Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| report:soa [2026/04/12 21:13] – [Digital distraction therapy] epsatisep | report:soa [2026/04/30 10:59] (current) – [Healing environments in hospitals] team6 | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| ===== Background and Related Work ===== | ===== Background and Related Work ===== | ||
| - | //This chapter provides the reader with the relevant technical-scientific background as well as existing related products and research, also known as the state of the art, in the field(s) of the project.// | + | |
| ==== Research ==== | ==== Research ==== | ||
| Line 7: | Line 7: | ||
| ==== Introduction ==== | ==== Introduction ==== | ||
| - | Research shows that the environment in healthcare facilities has a significant impact on patient well-being and recovery. Sterile and impersonal environments can increase stress and anxiety, especially in children prior to medical procedures. Studies using the Modified Child Dental Anxiety Scale (MCDAS) report anxiety prevalence rates between 13.3% and 29.3% [(Cianetti2017)]. | + | Research shows that the environment in healthcare facilities has a significant impact on patient well-being and recovery. Sterile and impersonal environments can increase stress and anxiety, especially in children prior to medical procedures. Studies using the Modified Child Dental Anxiety Scale (MCDAS) report anxiety prevalence rates between 13.3 % and 29.3 % [(Cianetti2017)]. |
| Introducing calming visual elements such as nature imagery, colors, and familiar environments can help reduce psychological stress and improve emotional comfort. In this context, digital technologies such as projection systems and virtual reality are increasingly used to create immersive and engaging environments. These technologies aim to distract patients from anxiety, pain, and medical procedures, thereby improving the overall patient experience. | Introducing calming visual elements such as nature imagery, colors, and familiar environments can help reduce psychological stress and improve emotional comfort. In this context, digital technologies such as projection systems and virtual reality are increasingly used to create immersive and engaging environments. These technologies aim to distract patients from anxiety, pain, and medical procedures, thereby improving the overall patient experience. | ||
| Line 21: | Line 21: | ||
| === Healing environments in hospitals === | === Healing environments in hospitals === | ||
| - | The physical environment | + | According to the principles |
| - | In addition, sensory stimuli such as scent can influence patient experience. For example, scents like orange | + | **Sensory overload |
| + | The traditional concept of the healing environments relies on minimizing ambient stressors that causes anxiety. Hospitals and clinics are elementally filled with environmental stressors, including unfamiliar medical equipment, harsh lightning, lack of privacy [(Devlin20030)]. Excessive clinical noise from paging systems, alarms and voices are also source of distress [(Devlin20030)]. In some clinical units, equipment noise levels can reach up to 90 dB(A), which is equivalent to the threshold where hearing loss can begin [(Devlin20030)]. These uncontrolled acoustic environments disrupt rest, increase blood pressure, and heighten feelings of helplessness [(Devlin20030)]. | ||
| + | To effectively stop this sensory overload, spaces must be designed with acoustic comfort in mind. Providing sound-absorbing materials, such as specialized acoustic panels or ceiling tiles significantly reduces noise propagation and lowers the stress for bith patients and staff [(Devlin20030)], | ||
| + | **Privacy and control** | ||
| + | |||
| + | Another psychological contributor to hospital-induced anxiety is the patient' | ||
| + | Providing patients with the ability to take control over their immediate environment - such as adjusting lighting, temperature or sound - restores their autonomy and act as a powerful buffer against stress [(Huisman20120)], | ||
| + | |||
| + | **Multisensory experience: Scent, Visuals, Light** | ||
| + | |||
| + | An advanced healing environment utilizes multisensory, | ||
| + | * Color and Light interaction: | ||
| + | The color and type of light around us have a big impact on how we feel [(Devlin20030)]. Research shows that light that changes or moves creates much stronger emotional feelings than light that stays the same [(Wang2025)]. Scientists have found that using green or blue-green light along with slow, guided breathing - specifically one breath every 5 seconds - helps the body relax [(Wang2025)]. This effectively increases Heart Rate Variability (HRV) and quickly lowers feelings of stress or tension waiting in a room [(Wang2025)]. Additionally, | ||
| + | * Scent stimulation | ||
| + | Our sense of smell is connected directly to the parts of the brain that handle emotions, so certain scents can quickly change how we feel. Studies show that smelling specific scents, especially orange and lavender oils, works like a natural way to relax the body [(Lehrner20050)]. When these smells are used in dental waiting rooms, they greatly lower anxiety and help patients feel much calmer and happier while they wait for their treatment [(Lehrner2005)]. | ||
