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Berger LM, Wood G, Kober SE. Manipulating cybersickness in virtual reality-based neurofeedback and its effects on training performance. J Neural Eng 2025; 22:026014. [PMID: 40048822 DOI: 10.1088/1741-2552/adbd76] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/17/2024] [Accepted: 03/06/2025] [Indexed: 03/14/2025]
Abstract
Objective. Virtual reality (VR) serves as a modern and powerful tool to enrich neurofeedback (NF) and brain-computer interface (BCI) applications as well as to achieve higher user motivation and adherence to training. However, between 20%-80% of all the users develop symptoms of cybersickness (CS), namely nausea, oculomotor problems or disorientation during VR interaction, which influence user performance and behavior in VR. Hence, we investigated whether CS-inducing VR paradigms influence the success of a NF training task.Approach. We tested 39 healthy participants (20 female) in a single-session VR-based NF study. One half of the participants was presented with a high CS-inducing VR-environment where movement speed, field of view and camera angle were varied in a CS-inducing fashion throughout the session and the other half underwent NF training in a less CS-inducing VR environment, where those parameters were held constant. The NF training consisted of 6 runs of 3 min each, in which participants should increase their sensorimotor rhythm (SMR, 12-15 Hz) while keeping artifact control frequencies constant (Theta 4-7 Hz, Beta 16-30 Hz). Heart rate and subjectively experienced CS were also assessed.Main results. The high CS-inducing condition tended to lead to more subjectively experienced CS nausea symptoms than the low CS-inducing condition. Further, women experienced more CS, a higher heart rate and showed a worse NF performance compared to men. However, the SMR activity during the NF training was comparable between both the high and low CS-inducing groups. Both groups were able to increase their SMR across feedback runs, although, there was a tendency of higher SMR power for male participants in the low CS group.Significance. Hence, sickness symptoms in VR do not necessarily impair NF/BCI training success. This takes us one step further in evaluating the practicability of VR in BCI and NF applications. Nevertheless, inter-individual differences in CS susceptibility should be taken into account for VR-based NF applications.
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Affiliation(s)
- Lisa M Berger
- Department of Psychology, University of Graz, Graz, Austria
| | - Guilherme Wood
- Department of Psychology, University of Graz, Graz, Austria
| | - Silvia E Kober
- Department of Psychology, University of Graz, Graz, Austria
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Xiao Y, Gao Y, Bai H, Song G, Wang H, Rao JS, Hao A, Li X, Zheng J. Impact of an upper limb motion-driven virtual rehabilitation system on residual motor function in patients with complete spinal cord injury: a pilot study. J Neuroeng Rehabil 2025; 22:48. [PMID: 40045360 PMCID: PMC11881371 DOI: 10.1186/s12984-025-01587-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2024] [Accepted: 02/21/2025] [Indexed: 03/09/2025] Open
Abstract
BACKGROUND Assessing residual motor function in motor complete spinal cord injury (SCI) patients using surface electromyography (sEMG) is clinically important. Due to the prolonged loss of motor control and peripheral sensory input, patients may struggle to effectively activate residual motor function during sEMG assessments. The study proposes using virtual reality (VR) technology to enhance embodiment, motor imagery (MI), and memory, aiming to improve the activation of residual motor function and increase the sensitivity of sEMG assessments. METHODS By Recruiting a sample of 12 patients with AIS A/B and capturing surface electromyographic signals before, druing and after VR training, RESULTS: Most patients showed significant electromyographic improvements in activation frequency and or 5-rank frequency during or after VR training. However, one patient with severe lower limb neuropathic pain did not exhibit volitional electromyographic activation, though their pain diminished during the VR training. CONCLUSIONS VR can enhance the activation of patients' residual motor function by improving body awareness and MI, thereby increasing the sensitivity of sEMG assessments.
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Affiliation(s)
- Yanqing Xiao
- Beijing Key Laboratory for Biomaterials and Neural Regeneration, National Medical Innovation Platform for Industry-Education Integration in Advanced Medical Devices (Interdiscipline of Medicine and Engineering), School of Biological Science and Medical Engineering; Beijing International Cooperation Bases for Science and Technology on Biomaterials and Neural Regeneration, Beijing Advanced Innovation Center for Biomedical Engineering, Beihang University, Beijing, 100191, China
| | - Yang Gao
- The State Key Laboratory of VR Technology and Systems, Unit of Virtual Body and Virtual Surgery (2019RU004), Beihang University, Chinese Academy of Medical Sciences, Beijing, 100050, China.
| | - Hongming Bai
- The State Key Laboratory of VR Technology and Systems, Unit of Virtual Body and Virtual Surgery (2019RU004), Beihang University, Chinese Academy of Medical Sciences, Beijing, 100050, China
| | - Guiyun Song
- Department of Rehabilitation Evaluation, Rehabilitation Research Center, Beijing, China
| | - Hanming Wang
- Rehabilitation Treatment Center of Beijing Rehabilitation Hospital, Affiliated to Capital Medical University, Beijing, China
| | - Jia-Sheng Rao
- Beijing Key Laboratory for Biomaterials and Neural Regeneration, National Medical Innovation Platform for Industry-Education Integration in Advanced Medical Devices (Interdiscipline of Medicine and Engineering), School of Biological Science and Medical Engineering; Beijing International Cooperation Bases for Science and Technology on Biomaterials and Neural Regeneration, Beijing Advanced Innovation Center for Biomedical Engineering, Beihang University, Beijing, 100191, China
| | - Aimin Hao
- The State Key Laboratory of VR Technology and Systems, Unit of Virtual Body and Virtual Surgery (2019RU004), Beihang University, Chinese Academy of Medical Sciences, Beijing, 100050, China
| | - Xiaoguang Li
- Beijing Key Laboratory for Biomaterials and Neural Regeneration, National Medical Innovation Platform for Industry-Education Integration in Advanced Medical Devices (Interdiscipline of Medicine and Engineering), School of Biological Science and Medical Engineering; Beijing International Cooperation Bases for Science and Technology on Biomaterials and Neural Regeneration, Beijing Advanced Innovation Center for Biomedical Engineering, Beihang University, Beijing, 100191, China.
