Yun Seo Jung, Kang Min-Gu, Yang Dongseok, Choi Younggeun, Kim Heejae, Oh Byung-Mo, Seo Han Gil
Department of Rehabilitation Medicine, Seoul National University Hospital, Seoul, Republic of Korea.
Department of Computer Engineering, Dankook University, Gyeonggi, Republic of Korea.
JMIR Serious Games. 2020 Oct 14;8(4):e18127. doi: 10.2196/18127.
Cognitive training using virtual reality (VR) may result in motivational and playful training for patients with mild cognitive impairment and mild dementia. Fully immersive VR sets patients free from external interference and thus encourages patients with cognitive impairment to maintain selective attention. The enriched environment, which refers to a rich and stimulating environment, has a positive effect on cognitive function and mood.
The aim of this study was to investigate the feasibility and usability of cognitive training using fully immersive VR programs in enriched environments with physiatrists, occupational therapists (OTs), and patients with mild cognitive impairment and mild dementia.
The VR interface system consisted of a commercialized head-mounted display and a custom-made hand motion tracking module. We developed the virtual harvest and cook programs in enriched environments representing rural scenery. Physiatrists, OTs, and patients with mild cognitive impairment and mild dementia received 30 minutes of VR training to evaluate the feasibility and usability of the test for cognitive training. At the end of the test, the usability and feasibility were assessed by a self-report questionnaire based on a 7-point Likert-type scale. Response time and finger tapping were measured in patients before and after the test.
Participants included 10 physiatrists, 6 OTs, and 11 patients with mild cognitive impairment and mild dementia. The mean scores for overall satisfaction with the program were 5.75 (SD 1.00) for rehabilitation specialists and 5.64 (SD 1.43) for patients. The response time of the dominant hand in patients decreased after the single session of cognitive training using VR, but this was not statistically significant (P=.25). There was no significant change in finger tapping in either the right or left hand (P=.48 and P=.42, respectively). None of the participants reported headaches, dizziness, or any other motion sickness after the test.
A fully immersive VR cognitive training program may be feasible and usable in patients with mild cognitive impairment and mild dementia based on the positive satisfaction and willingness to use the program reported by physiatrists, OTs, and patients. Although not statistically significant, decreased response time without a change in finger tapping rate may reflect a temporary increase in attention after the test. Additional clinical trials are needed to investigate the effect on cognitive function, mood, and physical outcomes.
使用虚拟现实(VR)进行认知训练可能会为轻度认知障碍和轻度痴呆患者带来充满动力且有趣的训练体验。完全沉浸式VR使患者免受外部干扰,从而鼓励认知障碍患者保持选择性注意力。丰富环境,即丰富且具有刺激性的环境,对认知功能和情绪有积极影响。
本研究旨在探讨在丰富环境中使用完全沉浸式VR程序对物理治疗师、职业治疗师(OT)以及轻度认知障碍和轻度痴呆患者进行认知训练的可行性和可用性。
VR接口系统由商业化头戴式显示器和定制的手部动作跟踪模块组成。我们在呈现乡村风景的丰富环境中开发了虚拟收获和烹饪程序。物理治疗师、OT以及轻度认知障碍和轻度痴呆患者接受了30分钟的VR训练,以评估认知训练测试的可行性和可用性。在测试结束时,通过基于7点李克特量表的自我报告问卷评估可用性和可行性。在测试前后测量患者的反应时间和手指敲击情况。
参与者包括10名物理治疗师、6名OT以及11名轻度认知障碍和轻度痴呆患者。康复专家对该程序总体满意度的平均得分为5.75(标准差1.00),患者为5.64(标准差1.43)。使用VR进行单次认知训练后,患者优势手的反应时间有所下降,但无统计学意义(P = 0.25)。左右手的手指敲击均无显著变化(分别为P = 0.48和P = 0.42)。测试后,没有参与者报告头痛、头晕或任何其他晕动病症状。
基于物理治疗师、OT和患者对该程序的积极满意度和使用意愿,完全沉浸式VR认知训练程序对于轻度认知障碍和轻度痴呆患者可能是可行且可用的。尽管无统计学意义,但反应时间缩短而手指敲击率不变可能反映了测试后注意力的暂时提高。需要进一步的临床试验来研究其对认知功能、情绪和身体结果的影响。