| + | |||
| + | In summary, an effective healing environment must address these diverse sensory needs simultaneously. By integrating acoustic control, lighting, calming scents, and architectural privacy, a space can actively counteract the depersonalization and fear often felt in hospitals, calming the patient before they ever reach the doctor' | ||
| === Digital distraction therapy === | === Digital distraction therapy === | ||
| Line 47: | Line 63: | ||
| Al-Nerabieah et al. (2020) [(Zuhair2020)] | Al-Nerabieah et al. (2020) [(Zuhair2020)] | ||
| - | Relevance for this project: | + | /*Relevance for this project:*/ |
| VR demonstrates the strong impact of immersive environments on anxiety reduction. However, the reliance on wearable devices introduces limitations in hygiene, comfort, and usability. This project takes inspiration from the immersive aspect of VR, while eliminating the need for wearables. | VR demonstrates the strong impact of immersive environments on anxiety reduction. However, the reliance on wearable devices introduces limitations in hygiene, comfort, and usability. This project takes inspiration from the immersive aspect of VR, while eliminating the need for wearables. | ||
| === Cocoon environments === | === Cocoon environments === | ||
| Line 56: | Line 72: | ||
| * Immersive projection environments that transform spaces into calming scenes, such as nature or abstract environments, | * Immersive projection environments that transform spaces into calming scenes, such as nature or abstract environments, | ||
| * Soft lighting systems combined with visual environments, | * Soft lighting systems combined with visual environments, | ||
| - | * Enclosed or semi-enclosed relaxation spaces can provide patients with a sense of privacy and safety, reducing external stimuli and contributing to lower stress levels were explored by [[https:// | + | * Enclosed or semi-enclosed relaxation spaces can provide patients with a sense of privacy and safety, reducing external stimuli and contributing to lower stress levels were explored by [(Devlin2003)] |
| - | Relevance for this project: | + | /*Relevance for this project:*/ |
| These concepts form the foundation of the proposed solution. By combining immersion, multisensory stimulation, | These concepts form the foundation of the proposed solution. By combining immersion, multisensory stimulation, | ||
| ==== Products ==== | ==== Products ==== | ||
| - | //Search, select and describe related commercial solutions// | + | /* //Search, select and describe related commercial solutions// */ |
| Market Analysis – Healing Spaces | Market Analysis – Healing Spaces | ||
| Line 72: | Line 88: | ||
| == Direct Competitors == | == Direct Competitors == | ||
| + | \\ | ||
| | | ||
| __What they do:__ | __What they do:__ | ||
| - | Philips Healthcare [(Philips2026)] is a market leader in creating immersive healthcare environments by integrating dynamic lighting, video projection, and sound into treatment spaces such as MRI and CT rooms. | + | Philips Healthcare [(Philips2026)] is a market leader in creating immersive healthcare environments by integrating dynamic lighting, video projection, and sound into treatment spaces such as Magnetic Resonance Imaging (MRI) and Computed Tomography (CT) rooms. |
| __Strengths: | __Strengths: | ||
| Line 82: | Line 98: | ||
| __Weaknesses: | __Weaknesses: | ||
| - | Extremely expensive and primarily focused on diagnostic environments (MRI/CT), making it less accessible for everyday patient rooms or long-term care settings. | + | Extremely expensive and primarily focused on diagnostic environments (MRI, CT rooms), making it less accessible for everyday patient rooms or long-term care settings. |
| + | \\ | ||
| **Qwiek (Qwiek.up)** | **Qwiek (Qwiek.up)** | ||
| Line 98: | Line 114: | ||
| This solution demonstrates the potential of projection-based environments but lacks immersion and a sense of personal, enclosed space, which our cocoon concept aims to provide. | This solution demonstrates the potential of projection-based environments but lacks immersion and a sense of personal, enclosed space, which our cocoon concept aims to provide. | ||
| + | \\ | ||
| == Indirect Competitors & Substitutes == | == Indirect Competitors & Substitutes == | ||
| Line 115: | Line 131: | ||
| ==== Projects ==== | ==== Projects ==== | ||
| - | //Search, select and describe related research projects// | + | /* //Search, select and describe related research projects// */ |
| === Market Trends === | === Market Trends === | ||
| Line 151: | Line 167: | ||
| <WRAP round box 800px> | <WRAP round box 800px> | ||
| <table tab: | <table tab: | ||
| - | < | + | < |
| ^ Solution ^ Immersion ^ Comfort ^ Hygiene ^ Practicality ^ Feasability ^ Total ^ | ^ Solution ^ Immersion ^ Comfort ^ Hygiene ^ Practicality ^ Feasability ^ Total ^ | ||
| |VR Headset|5|2|2|2|3|14| | |VR Headset|5|2|2|2|3|14| | ||