| | - Jia Zheng
- Beijing Children's Hospital, Capital Medical University, Beijing, 100045, China.
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Baillet H, Burin-Chu S, Lejeune L, Thouvarecq R, Clément-Gillotin C, Leconte P, Benguigui N. Using 3D immersive virtual reality interactive tasks for upper limb rehabilitation in children with cerebral palsy: A randomized controlled trial. Dev Neurorehabil 2025; 28:14-29. [PMID: 39673448 DOI: 10.1080/17518423.2024.2438949] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/29/2024] [Revised: 11/25/2024] [Accepted: 12/02/2024] [Indexed: 12/16/2024]
Abstract
The aim of this study was to investigate the effects of the virtual reality device on the evolution of motivation, and motor, functional and kinematic parameters of the upper limb in children with cerebral palsy. Twenty children were randomly assigned in VR and control groups. VR group scored higher than the control group in the Movement Assessment Battery for Children - Second Edition (MABC-2; standardized motor skills test), exhibited an increased range of motion, and showed improved results in various movement parameters in the interaction with the 3D virtual space. All participants presented high motivation scores in the iVR sessions. This new Immertrack tool may improve the motor, kinematic parameters, and motivation in children with CP.
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Affiliation(s)
- Héloïse Baillet
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
- Univ Rouen Normandie, CETAPS UR 3832, Rouen, France
- Pôle de recherche Hôpital La Musse, Saint-Sébastien-de-Morsent, France
| | - Simone Burin-Chu
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
- Univ. Artois, Univ. Lille, Univ. Littoral Côte d'Opale, ULR 7369 - URePSSS - Unité de Recherche Pluridisciplinaire Sport Santé Société, Liévin, France
| | - Laure Lejeune
- Normandie Univ, UNICAEN, ENSICAEN, CNRS, GREYC, Caen, France
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Kober SE, Wood G, Berger LM. Controlling Virtual Reality With Brain Signals: State of the Art of Using VR-Based Feedback in Neurofeedback Applications. Appl Psychophysiol Biofeedback 2024:10.1007/s10484-024-09677-8. [PMID: 39542998 DOI: 10.1007/s10484-024-09677-8] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Accepted: 10/30/2024] [Indexed: 11/17/2024]
Abstract
The rapid progress of commercial virtual reality (VR) technology, open access to VR development software as well as open-source instructions for creating brain-VR interfaces have increased the number of VR-based neurofeedback (NF) training studies. Controlling a VR environment with brain signals has potential advantages for NF applications. More entertaining, multimodal and adaptive virtual feedback modalities might positively affect subjective user experience and could consequently enhance NF training performance and outcome. Nevertheless, there are certain pitfalls and contraindications that make VR-based NF not suitable for everyone. In the present review, we summarize applications of VR-based NF and discuss positive effects of VR-based NF training as well as contraindications such as cybersickness in VR or age- and sex-related differences. The existing literature implies that VR-based feedback is a promising tool for the improvement of NF training performance. Users generally rate VR-based feedback more positively than traditional 2D feedback, albeit to draw meaningful conclusions and to rule out adverse effects of VR, more research on this topic is necessary. The pace in the development of brain-VR synchronization furthermore necessitates ethical considerations on these technologies.
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Affiliation(s)
- Silvia Erika Kober
- Department of Psychology, University of Graz, Universitaetsplatz 2/III, 8010, Graz, Austria.
| | - Guilherme Wood
- Department of Psychology, University of Graz, Universitaetsplatz 2/III, 8010, Graz, Austria
| | - Lisa Maria Berger
- Department of Psychology, University of Graz, Universitaetsplatz 2/III, 8010, Graz, Austria
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5
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Peck TC, Good JJ. Measuring Embodiment: Movement Complexity and the Impact of Personal Characteristics. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:4588-4600. [PMID: 37099457 DOI: 10.1109/tvcg.2023.3270725] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/19/2023]
Abstract
A user's personal experiences and characteristics may impact the strength of an embodiment illusion and affect resulting behavioral changes in unknown ways. This paper presents a novel re-analysis of two fully-immersive embodiment user-studies (n = 189 and n = 99) using structural equation modeling, to test the effects of personal characteristics on subjective embodiment. Results demonstrate that individual characteristics (gender, participation in science, technology, engineering or math - Experiment 1, age, video gaming experience - Experiment 2) predicted differing self-reported experiences of embodiment Results also indicate that increased self-reported embodiment predicts environmental response, in this case faster and more accurate responses within the virtual environment. Importantly, head-tracking data is shown to be an effective objective measure for predicting embodiment, without requiring researchers to utilize additional equipment.
