Kim Euisung, Han Jieun, Choi Hojin, Prié Yannick, Vigier Toinon, Bulteau Samuel, Kwon Gyu Hyun
Graduate School of Technology and Innovation Management, Hanyang University, Seoul, Republic of Korea.
Department of Neurology, College of Medicine, Hanyang University, Seoul, Republic of Korea.
JMIR Serious Games. 2021 Nov 24;9(4):e30249. doi: 10.2196/30249.
In neuropsychology, fully immersive virtual reality (VR) has been spotlighted as a promising tool. It is considered that VR not only overcomes the existing limitation of neuropsychological tests but is also appropriate for treating executive functions (EFs) within activities of daily living (ADL) due to its high ecological validity. While fully immersive VR offers new possibilities of neuropsychological tests, there are few studies that overview the intellectual landscape and academic trends in the research related to mainly targeted EFs with fully immersive VR.
The objective of this study is to get an overview of the research trends that use VR in neuropsychological tests and to analyze the research trends using fully immersive VR neuropsychological tests with experimental articles.
This review was carried out according to Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines. Articles were searched in three web databases using keywords related to VR, EFs, and cognitive abilities. The study was conducted in two steps, keyword analysis and in-depth systematic review. In the web database search from 2000 to 2019, 1167 articles were initially collected, of which 234 articles in the eligibility phase were used to conduct keyword analysis and a total of 47 articles were included for systematic review.
In keyword analysis, the number of articles focused on dementia including the keywords "MCI," "SCD," and "dementia" were highlighted over the period, rather than other symptoms. In addition, we identified that the use of behavioral and physiological data in virtual environments (VEs) has dramatically increased in recent studies. In the systematic review, we focused on the purpose of study, assessment, treatment, and validation of usability and structure. We found that treatment studies and uncategorized studies including presence and cybersickness issues have emerged in the recent period. In addition, the target symptoms and range of participants were diversified.
There has been a continuously increasing interest in dealing with neuropsychology by using fully immersive VR. Target cognitive abilities have been diversified, as well as target symptoms. Moreover, the concept of embodied cognition was transplanted in this research area.
在神经心理学中,完全沉浸式虚拟现实(VR)已成为备受关注的一项有前景的工具。人们认为,VR不仅克服了神经心理学测试的现有局限性,而且由于其高生态效度,还适用于在日常生活活动(ADL)中治疗执行功能(EFs)。虽然完全沉浸式VR为神经心理学测试提供了新的可能性,但很少有研究概述与完全沉浸式VR主要针对的EFs相关的研究领域和学术趋势。
本研究的目的是概述在神经心理学测试中使用VR的研究趋势,并通过实验文章分析使用完全沉浸式VR神经心理学测试的研究趋势。
本综述按照系统评价和Meta分析的首选报告项目(PRISMA)指南进行。在三个网络数据库中使用与VR、EFs和认知能力相关的关键词搜索文章。该研究分两步进行,即关键词分析和深入的系统评价。在2000年至2019年的网络数据库搜索中,最初收集了1167篇文章,其中234篇符合条件的文章用于进行关键词分析,共有47篇文章纳入系统评价。
在关键词分析中,在此期间,关注包括“轻度认知障碍(MCI)”、“主观认知下降(SCD)”和“痴呆”等关键词的痴呆相关文章数量多于其他症状。此外,我们发现最近的研究中在虚拟环境(VEs)中使用行为和生理数据的情况显著增加。在系统评价中,我们关注研究目的、评估、治疗以及可用性和结构的验证。我们发现最近出现了治疗研究以及包括存在感和晕动症问题的未分类研究。此外,目标症状和参与者范围也呈多样化。
使用完全沉浸式VR处理神经心理学问题的兴趣一直在持续增加。目标认知能力以及目标症状都已多样化。此外,具身认知的概念也被引入了该研究领域。