Gan Luigi, Lin Chien-Ju, Chieh Hsiao-Feng, An Kai-Nan, Su Fong-Chin
Department of Biomedical Engineering, National Cheng Kung University, No. 1, Dasyue Rd, East District, Tainan, 701, Taiwan, 886 062757575 ext 63422.
Medical Device Innovation Center, National Cheng Kung University, Tainan, Taiwan.
JMIR Serious Games. 2025 Jul 14;13:e63874. doi: 10.2196/63874.
Aging can bring upon several effects that can hinder one's quality of life. One of the effects is the decline in one's ability to perform activities of daily living, which is caused by the loss of hand function due to aging. To mitigate this, several virtual reality (VR)-based training or rehabilitation systems that use hand tracking were developed. Although these systems are effective, immersive, and can promote motivation, they are mostly limited to providing range of motion exercises. The addition of a force control component to the hand tracking of these systems could make them even more effective at improving or restoring hand function, as the majority of activities of daily living require a degree of force control.
This study aimed to compare the effects of 2 VR input systems: regular hand tracking and the novel VR input system in this study, which incorporate force control to regular hand tracking on the brain activity of younger and older adults. The degree of cortical activity during a training or rehabilitation task is linked to better functional outcomes and improvements of neuroplasticity.
Twelve younger adults (mean age 25.00, SD 4.50 years) and 12 older adults (mean age 73.00, SD 3.6 years) were recruited to play a game specifically developed for this study using 2 VR input systems. Brain activity during gameplay was recorded using functional near-infrared spectroscopy over the following cortical regions: prefrontal cortex (PFC), premotor cortex (PMC), supplementary motor area (SMA), and primary motor cortex (M1).
Compared with the regular hand-tracking system, adding a force control component increased average oxygenated hemoglobin (HbO) concentrations and decreased deoxygenated hemoglobin (HbR) concentrations in key brain regions. In young adults, these changes were observed in the right PMC and right M1. In older adults, higher HbO and lower HbR concentrations appeared in the right PFC, bilateral M1, and right SMA (HbR only). The force control component also led to more widespread activity across all ROIs.
The novel input system in this study can be used for improving or restoring hand function. The results of this study can be used as a reference for the development of better VR-based training or rehabilitation systems.
衰老会带来多种影响,可能会妨碍一个人的生活质量。其中一个影响是日常生活活动能力的下降,这是由于衰老导致手部功能丧失所致。为了缓解这一问题,人们开发了几种基于虚拟现实(VR)的、使用手部追踪的训练或康复系统。尽管这些系统有效、具有沉浸感且能激发积极性,但它们大多仅限于提供关节活动度练习。在这些系统的手部追踪中添加力控制组件可能会使其在改善或恢复手部功能方面更加有效,因为大多数日常生活活动都需要一定程度的力控制。
本研究旨在比较两种VR输入系统的效果:常规手部追踪和本研究中的新型VR输入系统,后者在常规手部追踪中加入了力控制,观察其对年轻人和老年人脑活动的影响。训练或康复任务期间的皮层活动程度与更好的功能结果和神经可塑性的改善有关。
招募了12名年轻人(平均年龄25.00岁,标准差4.50岁)和12名老年人(平均年龄73.00岁,标准差3.6岁),使用两种VR输入系统玩专门为本研究开发的游戏。游戏过程中的脑活动通过功能近红外光谱法记录在以下皮层区域:前额叶皮层(PFC)、运动前区皮层(PMC)、辅助运动区(SMA)和初级运动皮层(M1)。
与常规手部追踪系统相比,添加力控制组件可提高关键脑区的平均氧合血红蛋白(HbO)浓度,并降低脱氧血红蛋白(HbR)浓度。在年轻人中,右侧PMC和右侧M1出现了这些变化。在老年人中,右侧PFC、双侧M1和右侧SMA(仅HbR)出现了较高的HbO和较低的HbR浓度。力控制组件还导致所有感兴趣区域的活动更加广泛。
本研究中的新型输入系统可用于改善或恢复手部功能。本研究结果可为开发更好的基于VR的训练或康复系统提供参考。