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6
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Venot T, Desbois A, Corsi MC, Hugueville L, Saint-Bauzel L, De Vico Fallani F. Intentional binding for noninvasive BCI control. J Neural Eng 2024; 21:046026. [PMID: 38996409 DOI: 10.1088/1741-2552/ad628c] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/09/2023] [Accepted: 07/12/2024] [Indexed: 07/14/2024]
Abstract
Objective. Noninvasive brain-computer interfaces (BCIs) allow to interact with the external environment by naturally bypassing the musculoskeletal system. Making BCIs efficient and accurate is paramount to improve the reliability of real-life and clinical applications, from open-loop device control to closed-loop neurorehabilitation.Approach. By promoting sense of agency and embodiment, realistic setups including multimodal channels of communication, such as eye-gaze, and robotic prostheses aim to improve BCI performance. However, how the mental imagery command should be integrated in those hybrid systems so as to ensure the best interaction is still poorly understood. To address this question, we performed a hybrid EEG-based BCI training involving healthy volunteers enrolled in a reach-and-grasp action operated by a robotic arm.Main results. Showed that the hand grasping motor imagery timing significantly affects the BCI accuracy evolution as well as the spatiotemporal brain dynamics. Larger accuracy improvement was obtained when motor imagery is performed just after the robot reaching, as compared to before or during the movement. The proximity with the subsequent robot grasping favored intentional binding, led to stronger motor-related brain activity, and primed the ability of sensorimotor areas to integrate information from regions implicated in higher-order cognitive functions.Significance. Taken together, these findings provided fresh evidence about the effects of intentional binding on human behavior and cortical network dynamics that can be exploited to design a new generation of efficient brain-machine interfaces.
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Affiliation(s)
- Tristan Venot
- Sorbonne Université, Institut du Cerveau-Paris Brain Institute-ICM, CNRS, Inria, Inserm, AP-HP, Hôpital de la Pitié Salpêtrière, F-75013 Paris, France
| | - Arthur Desbois
- Sorbonne Université, Institut du Cerveau-Paris Brain Institute-ICM, CNRS, Inria, Inserm, AP-HP, Hôpital de la Pitié Salpêtrière, F-75013 Paris, France
| | - Marie Constance Corsi
- Sorbonne Université, Institut du Cerveau-Paris Brain Institute-ICM, CNRS, Inria, Inserm, AP-HP, Hôpital de la Pitié Salpêtrière, F-75013 Paris, France
| | - Laurent Hugueville
- Sorbonne Université, Institut du Cerveau-Paris Brain Institute-ICM, CNRS, Inria, Inserm, AP-HP, Hôpital de la Pitié Salpêtrière, F-75013 Paris, France
| | - Ludovic Saint-Bauzel
- Sorbonne Université, Institut des Systèmes Intelligents et de Robotiques ISIR, F-75005 Paris, France
| | - Fabrizio De Vico Fallani
- Sorbonne Université, Institut du Cerveau-Paris Brain Institute-ICM, CNRS, Inria, Inserm, AP-HP, Hôpital de la Pitié Salpêtrière, F-75013 Paris, France
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Casella A, Panacci C, Aydin M, Lucia S, Di Bello B, Di Russo F. Effects of a Virtual Reality Reaction Training Protocol on Physical and Cognitive Skills of Young Adults and Their Neural Correlates: A Randomized Controlled Trial Study. Brain Sci 2024; 14:663. [PMID: 39061404 PMCID: PMC11274505 DOI: 10.3390/brainsci14070663] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/04/2024] [Revised: 06/25/2024] [Accepted: 06/27/2024] [Indexed: 07/28/2024] Open
Abstract
Increasing evidence shows that virtual reality (VR) training is highly effective in cognitive and motor rehabilitation. Another modern form of training is cognitive-motor dual-task training (CMDT), which has been demonstrated to rapidly improve physical and cognitive functions in real environments. This study aims to test whether a VR-based CMDT protocol can be used for motor and cognitive skill enhancement in young, healthy subjects. For this aim, 24 university students participated in a randomized control trial. The experimental group participated in a 5-week virtual reality reaction training (VRRT), performing 30 min sessions once a week. The control group did not receive any training but was tested twice with the same measures and temporal distance as the experimental group. Before and after the intervention, motor, cognitive, and electrophysiological measures were assessed. The results showed that following VRRT, the response time for both physical and cognitive tests was improved by about 14% and 12%, respectively, while the control group did not show significant changes. Moreover, electrophysiological data revealed a significant increase in anticipatory motor readiness in premotor brain areas in the experimental group only; however, cognitive top-down control tended to be increased in prefrontal areas after VRRT. This training protocol in a VR modality seems to be as effective as other CMDT methodologies carried out in a real modality. Still, it has the advantages of being more flexible and more user-friendly compared to standard training. The VRRT's efficacy on physical and cognitive functions indicates that virtual reality applications can be used by the young population, not only for entertainment purposes but also in the form of cognitive-motor training.
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Affiliation(s)
- Andrea Casella
- Department of Movement, Human and Health Sciences, University of Rome “Foro Italico”, 00135 Rome, Italy; (A.C.); (M.A.); (S.L.); (B.D.B.)
| | | | - Merve Aydin
- Department of Movement, Human and Health Sciences, University of Rome “Foro Italico”, 00135 Rome, Italy; (A.C.); (M.A.); (S.L.); (B.D.B.)
| | - Stefania Lucia
- Department of Movement, Human and Health Sciences, University of Rome “Foro Italico”, 00135 Rome, Italy; (A.C.); (M.A.); (S.L.); (B.D.B.)
