensory input to several senses (e.g., sight and sound). Such converging stimulation(?)evidenceevidence from multiple senses, and the interactive nature of the experience, can make the virtual world presented difficult for the brain to ignore. Immersive VR is uniquely effective for giving participants the illusion of going into the virtual environment. This sense of presence is the essence of immersive VR26. Researchers27 speculate that the strength of the illusion of presence in the virtual world reflects the amount of attention drawn into the virtual environment. The effectiveness of VR distraction treatment may depend on how present patients feel in the virtual environment. The illusion of presence in VR was relatively high for both patients, especially considering that this is the first use of immersive VR for pain control that did not permit head motion of the patients. Unlike previous studies treating severe burn patients,18,19 in the present study, patients kept their heads still and used the mouse to look around in the virtual world.
Both patients in this study reported that VR reduced their awareness of dental pain. Both also reported that they were They appeared to be so absorbed in SnowWorld that they did not think often about their pain while in VR. VR and the movie control condition differed with respect to the patients ability to see the treatment room, instruments, or the dentists light. When watching the movie, patients could still see the real world. In VR, patients could not see the real world. The patients inability to see the dental hygenist and scaling instruments may be one advantage of VR.
Simulator sickness is a form of motion sickness characterized by an increase in nausea28. Simulator sickness was not a problem in this study, nor has it been a problem in any of our other research on VR analgesia. We have specifically designed our VR hardware and software to minimize simulator sickness. We also pre-tested the VR worlds on healthy undergraduate volunteers, and have monitored patients closely (e.g., a nausea rating after every VR session). Simulator sickness but should be monitored closely in any medical use of VRshould be monitored in any medical application of virtual reality. It is more likely to be a problem with longer exposure durations, (e.g., > 20 minutes). Patients with severe susceptibility to motion sickness should not use VR (approximately 3% of the population). Frequent breaks can reduce the likelihood of simulator sickness, but it is best to stop a person early if they begin to show symptoms. The earlier it is stopped, the less severe the symptoms, and the sooner the symptoms go away.
Demand Characteristics, Both patients and researchers were aware of the experimental conditions and this is a factor that could have influenced their scores on all the measures. Although difficult to achieve in clinical settings, double blind experimental designs are needed. In double blind studies, neither the researchers nor the patients know exactly what experimental condition the subject is in on any given test. Such a study would reduce the plausability of a demand characterististics or /placebo effects as explanations for the efficacy of VR pain control. For example, the experimenter interacting with the patient and the patient may both be unaware that another group of patients is receiving a different (e.g., less distracting) experimental condition. One example of such a design . Such a study would reduce the plausability of demand characterististics or placebo effects as explanations for the efficacy of VR pain control.
The substantial limitations of the case study methodology used in the present study are well known 29. Although the present study provided a good vehicle for presenting an innovative technique, converging results from larger, more generalizable, carefully controlled studies are needed. If the present pattern of results replicate, it would be valuable to find out whether reduction of pain and distress during dental/periodontal procedures increases the frequency of visits of avoidant patients. Future studies should use more patients and test VR analgesia of longer durations (e.g., 20 minutes), and should test out other low cost distraction alternatives to immersive virtual reality besides Virtual Vision glasses. There are several relatively affordable visual display glasses on the market that might work better than Virtual Vision glasses for distracting dental patients. Future research should explore the Ideally future research will explore the mechanism(s) by which VR analgesia is achieved (e.g., whether the illusion of presence in the virtual environment is related to analgesic effectiveness). Such knowledge could potentially A better understanding of how VR analgesia works could help maximize the amount of pain reduction achieved.
The use of VR-based pain control need not be limited to burn patients and dental pain. VR might prove effective for pain reduction during other painful procedures (e.g., pain from brief painful cancer procedures, physical therapy for cerebral palsy, stroke victims, recovery from knee injuries, etc). Because of the dramatic drop in pain reports of patients in virtual reality, further research on this topic is warranted.Acknowledgements. The Paul Allen Foundation for Medical Research, and NIH grant GM42725-07.



Figure 2.

Figure 3.
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Please indicate how you are feeling during the past _____ minute session by circling one of the numbers.
1. How much time did you spend thinking about your pain during this most recent session?
I thought about my pain:
|_______________________________________________|
0
None of
some of half of most of All ofthe time
the time the time the time the time2. How UNPLEASANT was the most recent session?
|_______________________________________________|
0
not unpleasant
mildly moderately severely excruciatinglyat all
unpleasant unpleasant unpleasant unpleasant3. How much did your teeth/gums BOTHER you during the most session?
|_______________________________________________|
0
none
mildly moderately severely excruciatinglyat all
bothersome bothersome bothersome bothersome4. Rate your WORST PAIN during the most recent session:
|_______________________________________________|
0
no pain
mild moderate severe excruciatingat all
pain pain pain pain5. Rate your AVERAGE PAIN during the most recent session:
|_______________________________________________|
0
no pain
mild moderate severe excruciatingat all
pain pain pain pain(6a, 7a and 8a for the VR distraction condition, 6b, 7b and 8b for the movie condition)
6a. To what extent (if at all) did you feel nausea as a result of experiencing the virtual world?
|_______________________________________________|
0
no nausea
mild moderate severe vomitat all
nausea nausea nausea
7a. To what extent did you feel like you went inside the virtual world?
|_______________________________________________|
0
I did not feel
mild moderate strong I went completelylike I
sense of sense of sense of inside thewent inside
going going going virtualat all
inside inside inside world8a. How real did the virtual objects seem to you?
|_______________________________________________|
0
Completely
somewhat moderately very Indistinguishablefake
real real real from a real object
6b. To what extent (if at all) did you feel nausea as a result of watching the movie?
|_______________________________________________|
0
no nausea
mild moderate severe vomitat all
nausea nausea nausea7b. To what extent did you feel like you went inside the movie?
|_______________________________________________|
0
I did not feel
mild moderate strong I went completelylike I
sense of sense of sense of inside thewent inside
going going going movieat all
inside inside inside8b. How real did the objects in the movie seem to you?
|_______________________________________________|
0
Completely
somewhat moderately very Indistinguishablefake
real real real from a real object