• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

使用沉浸式虚拟现实开发搜索任务:概念验证研究。

Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study.

作者信息

Knobel Samuel Elia Johannes, Kaufmann Brigitte Charlotte, Gerber Stephan Moreno, Urwyler Prabitha, Cazzoli Dario, Müri René M, Nef Tobias, Nyffeler Thomas

机构信息

Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland.

Perception and Eye Movement Laboratory, Departments of Neurology and BioMedical Research, Inselspital, Bern University Hospital, Bern, Switzerland.

出版信息

JMIR Serious Games. 2021 Jul 2;9(3):e29182. doi: 10.2196/29182.

DOI:10.2196/29182
PMID:34255653
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8285750/
Abstract

BACKGROUND

Serious games are gaining increasing importance in neurorehabilitation since they increase motivation and adherence to therapy, thereby potentially improving its outcome. The benefits of serious games, such as the possibility to implement adaptive feedback and the calculation of comparable performance measures, can be even further improved by using immersive virtual reality (iVR), allowing a more intuitive interaction with training devices and higher ecological validity.

OBJECTIVE

This study aimed to develop a visual search task embedded in a serious game setting for iVR, including self-adapting difficulty scaling, thus being able to adjust to the needs and ability levels of different groups of individuals.

METHODS

In a two-step process, a serious game in iVR (bird search task) was developed and tested in healthy young (n=21) and elderly (n=23) participants and in a group of patients with impaired visual exploration behavior (ie, patients with hemispatial neglect after right-hemispheric stroke; n=11). Usability, side effects, game experience, immersion, and presence of the iVR serious game were assessed by validated questionnaires. Moreover, in the group of stroke patients, the performance in the iVR serious game was also considered with respect to hemispatial neglect severity, as assessed by established objective hemispatial neglect measures.

RESULTS

In all 3 groups, reported usability of the iVR serious game was above 4.5 (on a Likert scale with scores ranging from 1 to 5) and reported side effects were infrequent and of low intensity (below 1.5 on a Likert scale with scores ranging from 1 to 4). All 3 groups equally judged the iVR serious game as highly motivating and entertaining. Performance in the game (in terms of mean search time) showed a lateralized increase in search time in patients with hemispatial neglect that varied strongly as a function of objective hemispatial neglect severity.

CONCLUSIONS

The developed iVR serious game, "bird search task," was a motivating, entertaining, and immersive task, which can, due to its adaptive difficulty scaling, adjust and be played by different populations with different levels of skills, including individuals with cognitive impairments. As a complementary finding, it seems that performance in the game is able to capture typical patterns of impaired visual exploration behavior in hemispatial neglect, as there is a high correlation between performance and neglect severity as assessed with a cancellation task.

摘要

背景

严肃游戏在神经康复中越来越重要,因为它们能提高患者对治疗的积极性和依从性,从而有可能改善治疗效果。通过使用沉浸式虚拟现实(iVR),严肃游戏的优势,如实现自适应反馈和计算可比性能指标的可能性,可以得到进一步提升,从而实现与训练设备更直观的交互,并提高生态效度。

目的

本研究旨在开发一种嵌入iVR严肃游戏环境的视觉搜索任务,包括自适应难度缩放,从而能够适应不同个体群体的需求和能力水平。

方法

通过两个步骤,开发了一款iVR严肃游戏(鸟类搜索任务),并在健康的年轻参与者(n = 21)、老年参与者(n = 23)以及一组视觉探索行为受损的患者(即右半球中风后患有半侧空间忽视的患者;n = 11)中进行了测试。通过经过验证的问卷评估iVR严肃游戏的可用性、副作用、游戏体验、沉浸感和临场感。此外,在中风患者组中,还根据既定的客观半侧空间忽视测量方法,考虑了iVR严肃游戏中的表现与半侧空间忽视严重程度的关系。

结果

在所有3组中,报告的iVR严肃游戏可用性高于4.5(在1至5分的李克特量表上),报告的副作用很少且强度较低(在1至4分的李克特量表上低于1.5)。所有3组都同样认为iVR严肃游戏极具激励性和趣味性。游戏中的表现(以平均搜索时间衡量)显示,半侧空间忽视患者的搜索时间在一侧出现增加,且随客观半侧空间忽视严重程度的变化而有很大差异。