- Neuroscience Area, Scuola Internazionale Superiore di Studi Avanzati (SISSA), 34136 Trieste, Italy
| | - BiancaMaria Di Bello
- Department of Movement, Human and Health Sciences, University of Rome “Foro Italico”, 00135 Rome, Italy; (A.C.); (M.A.); (S.L.); (B.D.B.)
| | - Francesco Di Russo
- Department of Movement, Human and Health Sciences, University of Rome “Foro Italico”, 00135 Rome, Italy; (A.C.); (M.A.); (S.L.); (B.D.B.)
- Santa Lucia Foundation IRCCS, 00179 Rome, Italy;
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Do TD, Protko CI, McMahan RP. Stepping into the Right Shoes: The Effects of User-Matched Avatar Ethnicity and Gender on Sense of Embodiment in Virtual Reality. IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS 2024; 30:2434-2443. [PMID: 38437125 DOI: 10.1109/tvcg.2024.3372067] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 03/06/2024]
Abstract
In many consumer virtual reality (VR) applications, users embody predefined characters that offer minimal customization options, frequently emphasizing storytelling over user choice. We explore whether matching a user's physical characteristics, specifically ethnicity and gender, with their virtual self-avatar affects their sense of embodiment in VR. We conducted a $2\times 2$ within-subjects experiment ($\mathrm{n}=32$) with a diverse user population to explore the impact of matching or not matching a user's self-avatar to their ethnicity and gender on their sense of embodiment. Our results indicate that matching the ethnicity of the user and their self-avatar significantly enhances sense of embodiment regardless of gender, extending across various aspects, including appearance, response, and ownership. We also found that matching gender significantly enhanced ownership, suggesting that this aspect is influenced by matching both ethnicity and gender. Interestingly, we found that matching ethnicity specifically affects self-location while matching gender specifically affects one's body ownership.
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Dwivedi A, Yu S, Hao C, Salvietti G, Prattichizzo D, Beckerle P. How Positioning Wearable Haptic Interfaces on Limbs Influences Virtual Embodiment. IEEE TRANSACTIONS ON HAPTICS 2024; 17:292-301. [PMID: 38157458 DOI: 10.1109/toh.2023.3347351] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 01/03/2024]
Abstract
With increasing use of computer applications and robotic devices in our everyday life, and with the advent of metaverse, there is an urgent need of developing new types of interfaces that facilitate a more intuitive interaction in physical and virtual space. In this work, we investigate the influence of the location of haptic feedback devices on embodiment of virtual hands and user load during an interactive pick-and-place task. To do this, we conducted a user study with a 3x2 repeated measure experiment design: feedback position is varied between the distal phalanx of the index finger and the thumb, the proximal phalanx of the index finger and the thumb, and the wrist. These conditions of feedback are tested with the stimuli applied synchronously to the participant in one case, and with an additional delay of 350 ms in the second case. The results show that the location of the haptic feedback device does not affect embodiment, whereas the delay, i.e., whether the feedback is applied synchronously or asynchronously, affects embodiment. This suggests that for pick-and-place tasks, haptic feedback devices can be placed on the user's wrist without compromising performance making the hands to remain free, allowing unobstructed hand visibility for precise motion tracking, thereby improving accuracy.
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Song Z, Zhang X, Xu X, Dong J, Li W, Jan YK, Pu F. The Effects of Immersion and Visuo-Tactile Stimulation on Motor Imagery in Stroke Patients are Related to the Sense of Ownership. IEEE Trans Neural Syst Rehabil Eng 2024; 32:895-904. [PMID: 38335076 DOI: 10.1109/tnsre.2024.3364505] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/12/2024]
Abstract
Visual guided motor imagery (MI) is commonly used in stroke rehabilitation, eliciting event-related desynchronization (ERD) in EEG. Previous studies found that immersion level and visuo-tactile stimulation could modulate ERD during visual guided MI, and both of two factors could also improve sense of ownership (SOO) over target limb (or body). Additionally, the relationship was also reported between the performance of MI and SOO. This study aims to investigate whether immersion and visuo-tactile stimulation affect visual guided MI through the SOO over virtual body in stroke patients. Nineteen stroke patients were recruited. The experiment included two phases (i.e., SOO induction and visual guided MI with SOO) that was manipulated across four conditions in a within-subject design: 2×2 , i.e., immersion (VR, 2D monitor display) × multisensory stimulation (visuo-tactile stimulation, observation without tactile stimulation). Results found peaks ERD amplitude during MI were significantly higher in stronger SOO conditions than weaker SOO conditions. Interestingly, the ERD during visual guided MI under the condition of vision only in VR and visuo-tactile stimulation in 2D monitor are similar, which indicates that SOO may be an important factor behind this phenomenon (due to the similar SOO between these two conditions). A moderate correlation was also found between SOO scores and peaks ERD amplitude during MI. This study discussed the possible factor underlying the effects of immersion and multisensory stimulation on visual guided MI in post-stroke patients, identifying the effect of SOO in this process, and could be referred in future studies for coming up with better MI paradigms for stroke rehabilitation.
