Graduate Athletic Training Program, University of Tennessee at Chattanooga, Chattanooga, TN, USA.
REACT Neuro, Cambridge, MA.
Percept Mot Skills. 2023 Dec;130(6):2484-2504. doi: 10.1177/00315125231205322. Epub 2023 Sep 29.
The duration, accuracy, and consistency of responses to various types of stimuli are widely accepted as indirect indicators of the efficiency of brain information processing, but current clinical tests appear to lack sufficient sensitivity to detect subtle impairments. Immersive virtual reality (VR) offers a new means to acquire measures of perceptual-motor responses to moving visual stimuli that require rapid conflict resolution, but their test-retest reliability has not yet been demonstrated. Repeated measures. We analyzed data from 19 healthy young adults who performed a 40-trial VR test on three consecutive days. We focused on response time (RT) and perceptual latency (PL) for eye, neck, arm, and whole-body step displacements involved in executing a reaching/lunging movement in a right or left direction toward a peripherally located virtual target. Measures of RT and PL included a 40-trial mean, an intra-individual variability (IIV) value, and a rate correct score (RCS) that incorporated both response duration and accuracy. Most mean and IIV values for PL and RT demonstrated a positive distributional skew that was substantially reduced by natural logarithm transformation. While a learning effect was evident between sessions 1 and 2 for 7 of 8 mean PL and RT measures, 3-session intraclass correlation coefficient (ICC) values were moderate to excellent for 15 of 16 transformed PL and RT measures (range: .618 to .922). The composite RCS metric did not require transformation for either PL or RT, whose respective 3-session ICC values were .877 and .851. This moderate to excellent test-retest reliability for various VR measures of perceptual-motor function, combined with evidence of their validity from both past and future research, suggest that these measures can advance clinical detection of impaired brain processing and longitudinal assessments of potentially modifiable performance deficiencies.
反应时长、准确性和一致性被广泛认为是大脑信息处理效率的间接指标,适用于各种类型的刺激,但目前的临床测试似乎缺乏足够的敏感性来检测到细微的损伤。沉浸式虚拟现实 (VR) 提供了一种新的手段,可以获取对快速冲突解决所需的运动视觉刺激的感知运动反应的测量值,但它们的测试-重测可靠性尚未得到证明。我们分析了 19 名健康年轻成年人在连续三天内进行的 40 次 VR 测试的数据。我们专注于在执行向右或向左朝向位于外周的虚拟目标的伸展/倾斜运动时涉及眼部、颈部、手臂和整个身体步幅的眼睛、颈部、手臂和整个身体步幅的反应时间 (RT) 和感知潜伏期 (PL)。RT 和 PL 的测量值包括 40 次试验的平均值、个体内变异性 (IIV) 值以及包含响应持续时间和准确性的正确反应分数 (RCS)。PL 和 RT 的大多数平均值和 IIV 值表现出正偏态分布,通过自然对数转换后显著降低。虽然在第 1 次和第 2 次会话之间,7 个 PL 和 RT 的平均值存在学习效应,但对于 16 个转换后的 PL 和 RT 测量值中的 15 个,3 次会话的组内相关系数 (ICC) 值为中度到极好 (范围:.618 至.922)。PL 和 RT 的复合 RCS 指标均无需转换,其各自的 3 次会话 ICC 值分别为.877 和.851。各种 VR 感知运动功能测量值的测试-重测可靠性为中度到极好,再加上过去和未来研究的有效性证据,表明这些测量值可以提高对大脑处理受损的临床检测能力,并对潜在可改变的性能缺陷进行纵向评估。