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用于中风后注意力分散抑制诊断的REAsmash严肃游戏:沉浸式与非沉浸式虚拟现实测试版本的对比

The REAsmash serious game for the post-stroke diagnosis of distractor inhibition: contrast between immersive and non-immersive virtual reality test versions.

作者信息

Sorrentino Gregorio, Ajana Khawla, Everard Gauthier, Vanhoof Florence, Lejeune Thierry, Edwards Martin G

机构信息

Psychological Sciences Research Institute (IPSY), Université Catholique de Louvain, Louvain-la-Neuve, Belgium -

Institute of Neuroscience (IONS), Université Catholique de Louvain, Woluwe-St. Lambert, Belgium -

出版信息

Eur J Phys Rehabil Med. 2025 Apr;61(2):197-208. doi: 10.23736/S1973-9087.25.08680-0. Epub 2025 Mar 6.

Abstract

BACKGROUND

Virtual reality (VR) Serious Games (SG) offer greater sensitivity and specificity than traditional diagnostics. The playfulness of the SG reduces stress, enhancing motivation and reliability. We developed immersive (iVR) and non-immersive (niVR) versions of REAsmash, a SG based on Feature Integration Theory (FIT) to assess distractor inhibition attention.

AIM

The aim of this study was to verify the transfer of the REAsmash FIT diagnostic properties across VR devices with different degrees of immersion.

DESIGN

Cross-sectional clinical study.

SETTING

Inpatient, outpatient and healthy controls.

POPULATION

Post-stroke and healthy individuals.

METHODS

The REAsmash involves searching for a (target) mole with a red miner's helmet. The target is either presented alone (baseline), or presented with distractors (11, 17 or 23) that contrast the target by high or low saliency (moles with blue miner's and horned helmets vs. blue miner's and red horned helmets). Stimuli appeared randomly from a 24-molehill grid. Participants (15 with and history of cortical-subcortical stroke and 15 age matched controls) hit the target with their response hand in niVR and with a virtual hammer in iVR. Post-stroke participants used their less impaired hand, controls their dominant hand. ANOVA tested VR type (niVR vs. iVR), group (post-stroke vs. healthy), saliency (high vs. low) and distractor number (11, 17, 23), with the interaction between saliency and distractor number defining FIT. The dependent variable was relative mean response time, calculated by subtracting the mean baseline response time from each response to targets presented with distractors, for each participant. This variable exemplifies the costs to response time cause by the manipulation of independent variables.

RESULTS

We found significant main effects and an interaction for saliency and distractor number, confirming FIT. Group and VR type main effects were significant, with slower responses for post-strokes and for iVR, but with no interactions.

CONCLUSIONS

To evaluate performance across acute to chronic post-stroke phases, diagnostic measures must be transferable between test devices, ensuring compatibility from hospital to outpatient settings.

CLINICAL REHABILITATION IMPACT

Our results demonstrated that the REAsmash diagnostic properties were consistent across immersive and non-immersive VR, as well as within both groups of participants.

摘要

背景

虚拟现实(VR)严肃游戏(SG)比传统诊断方法具有更高的灵敏度和特异性。SG的趣味性可减轻压力,增强动机和可靠性。我们基于特征整合理论(FIT)开发了一款名为REAsmash的SG,用于评估分心抑制注意力,并制作了沉浸式(iVR)和非沉浸式(niVR)版本。

目的

本研究的目的是验证REAsmash FIT诊断特性在不同程度沉浸式VR设备之间的转移性。

设计

横断面临床研究。

设置

住院患者、门诊患者和健康对照者。

研究对象

中风后患者和健康个体。

方法

REAsmash游戏要求玩家戴着红色矿工头盔寻找一颗(目标)痣。目标要么单独呈现(基线),要么与干扰物一起呈现(11个、17个或23个),干扰物通过高或低显著性与目标形成对比(戴着蓝色矿工头盔和角盔的痣与戴着蓝色矿工头盔和红色角盔的痣)。刺激物从一个有24个鼹鼠丘的网格中随机出现。参与者(15名有皮质下皮质中风病史的患者和15名年龄匹配的对照者)在niVR中用反应手点击目标,在iVR中用虚拟锤子点击目标。中风后参与者使用受损较轻的手,对照者使用优势手。方差分析测试了VR类型(niVR与iVR)、组别(中风后与健康)、显著性(高与低)和干扰物数量(11、17、23),显著性和干扰物数量之间的相互作用定义了FIT。因变量是相对平均反应时间,通过从每个对有干扰物呈现的目标的反应中减去平均基线反应时间来计算,针对每个参与者。这个变量体现了由自变量操作导致的反应时间成本。

结果

我们发现显著性和干扰物数量有显著的主效应和相互作用,证实了FIT。组别和VR类型主效应显著,中风后患者和iVR的反应较慢,但没有相互作用。

结论

为了评估从中风急性期到慢性期的表现,诊断措施必须在测试设备之间具有转移性,确保从医院到门诊环境的兼容性。

临床康复影响

我们的结果表明,REAsmash的诊断特性在沉浸式和非沉浸式VR中以及两组参与者中都是一致的。

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