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Otani Y, Katagiri Y, Imai E, Kowa H. Action-rule-based cognitive control enables efficient execution of stimulus-response conflict tasks: a model validation of Simon task performance. Front Hum Neurosci 2023; 17:1239207. [PMID: 38034070 PMCID: PMC10687480 DOI: 10.3389/fnhum.2023.1239207] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/16/2023] [Accepted: 10/26/2023] [Indexed: 12/02/2023] Open
Abstract
Introduction The human brain can flexibly modify behavioral rules to optimize task performance (speed and accuracy) by minimizing cognitive load. To show this flexibility, we propose an action-rule-based cognitive control (ARC) model. The ARC model was based on a stochastic framework consistent with an active inference of the free energy principle, combined with schematic brain network systems regulated by the dorsal anterior cingulate cortex (dACC), to develop several hypotheses for demonstrating the validity of the ARC model. Methods A step-motion Simon task was developed involving congruence or incongruence between important symbolic information (illustration of a foot labeled "L" or "R," where "L" requests left and "R" requests right foot movement) and irrelevant spatial information (whether the illustration is actually of a left or right foot). We made predictions for behavioral and brain responses to testify to the theoretical predictions. Results Task responses combined with event-related deep-brain activity (ER-DBA) measures demonstrated a key contribution of the dACC in this process and provided evidence for the main prediction that the dACC could reduce the Shannon surprise term in the free energy formula by internally reversing the irrelevant rapid anticipatory postural adaptation. We also found sequential effects with modulated dip depths of ER-DBA waveforms that support the prediction that repeated stimuli with the same congruency can promote remodeling of the internal model through the information gain term while counterbalancing the surprise term. Discussion Overall, our results were consistent with experimental predictions, which may support the validity of the ARC model. The sequential effect accompanied by dip modulation of ER-DBA waveforms suggests that cognitive cost is saved while maintaining cognitive performance in accordance with the framework of the ARC based on 1-bit congruency-dependent selective control.
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Affiliation(s)
- Yoshitaka Otani
- Department of Rehabilitation Science, Kobe University Graduate School of Health Sciences, Kobe, Japan
- Faculty of Rehabilitation, Kobe International University, Kobe, Japan
| | - Yoshitada Katagiri
- Department of Bioengineering, School of Engineering, The University of Tokyo, Bunkyō, Japan
| | - Emiko Imai
- Department of Biophysics, Kobe University Graduate School of Health Sciences, Kobe, Japan
| | - Hisatomo Kowa
- Department of Rehabilitation Science, Kobe University Graduate School of Health Sciences, Kobe, Japan
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Gunduz ME, Bucak B, Keser Z. Advances in Stroke Neurorehabilitation. J Clin Med 2023; 12:6734. [PMID: 37959200 PMCID: PMC10650295 DOI: 10.3390/jcm12216734] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/04/2023] [Revised: 10/20/2023] [Accepted: 10/23/2023] [Indexed: 11/15/2023] Open
Abstract
Stroke is one of the leading causes of disability worldwide despite recent advances in hyperacute interventions to lessen the initial impact of stroke. Stroke recovery therapies are crucial in reducing the long-term disability burden after stroke. Stroke recovery treatment options have rapidly expanded within the last decade, and we are in the dawn of an exciting era of multimodal therapeutic approaches to improve post-stroke recovery. In this narrative review, we highlighted various promising advances in treatment and technologies targeting stroke rehabilitation, including activity-based therapies, non-invasive and minimally invasive brain stimulation techniques, robotics-assisted therapies, brain-computer interfaces, pharmacological treatments, and cognitive therapies. These new therapies are targeted to enhance neural plasticity as well as provide an adequate dose of rehabilitation and improve adherence and participation. Novel activity-based therapies and telerehabilitation are promising tools to improve accessibility and provide adequate dosing. Multidisciplinary treatment models are crucial for post-stroke neurorehabilitation, and further adjuvant treatments with brain stimulation techniques and pharmacological agents should be considered to maximize the recovery. Among many challenges in the field, the heterogeneity of patients included in the study and the mixed methodologies and results across small-scale studies are the cardinal ones. Biomarker-driven individualized approaches will move the field forward, and so will large-scale clinical trials with a well-targeted patient population.
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Affiliation(s)
- Muhammed Enes Gunduz
- Department of Neurology, University of Massachusetts Chan Medical School, Worcester, MA 01655, USA
| | - Bilal Bucak
- Department of Neurology, Mayo Clinic, Rochester, MN 55905, USA; (B.B.); (Z.K.)
| | - Zafer Keser
- Department of Neurology, Mayo Clinic, Rochester, MN 55905, USA; (B.B.); (Z.K.)
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Lakshminarayanan K, Shah R, Daulat SR, Moodley V, Yao Y, Madathil D. The effect of combining action observation in virtual reality with kinesthetic motor imagery on cortical activity. Front Neurosci 2023; 17:1201865. [PMID: 37383098 PMCID: PMC10299830 DOI: 10.3389/fnins.2023.1201865] [Citation(s) in RCA: 10] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/07/2023] [Accepted: 05/25/2023] [Indexed: 06/30/2023] Open
Abstract
Introduction In the past, various techniques have been used to improve motor imagery (MI), such as immersive virtual-reality (VR) and kinesthetic rehearsal. While electroencephalography (EEG) has been used to study the differences in brain activity between VR-based action observation and kinesthetic motor imagery (KMI), there has been no investigation into their combined effect. Prior research has demonstrated that VR-based action observation can enhance MI by providing both visual information and embodiment, which is the perception of oneself as part of the observed entity. Additionally, KMI has been found to produce similar brain activity to physically performing a task. Therefore, we hypothesized that utilizing VR to offer an immersive visual scenario for action observation while participants performed kinesthetic motor imagery would significantly improve cortical activity related to MI. Methods In this study, 15 participants (9 male, 6 female) performed kinesthetic motor imagery of three hand tasks (drinking, wrist flexion-extension, and grabbing) both with and without VR-based action observation. Results Our results indicate that combining VR-based action observation with KMI enhances brain rhythmic patterns and provides better task differentiation compared to KMI without action observation. Discussion These findings suggest that using VR-based action observation alongside kinesthetic motor imagery can improve motor imagery performance.
