An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study

被引:39
作者
Huygelier, Hanne [1 ]
Schraepen, Brenda [1 ]
Lafosse, Christophe [2 ]
Vaes, Nathalie [2 ]
Schillebeeckx, Fabienne [3 ]
Michiels, Karla [3 ]
Note, Eline [3 ]
Vanden Abeele, Vero [4 ]
van Ee, Raymond [1 ,5 ]
Gillebert, Celine R. [1 ]
机构
[1] Katholieke Univ Leuven, Brain & Cognit, Leuven, Belgium
[2] Rehabil Hosp RevArte, Sci Unit, Antwerp, Belgium
[3] Univ Hosp Leuven, Rehabil Ctr Pellenberg, Leuven, Belgium
[4] Katholieke Univ Leuven, Dept Comp Sci, HCIe Media, Leuven, Belgium
[5] Radboud Univ Nijmegen, Donders Inst Brain Cognit & Behav, Nijmegen, Netherlands
关键词
Feasibility; HEMIRehApp; hemispatial neglect; rehabilitation; stroke; virtual reality; EYE-HEAD COORDINATION; CANCELLATION TASKS; UNILATERAL NEGLECT; REHABILITATION; STIMULI; BIAS; HEMINEGLECT; PROBABILITY; DEFICIT; TESTS;
D O I
10.1080/23279095.2020.1821030
中图分类号
R74 [神经病学与精神病学];
学科分类号
摘要
Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience in a 3D environment. We designed an IVR rehabilitation game for neglect patients using the Oculus Rift. Multisensory cues were presented in the neglected visual field in a patient-tailored way. We acquired pilot data in 15 neurologically healthy controls and 7 stroke patients. First, we compared cybersickness before and after VR exposure. Second, we assessed the user experience through a questionnaire. Third, we tested whether neglect symptoms corresponded between the VR game and a computerized cancelation task. Fourth, we evaluated the effect of the multisensory cueing on target discrimination. Last, we tested two algorithms to tailor the game to the characteristics of the neglected visual field. Cybersickness significantly reduced after VR exposure in six stroke patients and was low in healthy controls. Patients rated the user experience neutral to positive. In addition, neglect symptoms were consistent between a computerized cancelation and VR rehabilitation task. The multisensory cue positively affected target discrimination in the game and we successfully presented sensory stimulation to the neglected visual field in a patient-tailored way. Our results show that it is promising to use gamified patient-tailored immersive VR for neglect rehabilitation.
引用
收藏
页码:915 / 935
页数:21
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