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使用头戴式显示器进行的社交训练是否适用于遗传性共济失调患者?

Is Social Training Delivered with a Head-Mounted Display Suitable for Patients with Hereditary Ataxia?

作者信息

Malerba Giorgia, Bellazzecca Silvia, Urgesi Cosimo, Butti Niccolò, D'Angelo Maria Grazia, Diella Eleonora, Biffi Emilia

机构信息

Scientific Institute, IRCCS E. Medea, 23842 Bosisio Parini, Italy.

Laboratory of Cognitive Neuroscience, Department of Languages and Literatures, Communication, Education and Society, University of Udine, 33100 Udine, Italy.

出版信息

Brain Sci. 2023 Jun 30;13(7):1017. doi: 10.3390/brainsci13071017.

Abstract

Social cognition is fundamental in everyday life to understand "others' behavior", which is a key feature of social abilities. Previous studies demonstrated the efficacy of a rehabilitative intervention in semi-immersive virtual reality (VR) controlled by whole-body motion to improve the ability of patients with cerebellar disorders to predict others' intentions (VR-SPIRIT). Patients with severe ataxia that have difficulties at multiple levels of social processing could benefit from this intervention in terms of improving their social prediction skills, but they may have difficulties in controlling VR with whole-body movements. Therefore, we implemented VR-SPIRIT on a wearable, affordable, and easy-to-use technology, such as the Oculus Quest, a head-mounted display. The aim of this work was to evaluate the usability and tolerability of this VR application. We recruited 10 patients (37.7 ± 14.8 years old, seven males) with different types of hereditary ataxia who performed a single VR-SPIRIT session using the Oculus Quest viewer. After the session, patients answered a series of questionnaires to investigate the overall usability of the system and its potential effects in terms of cyber sickness. The preliminary results demonstrated system usability and tolerability. Indeed, only three patients did not complete the session due to different problems (dizziness, nausea, and boredom). In future studies, more patients will be enrolled to assess the effectiveness of the application, paving the way for the implementation of social training that can also be delivered at home.

摘要

社会认知在日常生活中对于理解“他人行为”至关重要,而这是社交能力的一个关键特征。先前的研究证明了一种半沉浸式虚拟现实(VR)康复干预的有效性,该干预由全身运动控制,可提高小脑疾病患者预测他人意图的能力(VR-SPIRIT)。患有严重共济失调且在多个社会处理层面存在困难的患者,可能会从这种干预中受益,从而提高他们的社会预测技能,但他们可能在通过全身运动控制VR方面存在困难。因此,我们在一种可穿戴、价格实惠且易于使用的技术上实施了VR-SPIRIT,例如头戴式显示器Oculus Quest。这项工作的目的是评估这种VR应用的可用性和耐受性。我们招募了10名患有不同类型遗传性共济失调的患者(年龄37.7±14.8岁,7名男性),他们使用Oculus Quest查看器进行了一次VR-SPIRIT训练。训练结束后,患者回答了一系列问卷,以调查系统的整体可用性及其在网络病方面的潜在影响。初步结果证明了系统的可用性和耐受性。事实上,只有三名患者因不同问题(头晕、恶心和无聊)未完成训练。在未来的研究中,将招募更多患者来评估该应用的有效性,为在家中也能进行的社交训练的实施铺平道路。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ccc2/10376992/7cca9f6fb0c3/brainsci-13-01017-g001.jpg

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