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Affiliation(s)
- Kishor Lakshminarayanan
- Neuro-Rehabilitation Lab, School of Electronics Engineering, Vellore Institute of Technology, Vellore, Tamil Nadu, India
| | - Rakshit Shah
- Department of Chemical and Biomedical Engineering, Cleveland State University, Cleveland, OH, United States
| | - Sohail R. Daulat
- Department of Physiology, University of Arizona College of Medicine – Tucson, Tucson, AZ, United States
| | - Viashen Moodley
- Arizona Center for Hand to Shoulder Surgery, Phoenix, AZ, United States
| | - Yifei Yao
- Soft Tissue Biomechanics Laboratory, School of Biomedical Engineering, Med-X Research Institute, Shanghai Jiao Tong University, Shanghai, China
| | - Deepa Madathil
- Jindal Institute of Behavioural Sciences, O.P. Jindal Global University, Sonipat, Haryana, India
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14
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Yadav H, Maini S. Electroencephalogram based brain-computer interface: Applications, challenges, and opportunities. MULTIMEDIA TOOLS AND APPLICATIONS 2023:1-45. [PMID: 37362726 PMCID: PMC10157593 DOI: 10.1007/s11042-023-15653-x] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 10/25/2021] [Revised: 07/17/2022] [Accepted: 04/22/2023] [Indexed: 06/28/2023]
Abstract
Brain-Computer Interfaces (BCI) is an exciting and emerging research area for researchers and scientists. It is a suitable combination of software and hardware to operate any device mentally. This review emphasizes the significant stages in the BCI domain, current problems, and state-of-the-art findings. This article also covers how current results can contribute to new knowledge about BCI, an overview of BCI from its early developments to recent advancements, BCI applications, challenges, and future directions. The authors pointed to unresolved issues and expressed how BCI is valuable for analyzing the human brain. Humans' dependence on machines has led humankind into a new future where BCI can play an essential role in improving this modern world.
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Affiliation(s)
- Hitesh Yadav
- Department of Electrical and Instrumentation Engineering, Sant Longowal Institute of Engineering & Technology, Longowal, Punjab India
| | - Surita Maini
- Department of Electrical and Instrumentation Engineering, Sant Longowal Institute of Engineering & Technology, Longowal, Punjab India
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15
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Hao J, He Z, Yu X, Remis A. Comparison of immersive and non-immersive virtual reality for upper extremity functional recovery in patients with stroke: a systematic review and network meta-analysis. Neurol Sci 2023:10.1007/s10072-023-06742-8. [PMID: 36959332 DOI: 10.1007/s10072-023-06742-8] [Citation(s) in RCA: 6] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2022] [Accepted: 03/09/2023] [Indexed: 03/25/2023]
Abstract
OBJECTIVE This systematic review aimed to compare the effects of immersive and non-immersive virtual reality on upper extremity function in stroke survivors by employing a network meta-analysis approach. DATA SOURCES MEDLINE, Embase, CINAHL Plus, APA PsycINFO, and Scopus were searched. Virtual reality was used for upper extremity rehabilitation; dose-matched conventional rehabilitation was used for comparison. Fugl-Meyer Assessment was used to assess upper extremity function. Searches were limited to English language randomized controlled trials. METHODS Two independent reviewers conducted study selection, data extraction, and quality assessment. Methodological quality was assessed using the Physiotherapy Evidence Database scale. A random-effects frequentist network meta-analysis was conducted by assuming a common random-effects standard deviation for all comparisons in the network. RESULTS Twenty randomized controlled trials with 813 participants were included, with each study evaluated as good quality. Immersive virtual reality systems were most effective at improving upper extremity function, followed by non-immersive virtual reality systems, then non-immersive gaming consoles of Microsoft Kinect and Nintendo Wii. Conventional rehabilitation was least effective. Immersive virtual reality was estimated to induce 1.39 (95% confidence interval (CI): 0.25, 2.53) and 1.38 (95% CI: 0.55, 2.20) standard mean differences of improvements in upper extremity function, compared to Nintendo Wii intervention and conventional rehabilitation, respectively. CONCLUSION This systematic review and network meta-analysis highlights the superior effects of immersive virtual reality to non-immersive virtual reality systems and gaming consoles on upper extremity motor recovery.