结论

所开发的iVR严肃游戏“鸟类搜索任务”是一项具有激励性、趣味性和沉浸感的任务,由于其自适应难度缩放,它能够适应不同技能水平的不同人群,包括认知障碍患者。作为一个补充发现,游戏中的表现似乎能够捕捉半侧空间忽视中视觉探索行为受损的典型模式,因为表现与用划消任务评估的忽视严重程度之间存在高度相关性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/54f071b40bf5/games_v9i3e29182_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/6ba80c1c924e/games_v9i3e29182_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/db9d76e01b5a/games_v9i3e29182_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/5cd33015b2bf/games_v9i3e29182_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/c0b07c740301/games_v9i3e29182_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/d43c4160dabd/games_v9i3e29182_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/54f071b40bf5/games_v9i3e29182_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/6ba80c1c924e/games_v9i3e29182_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/db9d76e01b5a/games_v9i3e29182_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/5cd33015b2bf/games_v9i3e29182_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/c0b07c740301/games_v9i3e29182_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/d43c4160dabd/games_v9i3e29182_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4560/8285750/54f071b40bf5/games_v9i3e29182_fig6.jpg

相似文献

1
Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study.使用沉浸式虚拟现实开发搜索任务:概念验证研究。
JMIR Serious Games. 2021 Jul 2;9(3):e29182. doi: 10.2196/29182.
2
An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study.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。
Appl Neuropsychol Adult. 2022 Sep-Oct;29(5):915-935. doi: 10.1080/23279095.2020.1821030. Epub 2020 Sep 18.
3
Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study.用于视觉忽视评估的沉浸式3D虚拟现实取消任务:一项初步研究。
Front Hum Neurosci. 2020 May 25;14:180. doi: 10.3389/fnhum.2020.00180. eCollection 2020.
4
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke.根上氏疗法:一款用于治疗中风后空间忽视症的增强现实应用程序。
JMIR Serious Games. 2023 Feb 27;11:e40651. doi: 10.2196/40651.
5
Application of Immersive Virtual-Reality-Based Puzzle Games in Elderly Patients with Post-Stroke Cognitive Impairment: A Pilot Study.基于沉浸式虚拟现实的益智游戏在老年卒中后认知障碍患者中的应用:一项初步研究。
Brain Sci. 2022 Dec 31;13(1):79. doi: 10.3390/brainsci13010079.
6
Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study.基于虚拟现实的多模态视听触觉提示对空间注意力缺陷患者的影响:初步可用性研究
JMIR Serious Games. 2022 May 25;10(2):e34884. doi: 10.2196/34884.
7
A mixed-methods feasibility study to assess the acceptability and applicability of immersive virtual reality sepsis game as an adjunct to nursing education.一项混合方法可行性研究,评估沉浸式虚拟现实败血症游戏作为护理教育辅助手段的可接受性和适用性。
Nurse Educ Today. 2021 Aug;103:104944. doi: 10.1016/j.nedt.2021.104944. Epub 2021 May 4.
8
Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study.虚拟现实游戏以及身体参与在增强积极情绪和减轻焦虑方面的作用:受试者内试点研究。
JMIR Serious Games. 2020 Jun 17;8(2):e15635. doi: 10.2196/15635.
9
Virtual reality gameplay classification illustrates the multidimensionality of visuospatial neglect.虚拟现实游戏玩法分类说明了视觉空间忽视的多维度性。
Brain Commun. 2024 May 3;6(4):fcae145. doi: 10.1093/braincomms/fcae145. eCollection 2024.
10
Development and proof of concept of an immersive virtual reality system to evaluate near and far space neglect in individuals after stroke: A brief report.用于评估中风后个体近空间和远空间忽视的沉浸式虚拟现实系统的开发与概念验证:简要报告
NeuroRehabilitation. 2020;46(4):595-601. doi: 10.3233/NRE-203014.

引用本文的文献

1
Virtual reality gameplay classification illustrates the multidimensionality of visuospatial neglect.虚拟现实游戏玩法分类说明了视觉空间忽视的多维度性。
Brain Commun. 2024 May 3;6(4):fcae145. doi: 10.1093/braincomms/fcae145. eCollection 2024.
2
Advancements in brain-computer interfaces for the rehabilitation of unilateral spatial neglect: a concise review.用于单侧空间忽视康复的脑机接口进展:简要综述。
Front Neurosci. 2024 May 9;18:1373377. doi: 10.3389/fnins.2024.1373377. eCollection 2024.
3
Immersive virtual reality gameplay detects visuospatial atypicality, including unilateral spatial neglect, following brain injury: a pilot study.

