Knobel Samuel Elia Johannes, Kaufmann Brigitte Charlotte, Geiser Nora, Gerber Stephan Moreno, Müri René M, Nef Tobias, Nyffeler Thomas, Cazzoli Dario
Gerontechnology & Rehabilitation Group, University of Bern, Bern, Switzerland.
Sorbonne Université, Institut du Cerveau - Paris Brain Institute (ICM), Inserm, Centre national de la recherche scientifique, Hôpital de la Pitié-Salpêtrière, Paris, France.
JMIR Serious Games. 2022 May 25;10(2):e34884. doi: 10.2196/34884.
Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipulated in a way that helps patients with disturbances in the spatial allocation of visual attention (so-called hemispatial neglect). One approach to ameliorate neglect is to apply cross-modal cues (ie, cues in sensory modalities other than the visual one, eg, auditory and tactile) to guide visual attention toward the neglected space. So far, no study has investigated the effects of audio-tactile cues in VR on the spatial deployment of visual attention in neglect patients.
This pilot study aimed to investigate the feasibility and usability of multimodal (audio-tactile) cueing, as implemented in a 3D VR setting, in patients with neglect, and obtain preliminary results concerning the effects of different types of cues on visual attention allocation compared with noncued conditions.
Patients were placed in a virtual environment using a head-mounted display (HMD). The inlay of the HMD was equipped to deliver tactile feedback to the forehead. The task was to find and flag appearing birds. The birds could appear at 4 different presentation angles (lateral and paracentral on the left and right sides), and with (auditory, tactile, or audio-tactile cue) or without (no cue) a spatially meaningful cue. The task usability and feasibility, and 2 simple in-task measures (performance and early orientation) were assessed in 12 right-hemispheric stroke patients with neglect (5 with and 7 without additional somatosensory impairment).
The new VR setup showed high usability (mean score 10.2, SD 1.85; maximum score 12) and no relevant side effects (mean score 0.833, SD 0.834; maximum score 21). A repeated measures ANOVA on task performance data, with presentation angle, cue type, and group as factors, revealed a significant main effect of cue type (F=9.863; P<.001) and a significant 3-way interaction (F=2.057; P=.04). Post-hoc analyses revealed that among patients without somatosensory impairment, any cue led to better performance compared with no cue, for targets on the left side, and audio-tactile cues did not seem to have additive effects. Among patients with somatosensory impairment, performance was better with both auditory and audio-tactile cueing than with no cue, at every presentation angle; conversely, tactile cueing alone had no significant effect at any presentation angle. Analysis of early orientation data showed that any type of cue triggered better orientation in both groups for lateral presentation angles, possibly reflecting an early alerting effect.
Overall, audio-tactile cueing seems to be a promising method to guide patient attention. For instance, in the future, it could be used as an add-on method that supports attentional orientation during established therapeutic approaches.
虚拟现实(VR)设备在医学和其他领域的应用越来越广泛,其应用范围涵盖众多领域。VR的一种可能应用是创建一种经过特殊操控的环境,以帮助患有视觉注意力空间分配障碍(即所谓的半侧空间忽视)的患者。改善忽视症状的一种方法是应用跨模态线索(即除视觉之外的其他感觉模态中的线索,例如听觉和触觉),将视觉注意力引导至被忽视的空间。到目前为止,尚无研究调查VR中的听觉 - 触觉线索对忽视患者视觉注意力空间分布的影响。
本试点研究旨在调查在3D VR环境中实施的多模态(听觉 - 触觉)线索提示对忽视患者的可行性和可用性,并获得与无线索条件相比,不同类型线索对视觉注意力分配影响的初步结果。
使用头戴式显示器(HMD)将患者置于虚拟环境中。HMD的镶嵌物被配置为向额头提供触觉反馈。任务是找到并标记出现的鸟类。鸟类可以在4个不同的呈现角度(左侧和右侧的外侧和旁中央)出现,并带有(听觉、触觉或听觉 - 触觉线索)或不带有(无线索)具有空间意义的线索。对12名患有忽视症状的右半球中风患者(5名有额外的体感障碍,7名没有)评估了任务的可用性和可行性,以及两项简单的任务中测量指标(表现和早期定向)。
新的VR设置显示出高可用性(平均得分10.2,标准差1.85;最高分12)且无相关副作用(平均得分0.833,标准差0.834;最高分21)。以呈现角度、线索类型和组别为因素对任务表现数据进行重复测量方差分析,结果显示线索类型有显著的主效应(F = 9.863;P <.001)和显著的三因素交互作用(F = 2.057;P =.04)。事后分析显示,在没有体感障碍的患者中,对于左侧的目标,任何线索都比无线索导致更好的表现,并且听觉 - 触觉线索似乎没有叠加效应。在有体感障碍的患者中,在每个呈现角度,听觉和听觉 - 触觉线索提示的表现都比无线索时更好;相反,单独的触觉线索提示在任何呈现角度都没有显著影响。对早期定向数据的分析表明,对于外侧呈现角度,任何类型的线索在两组中都触发了更好的定向,这可能反映了早期的警觉效应。
总体而言,听觉 - 触觉线索提示似乎是引导患者注意力的一种有前景的方法。例如,在未来,它可以用作一种辅助方法,在既定的治疗方法中支持注意力定向。