Department of Linguistics, Macquarie University Hearing, Macquarie University, Sydney, NSW 2109, Australia.
Department of Pain Management, HammondCare, Greenwich Hospital Greenwich, Sydney, NSW 2065, Australia.
Sensors (Basel). 2022 Mar 29;22(7):2629. doi: 10.3390/s22072629.
Neuropathic pain in people with spinal cord injury is thought to be due to altered central neuronal activity. A novel therapeutic intervention using virtual reality (VR) head-mounted devices was investigated in this study for pain relief. Given the potential links to neuronal activity, the aim of the current study was to determine whether use of VR was associated with corresponding changes in electroencephalography (EEG) patterns linked to the presence of neuropathic pain. Using a within-subject, randomised cross-over pilot trial, we compared EEG activity for three conditions: no task eyes open state, 2D screen task and 3D VR task. We found an increase in delta activity in frontal regions for 3D VR with a decrease in theta activity. There was also a consistent decrease in relative alpha band (8-12 Hz) and an increase in low gamma (30-45 Hz) power during 2D screen and 3D VR corresponding, with reduced self-reported pain. Using the nonlinear and non-oscillatory method of extracting fractal dimensions, we found increases in brain complexity during 2D screen and 3D VR. We successfully classified the 3D VR condition from 2D screen and eyes opened no task conditions with an overall accuracy of 80.3%. The findings in this study have implications for using VR applications as a therapeutic intervention for neuropathic pain in people with spinal cord injury.
脊髓损伤患者的神经性疼痛被认为是由于中枢神经元活动改变所致。本研究探讨了一种使用虚拟现实(VR)头戴设备的新型治疗干预措施,以缓解疼痛。鉴于其与神经元活动的潜在联系,本研究旨在确定使用 VR 是否与与神经性疼痛存在相关的脑电图(EEG)模式变化相关。
我们采用了一项在体、随机交叉试验,比较了三种情况下的 EEG 活动:无任务睁眼状态、2D 屏幕任务和 3D VR 任务。我们发现,3D VR 时额叶区域的 delta 活动增加,theta 活动减少。在 2D 屏幕和 3D VR 期间,相对阿尔法频段(8-12Hz)持续减少,低伽马频段(30-45Hz)功率增加,与自我报告的疼痛减轻相对应。
我们使用提取分形维数的非线性和非振荡方法,发现 2D 屏幕和 3D VR 期间大脑复杂性增加。我们成功地将 3D VR 条件与 2D 屏幕和无任务睁眼条件区分开来,总体准确率为 80.3%。
本研究的发现对于将 VR 应用作为脊髓损伤患者神经性疼痛的治疗干预具有重要意义。