Ajana Khawla, Everard Gauthier, Lejeune Thierry, Edwards Martin Gareth
Psychological Sciences Research Institute, University of Louvain, Louvain-la-Neuve, Belgium.
Faculty of Psychology and Educational Sciences, Ghent University, Ghent, Belgium.
Technol Health Care. 2025 Jul;33(4):1626-1644. doi: 10.1177/09287329241296380. Epub 2025 Jan 17.
BackgroundHemineglect (HN) is a post-stroke condition, frequently defined as an impairment in finding spatial targets within an egocentric frame of reference, where the stimulus is coded relative to the self. However, the egocentric reference frame can change with the presence of another person. Immersive virtual reality (IVR) offers several advantages over paper-and-pencil tests typically used to assess HN, such as a realistic and controlled environment, standardised stimulus presentation, and sensitive response acquisition. We developed a new serious game in IVR to assess HN. Here we investigated (1) the feasibility and user experience of this serious game, and (2) the effect of the presence of an avatar on HN.MethodsWe first tested a group of 61 control individuals (CI), followed by a group of post-stroke 11 individuals without HN (SI:HN-), 6 with HN (SI:HN+), and 17 resampled age matched group of control individuals (CI). All participants performed the "Peach test", which required them to find and respond to a target presented among distractors, either alone or in the presence of an avatar. We measured response time (RT) and omissions. The SI:HN- and SI:HN + groups also completed a paper-and-pencil test for HN and a user experience questionnaire.ResultsThe first analysis of results with CI showed no differences in responding to the target when in ipsi- compared to contra-lateral spaces, nor in peri- compared to extra-personal spaces. There were also no differences in responding to the target in the no-avatar condition relative to the two avatars conditions. In the second analysis, SI:HN + were slower than SI:HN- and CI. Although an interaction between group and Laterality was predicted, the results showed that there was no Laterality effect for any of the groups. An interaction between group and proximity, showed that both SI groups were slower in the extra- compared to peri-personal spaces. The user experience was globally positively rated by the SI.ConclusionWe developed a serious game in IVR for the assessment of HN. Although most our findings were inconclusive, the Peach test showed excellent user experience results.Trial registration http://www.clinicaltrials.gov ; Unique identifier: NCT04694833, Date of registration: 11/24/2020.
背景
半侧空间忽视(HN)是一种中风后的病症,通常被定义为在以自我为中心的参照系中寻找空间目标时的一种损伤,在这种参照系中,刺激是相对于自身进行编码的。然而,以自我为中心的参照系会随着他人的出现而改变。沉浸式虚拟现实(IVR)相较于通常用于评估HN的纸笔测试具有多个优势,例如逼真且可控的环境、标准化的刺激呈现以及灵敏的反应获取。我们开发了一款用于IVR的新型严肃游戏来评估HN。在此,我们研究了(1)这款严肃游戏的可行性和用户体验,以及(2)虚拟形象的存在对HN的影响。
方法
我们首先测试了一组61名对照个体(CI),随后测试了一组11名无HN的中风后个体(SI:HN-)、6名有HN的个体(SI:HN+)以及17名重新采样的年龄匹配的对照个体组(CI)。所有参与者都进行了“桃子测试”,该测试要求他们在干扰物中找到并对目标做出反应,测试环境分为单独测试或在虚拟形象存在的情况下进行。我们测量了反应时间(RT)和遗漏情况。SI:HN-组和SI:HN+组还完成了一份关于HN的纸笔测试以及一份用户体验问卷。
结果
对CI组结果的首次分析表明,与对侧空间相比,同侧空间对目标的反应没有差异;与个人空间之外相比,个人空间周围对目标的反应也没有差异。在无虚拟形象条件下与两种虚拟形象条件下对目标的反应也没有差异。在第二次分析中,SI:HN+组比SI:HN-组和CI组反应更慢。尽管预测了组和侧别之间存在交互作用,但结果表明任何一组都没有侧别效应。组和接近度之间的交互作用表明,与个人空间周围相比,SI两组在个人空间之外对目标的反应都更慢。SI组对用户体验的整体评价为积极。
结论
我们开发了一款用于IVR的严肃游戏来评估HN。尽管我们的大多数发现尚无定论,但“桃子测试”显示出了出色的用户体验结果。
试验注册
http://www.clinicaltrials.gov ;唯一标识符:NCT04694833,注册日期:2020年11月24日。