Centre for Research and Technology Hellas, Information Technologies Institute, Thessaloniki, Greece.
French National Institute of Health and Medical Research, Nancy, France.
Adv Exp Med Biol. 2020;1196:127-139. doi: 10.1007/978-3-030-32637-1_13.
The comparison of cognitive performance of older adults with frailty and non-frail ones (according to Fried's criteria) was investigated.
METHODS/DESIGN: The differences in performance between people with frailty and individuals without frailty according to Fried were tested using a Virtual Reality (VR) application. The Fried criteria for frailty were used to categorize users into study groups, while standardized batteries were used for a Comprehensive Geriatric Assessment, including Activities of Daily Living (ADL), lifestyle, cognition, and depression screening. A group of 80 elders (78.08 years old in average) played the VR game entitled Virtual Supermarket (VSM). From those, 39 were healthy controls and 30 were categorized as pre-frail and 11 as frail. The VSM application presented users with a virtual shopping experience where users had to locate and purchase items displayed in a shopping list. This application was designed to test player's ability to reproduce a typical customer behavior in a simulated environment which requires spatial orientation, short-term memory, selective attention, and cognition speed. The performance, duration, and error rate were used as measurements.
The analysis showed that there was a statistically significant difference in game performance between the different user groups with X (2) = 9.929, p = 0.007. Moreover, the multinomial logistic regression model generated, which based on game performance metrics, was found to be statistically significant with X (4) = 15.662, p = 0.004.
Results shed more light toward the possible use of VR for distant self-administered evaluation of the frail status.
比较衰弱和非衰弱老年人(根据 Fried 标准)的认知表现。
方法/设计:使用虚拟现实 (VR) 应用程序测试了根据 Fried 标准衰弱和非衰弱人群之间的表现差异。使用 Fried 衰弱标准将用户分为研究组,同时使用标准化电池进行全面老年评估,包括日常生活活动 (ADL)、生活方式、认知和抑郁筛查。一组 80 名老年人(平均年龄为 78.08 岁)玩名为“虚拟超市”(VSM)的 VR 游戏。其中 39 人是健康对照组,30 人被归类为衰弱前期,11 人被归类为衰弱。VSM 应用程序为用户提供了虚拟购物体验,用户必须在购物清单中找到并购买显示的物品。该应用程序旨在测试玩家在模拟环境中复制典型客户行为的能力,这需要空间定向、短期记忆、选择性注意和认知速度。使用性能、持续时间和错误率作为测量标准。
分析表明,不同用户组之间的游戏表现存在统计学显著差异,X ²(2)= 9.929,p = 0.007。此外,基于游戏表现指标生成的多项逻辑回归模型具有统计学意义,X ²(4)= 15.662,p = 0.004。
结果表明,VR 可能用于远程自我评估衰弱状态。