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Affiliation(s)
- Jie Hao
- College of Allied Health Professions, University of Nebraska Medical Center, Omaha, NE, 68198, USA.
| | - Zhengting He
- Department of Epidemiology, Bloomberg School of Public Health, Johns Hopkins University, Baltimore, MD, 21205, USA.
| | - Xin Yu
- Beijing Rehabilitation Medical College, Beijing Rehabilitation Hospital, Capital Medical University, Beijing, 100144, China
| | - Andréas Remis
- Gate Parkway Primary Care Center, Department of Physical Medicine and Rehabilitation, Mayo Clinic, Jacksonville, FL, 32256, USA
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16
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Hybart RL, Ferris DP. Embodiment for Robotic Lower-Limb Exoskeletons: A Narrative Review. IEEE Trans Neural Syst Rehabil Eng 2023; 31:657-668. [PMID: 37015690 PMCID: PMC10267288 DOI: 10.1109/tnsre.2022.3229563] [Citation(s) in RCA: 10] [Impact Index Per Article: 5.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 12/23/2022]
Abstract
Research on embodiment of objects external to the human body has revealed important information about how the human nervous system interacts with robotic lower limb exoskeletons. Typical robotic exoskeleton control approaches view the controllers as an external agent intending to move in coordination with the human. However, principles of embodiment suggest that the exoskeleton controller should ideally coordinate with the human such that the nervous system can adequately model the input-output dynamics of the exoskeleton controller. Measuring embodiment of exoskeletons should be a necessary step in the exoskeleton development and prototyping process. Researchers need to establish high fidelity quantitative measures of embodiment, rather than relying on current qualitative survey measures. Mobile brain imaging techniques, such as high-density electroencephalography, is likely to provide a deeper understanding of embodiment during human-machine interactions and advance exoskeleton research and development. In this review we show why future exoskeleton research should include quantitative measures of embodiment as a metric of success.
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17
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A Review of Online Classification Performance in Motor Imagery-Based Brain–Computer Interfaces for Stroke Neurorehabilitation. SIGNALS 2023. [DOI: 10.3390/signals4010004] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/22/2023] Open
Abstract
Motor imagery (MI)-based brain–computer interfaces (BCI) have shown increased potential for the rehabilitation of stroke patients; nonetheless, their implementation in clinical practice has been restricted due to their low accuracy performance. To date, although a lot of research has been carried out in benchmarking and highlighting the most valuable classification algorithms in BCI configurations, most of them use offline data and are not from real BCI performance during the closed-loop (or online) sessions. Since rehabilitation training relies on the availability of an accurate feedback system, we surveyed articles of current and past EEG-based BCI frameworks who report the online classification of the movement of two upper limbs in both healthy volunteers and stroke patients. We found that the recently developed deep-learning methods do not outperform the traditional machine-learning algorithms. In addition, patients and healthy subjects exhibit similar classification accuracy in current BCI configurations. Lastly, in terms of neurofeedback modality, functional electrical stimulation (FES) yielded the best performance compared to non-FES systems.
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18
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Sajno E, Bartolotta S, Tuena C, Cipresso P, Pedroli E, Riva G. Machine learning in biosignals processing for mental health: A narrative review. Front Psychol 2023; 13:1066317. [PMID: 36710855 PMCID: PMC9880193 DOI: 10.3389/fpsyg.2022.1066317] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/10/2022] [Accepted: 12/16/2022] [Indexed: 01/15/2023] Open
Abstract
Machine Learning (ML) offers unique and powerful tools for mental health practitioners to improve evidence-based psychological interventions and diagnoses. Indeed, by detecting and analyzing different biosignals, it is possible to differentiate between typical and atypical functioning and to achieve a high level of personalization across all phases of mental health care. This narrative review is aimed at presenting a comprehensive overview of how ML algorithms can be used to infer the psychological states from biosignals. After that, key examples of how they can be used in mental health clinical activity and research are illustrated. A description of the biosignals typically used to infer cognitive and emotional correlates (e.g., EEG and ECG), will be provided, alongside their application in Diagnostic Precision Medicine, Affective Computing, and brain-computer Interfaces. The contents will then focus on challenges and research questions related to ML applied to mental health and biosignals analysis, pointing out the advantages and possible drawbacks connected to the widespread application of AI in the medical/mental health fields. The integration of mental health research and ML data science will facilitate the transition to personalized and effective medicine, and, to do so, it is important that researchers from psychological/ medical disciplines/health care professionals and data scientists all share a common background and vision of the current research.
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Affiliation(s)
- Elena Sajno
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy,Department of Computer Science, University of Pisa, Pisa, Italy,*Correspondence: Elena Sajno, ✉
| | - Sabrina Bartolotta
- ExperienceLab, Università Cattolica del Sacro Cuore, Milan, Italy,Department of Psychology, Università Cattolica del Sacro Cuore, Milan, Italy
| | - Cosimo Tuena
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
| | - Pietro Cipresso
- Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy,Department of Psychology, University of Turin, Turin, Italy
| | - Elisa Pedroli
- Department of Psychology, eCampus University, Novedrate, Italy
| | - Giuseppe Riva
- Humane Technology Lab, Università Cattolica del Sacro Cuore, Milan, Italy,Applied Technology for Neuro-Psychology Lab, IRCCS Istituto Auxologico Italiano, Milan, Italy
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19
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Wenk N, Penalver-Andres J, Buetler KA, Nef T, Müri RM, Marchal-Crespo L. Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment. VIRTUAL REALITY 2023; 27:307-331. [PMID: 36915633 PMCID: PMC9998603 DOI: 10.1007/s10055-021-00565-8] [Citation(s) in RCA: 24] [Impact Index Per Article: 12.0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 05/31/2020] [Accepted: 07/22/2021] [Indexed: 05/09/2023]
Abstract
Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users' motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users' cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.
