Franzò Michela, De Angelis Sara, Iosa Marco, Tieri Gaetano, Corsini Giorgia, Cellupica Giovanni Generoso, Loi Valentina, Bini Fabiano, Marinozzi Franco, Scivoletto Giorgio, Tamburella Federica
Department of Psychology, Sapienza University of Rome, 00185 Rome, Italy.
IRCCS Fondazione Santa Lucia, 00179 Rome, Italy.
Sensors (Basel). 2025 Jul 4;25(13):4173. doi: 10.3390/s25134173.
Serious videogames have already demonstrated their positive impact on rehabilitation and of particular interest is the virtual reality (VR) technology. This immersive technology has been used in this study to create a neuroaesthetic experience based on the Michelangelo effect for the rehabilitation of patients with spinal cord injury. The aim of this study was to test the usability of a system for virtual art therapy and its capacity to assess patients' deficits performances.
A VR headset was worn by the participants who experienced a painting simulation of famous artworks (artistic stimuli) against a coloring canvas (non-artistic stimuli). The trajectories of the hand were studied to obtain different kinematic and spectral parameters to evaluate the user performances. A total of 13 healthy subjects and 13 patients with spinal cord injury participated in this study.
Significative differences were obtained for most of the parameters between the two groups, except for the normalized jerk and energy of the spectrum. Analysis in the frequency domain showed that both groups preferred horizontal movements for painting the canvas. The NASA and USEQ scores reported a comfortable and user-friendly system according to the patients' point of view.
The system can be a usable tool, the rehabilitative efficacy of which should be tested in patients with spinal cord injury. The kinematic and spectral parameters would allow for the evaluation of the performances alongside the clinical scales, distinguish pathological and physiological performances.
严肃电子游戏已证明其对康复具有积极影响,虚拟现实(VR)技术尤其令人关注。本研究运用这种沉浸式技术,基于米开朗基罗效应创建一种神经美学体验,用于脊髓损伤患者的康复治疗。本研究的目的是测试虚拟艺术治疗系统的可用性及其评估患者缺陷表现的能力。
参与者佩戴VR头显,体验在着色画布(非艺术刺激)上对著名艺术作品进行绘画模拟(艺术刺激)。研究手部轨迹以获取不同的运动学和频谱参数,以评估用户表现。共有13名健康受试者和13名脊髓损伤患者参与了本研究。
除归一化急动度和频谱能量外,两组之间的大多数参数存在显著差异。频域分析表明,两组在绘制画布时都更喜欢水平移动。根据患者的观点,NASA和USEQ评分表明该系统舒适且用户友好。
该系统可以成为一种可用工具,其康复疗效应在脊髓损伤患者中进行测试。运动学和频谱参数将能够与临床量表一起评估表现,区分病理和生理表现。