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沉浸式虚拟现实游戏训练脑卒中后空间注意定向:一项可行性研究。

An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study.

机构信息

Brain and Cognition, KU Leuven, Leuven, Belgium.

Scientific Unit, Rehabilitation Hospital RevArte, Antwerp, Belgium.

出版信息

Appl Neuropsychol Adult. 2022 Sep-Oct;29(5):915-935. doi: 10.1080/23279095.2020.1821030. Epub 2020 Sep 18.

DOI:10.1080/23279095.2020.1821030
PMID:32945702
Abstract

Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience in a 3D environment. We designed an IVR rehabilitation game for neglect patients using the Oculus Rift. Multisensory cues were presented in the neglected visual field in a patient-tailored way. We acquired pilot data in 15 neurologically healthy controls and 7 stroke patients. First, we compared cybersickness before and after VR exposure. Second, we assessed the user experience through a questionnaire. Third, we tested whether neglect symptoms corresponded between the VR game and a computerized cancelation task. Fourth, we evaluated the effect of the multisensory cueing on target discrimination. Last, we tested two algorithms to tailor the game to the characteristics of the neglected visual field. Cybersickness significantly reduced after VR exposure in six stroke patients and was low in healthy controls. Patients rated the user experience neutral to positive. In addition, neglect symptoms were consistent between a computerized cancelation and VR rehabilitation task. The multisensory cue positively affected target discrimination in the game and we successfully presented sensory stimulation to the neglected visual field in a patient-tailored way. Our results show that it is promising to use gamified patient-tailored immersive VR for neglect rehabilitation.

摘要

沉浸式虚拟现实 (IVR) 可能会促进忽视康复,因为它可以在 3D 环境中提供引人入胜的体验。我们使用 Oculus Rift 为忽视患者设计了一款 IVR 康复游戏。多感官线索以患者定制的方式呈现于忽视的视野中。我们在 15 名神经健康对照者和 7 名中风患者中获得了初步数据。首先,我们比较了 VR 暴露前后的网络眩晕症。其次,我们通过问卷调查评估用户体验。第三,我们测试了 VR 游戏和计算机化取消任务之间的忽视症状是否对应。第四,我们评估了多感官提示对目标识别的影响。最后,我们测试了两种算法来根据忽视视野的特点定制游戏。在 6 名中风患者中,VR 暴露后网络眩晕症明显减轻,在健康对照组中较低。患者对用户体验的评价为中性至积极。此外,计算机化取消和 VR 康复任务之间的忽视症状一致。该多感官提示对游戏中的目标识别产生了积极影响,并且我们成功地以患者定制的方式向忽视视野呈现了感官刺激。我们的结果表明,使用游戏化的患者定制沉浸式 VR 进行忽视康复是有前途的。

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