Annaka Hiroki, Hiraoka Tamon, Nomura Tomonori
Department of Occupational Therapy, Niigata University of Health and Welfare, Niigata, JPN.
Graduate School, Niigata University of Health and Welfare, Niigata, JPN.
Cureus. 2024 Oct 19;16(10):e71838. doi: 10.7759/cureus.71838. eCollection 2024 Oct.
Objective Virtual reality (VR) games with the Leap Motion Controller (LMC) are used in clinical practice for cognitive rehabilitation to improve attentional function. However, the effects of VR games using the LMC on brain activity related to attentional function have not yet been elucidated. This study aimed to elucidate the effects of a VR game with the LMC on brain activity related to attentional function. Methods This single-arm study included 15 healthy adults (mean age, 23.2 ± 0.9 years; seven females) and analyzed their electroencephalography (EEG) findings. We measured event-related potentials (ERPs) before and after the VR game with the LMC, and the α, θ, and β values during the VR game with the LMC. EEG measurements were based on the international 10-20 system, with dish electrodes placed at F3, F4, Fz, C3, C4, Cz, P3, P4, Pz, O1, and O2 using EEG caps. For statistical analysis, the N1 peak amplitudes before and after the VR game were compared using paired t-tests. In addition, the average amplitudes of α, θ, and β at 10-20 ms and 280-290 ms during the VR game were compared using paired t-tests only for positions that showed significant changes in the N1 peak amplitude before and after the VR game. Results After the VR game, the N1 peak amplitude was significantly greater at the F4 (pre: -4.51 ± 3.49 μV, post: -6.31 ± 2.60 μV, P = 0.010), Fz (pre: -4.68 ± 2.85 μV, post: -6.29 ± 2.17 μV, P = 0.033), and C4 (pre: -4.43 ± 3.94 μV, post: -6.24 ± 2.56 μV, P = 0.015) positions. During the VR game, the average amplitude of α at the F4 position (during a VR game of 10-20 ms: 7.86 ± 1.33 μV; during a VR game of 280-290 ms: 9.40 ± 2.69 μV, P = 0.010) was significantly higher at 280-290 ms. Conclusions The N1 peak amplitude, meaning selective attention, in F4, Fz, and C4 and the amplitude of α, meaning control interference of unwanted stimuli in a task, in F4 were increased in the post-VR game using LMC. VR games using the LMC may contribute to improvements in attentional function. Further studies are required to assess their applications in cognitive rehabilitation.
使用Leap Motion控制器(LMC)的虚拟现实(VR)游戏在临床实践中用于认知康复以改善注意力功能。然而,使用LMC的VR游戏对与注意力功能相关的大脑活动的影响尚未阐明。本研究旨在阐明使用LMC的VR游戏对与注意力功能相关的大脑活动的影响。方法:这项单臂研究纳入了15名健康成年人(平均年龄23.2±0.9岁;7名女性),并分析了他们的脑电图(EEG)结果。我们测量了使用LMC的VR游戏前后的事件相关电位(ERP),以及使用LMC的VR游戏期间的α、θ和β值。EEG测量基于国际10-20系统,使用EEG帽将盘状电极放置在F3、F4、Fz、C3、C4、Cz、P3、P4、Pz、O1和O2处。为了进行统计分析,使用配对t检验比较VR游戏前后的N1峰值幅度。此外,仅对VR游戏前后N1峰值幅度有显著变化的位置,使用配对t检验比较VR游戏期间10-20毫秒和280-290毫秒时α、θ和β的平均幅度。结果:VR游戏后,F4(术前:-4.51±3.49μV,术后:-6.31±2.60μV,P = 0.010)、Fz(术前:-4.68±2.85μV,术后:-6.29±2.17μV,P = 0.033)和C4(术前:-4.43±3.94μV,术后:-6.24±2.56μV,P = 0.015)位置的N1峰值幅度显著更大。在VR游戏期间,F4位置的α平均幅度(在VR游戏10-20毫秒期间:7.