本文引用的文献

1
Anterior insula and inferior frontal gyrus: where ventral and dorsal visual attention systems meet.前脑岛和额下回:腹侧和背侧视觉注意力系统的交汇之处。
Brain Commun. 2020 Dec 26;3(1):fcaa220. doi: 10.1093/braincomms/fcaa220. eCollection 2021.
2
An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study.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。
Appl Neuropsychol Adult. 2022 Sep-Oct;29(5):915-935. doi: 10.1080/23279095.2020.1821030. Epub 2020 Sep 18.
3
Immersive 3D Virtual Reality Cancellation Task for Visual Neglect Assessment: A Pilot Study.
沉浸式虚拟现实游戏可检测脑损伤后出现的视空间异常,包括单侧忽略:一项初步研究。
J Neuroeng Rehabil. 2023 Nov 23;20(1):161. doi: 10.1186/s12984-023-01283-9.
4
Virtual reality a technological miracle transforming physical rehabilitation: A scoping review.虚拟现实——改变物理康复的技术奇迹:一项范围综述
J Family Med Prim Care. 2023 Jul;12(7):1257-1260. doi: 10.4103/jfmpc.jfmpc_1216_22. Epub 2023 Jul 14.
5
Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke.根上氏疗法:一款用于治疗中风后空间忽视症的增强现实应用程序。
JMIR Serious Games. 2023 Feb 27;11:e40651. doi: 10.2196/40651.
6
Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study.基于虚拟现实的多模态视听触觉提示对空间注意力缺陷患者的影响:初步可用性研究
JMIR Serious Games. 2022 May 25;10(2):e34884. doi: 10.2196/34884.
7
Virtual Reality and Eye-Tracking Assessment, and Treatment of Unilateral Spatial Neglect: Systematic Review and Future Prospects.虚拟现实与眼动追踪评估及单侧空间忽视的治疗:系统评价与未来展望
Front Psychol. 2022 Mar 22;13:787382. doi: 10.3389/fpsyg.2022.787382. eCollection 2022.
用于视觉忽视评估的沉浸式3D虚拟现实取消任务:一项初步研究。
Front Hum Neurosci. 2020 May 25;14:180. doi: 10.3389/fnhum.2020.00180. eCollection 2020.
4
Serious video games and virtual reality for prevention and neurorehabilitation of cognitive decline because of aging and neurodegeneration.严肃游戏和虚拟现实用于预防和神经康复因衰老和神经退行性变导致的认知能力下降。
Curr Opin Neurol. 2020 Apr;33(2):239-248. doi: 10.1097/WCO.0000000000000791.
5
Visual Exploration Area in Neglect: A New Analysis Method for Video-Oculography Data Based on Foveal Vision.忽视症中的视觉探索区域:一种基于中央凹视觉的眼震电图数据新分析方法
Front Neurosci. 2020 Jan 22;13:1412. doi: 10.3389/fnins.2019.01412. eCollection 2019.
6
Perception and Performance on a Virtual Reality Cognitive Stimulation for Use in the Intensive Care Unit: A Non-randomized Trial in Critically Ill Patients.用于重症监护病房的虚拟现实认知刺激的感知与表现:一项针对重症患者的非随机试验
Front Med (Lausanne). 2019 Dec 10;6:287. doi: 10.3389/fmed.2019.00287. eCollection 2019.
7
Tracking the evolution of virtual reality applications to rehabilitation as a field of study.追踪虚拟现实应用在康复领域的演变。
J Neuroeng Rehabil. 2019 Jun 21;16(1):76. doi: 10.1186/s12984-019-0552-6.
8
Acceptance of immersive head-mounted virtual reality in older adults.老年人对沉浸式头戴虚拟现实技术的接受程度。
Sci Rep. 2019 Mar 14;9(1):4519. doi: 10.1038/s41598-019-41200-6.
9
Presence and Cybersickness in Virtual Reality Are Negatively Related: A Review.虚拟现实中的临场感与晕动症呈负相关:一项综述。
Front Psychol. 2019 Feb 4;10:158. doi: 10.3389/fpsyg.2019.00158. eCollection 2019.
10
Re-fixation and perseveration patterns in neglect patients during free visual exploration.忽视患者在自由视觉探索过程中的再固定和持续模式。
Eur J Neurosci. 2019 May;49(10):1244-1253. doi: 10.1111/ejn.14309. Epub 2019 Jan 6.