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Affiliation(s)
- N. Wenk
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - J. Penalver-Andres
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - K. A. Buetler
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - T. Nef
- Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
| | - R. M. Müri
- Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Neurology, University Neurorehabilitation, University Hospital Bern (Inselspital), University of Bern, Bern, Switzerland
| | - L. Marchal-Crespo
- Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland
- Department of Cognitive Robotics, Delft University of Technology, Delft, The Netherlands
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20
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The Effects of Subthreshold Vibratory Noise on Cortical Activity During Motor Imagery. Motor Control 2023:1-14. [PMID: 36801814 DOI: 10.1123/mc.2022-0061] [Citation(s) in RCA: 5] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/18/2022] [Revised: 12/04/2022] [Accepted: 01/08/2023] [Indexed: 02/19/2023]
Abstract
Previous studies have demonstrated that both visual and proprioceptive feedback play vital roles in mental practice of movements. Tactile sensation has been shown to improve with peripheral sensory stimulation via imperceptible vibratory noise by stimulating the sensorimotor cortex. With both proprioception and tactile sensation sharing the same population of posterior parietal neurons encoding within high-level spatial representations, the effect of imperceptible vibratory noise on motor imagery-based brain-computer interface is unknown. The objective of this study was to investigate the effects of this sensory stimulation via imperceptible vibratory noise applied to the index fingertip in improving motor imagery-based brain-computer interface performance. Fifteen healthy adults (nine males and six females) were studied. Each subject performed three motor imagery tasks, namely drinking, grabbing, and flexion-extension of the wrist, with and without sensory stimulation while being presented a rich immersive visual scenario through a virtual reality headset. Results showed that vibratory noise increased event-related desynchronization during motor imagery compared with no vibration. Furthermore, the task classification percentage was higher with vibration when the tasks were discriminated using a machine learning algorithm. In conclusion, subthreshold random frequency vibration affected motor imagery-related event-related desynchronization and improved task classification performance.
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21
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Pais-Vieira C, Gaspar P, Matos D, Alves LP, da Cruz BM, Azevedo MJ, Gago M, Poleri T, Perrotta A, Pais-Vieira M. Embodiment Comfort Levels During Motor Imagery Training Combined With Immersive Virtual Reality in a Spinal Cord Injury Patient. Front Hum Neurosci 2022; 16:909112. [PMID: 35669203 PMCID: PMC9163805 DOI: 10.3389/fnhum.2022.909112] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/31/2022] [Accepted: 04/28/2022] [Indexed: 02/02/2023] Open
Abstract
Brain-machine interfaces combining visual, auditory, and tactile feedback have been previously used to generate embodiment experiences during spinal cord injury (SCI) rehabilitation. It is not known if adding temperature to these modalities can result in discomfort with embodiment experiences. Here, comfort levels with the embodiment experiences were investigated in an intervention that required a chronic pain SCI patient to generate lower limb motor imagery commands in an immersive environment combining visual (virtual reality -VR), auditory, tactile, and thermal feedback. Assessments were made pre-/ post-, throughout the intervention (Weeks 0-5), and at 7 weeks follow up. Overall, high levels of embodiment in the adapted three-domain scale of embodiment were found throughout the sessions. No significant adverse effects of VR were reported. Although sessions induced only a modest reduction in pain levels, an overall reduction occurred in all pain scales (Faces, Intensity, and Verbal) at follow up. A high degree of comfort in the comfort scale for the thermal-tactile sleeve, in both the thermal and tactile feedback components of the sleeve was reported. This study supports the feasibility of combining multimodal stimulation involving visual (VR), auditory, tactile, and thermal feedback to generate embodiment experiences in neurorehabilitation programs.
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Affiliation(s)
- Carla Pais-Vieira
- Centro de Investigação Interdisciplinar em Saúde (CIIS), Instituto de Ciências da Saúde (ICS), Universidade Católica Portuguesa, Porto, Portugal
| | - Pedro Gaspar
- Centro de Investigação em Ciência e Tecnologia das Artes (CITAR), Universidade Católica Portuguesa, Porto, Portugal
| | - Demétrio Matos
- ID+ (Instituto de Investigação em Design, Média e Cultura), Instituto Politécnico do Cávado e do Ave, Vila Frescainha, Portugal
| | - Leonor Palminha Alves
- Human Robotics Group, Centro de Sistemas Inteligentes do IDMEC - Instituto de Engenharia Mecânica, Instituto Superior Técnico, Universidade de Lisboa, Lisbon, Portugal
| | - Bárbara Moreira da Cruz
- Serviço de Medicina Física e Reabilitação, Hospital Senhora da Oliveira, Guimarães, Portugal
| | - Maria João Azevedo
- Serviço de Medicina Física e Reabilitação, Hospital Senhora da Oliveira, Guimarães, Portugal
| | - Miguel Gago
- Serviço de Neurologia, Hospital Senhora da Oliveira, Guimarães, Portugal
| | - Tânia Poleri
- Plano de Ação para Apoio aos Deficientes Militares, Porto, Portugal
| | - André Perrotta
- Centre for Informatics and Systems of the University of Coimbra (CISUC), Coimbra, Portugal
| | - Miguel Pais-Vieira
- Institute of Biomedicine (iBiMED), Department of Medical Sciences, Universidade de Aveiro, Aveiro, Portugal
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22
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de Zambotti M, Yuksel D, Kiss O, Barresi G, Arra N, Volpe L, King C, Baker FC. A virtual reality-based mind-body approach to downregulate psychophysiological arousal in adolescent insomnia. Digit Health 2022; 8:20552076221107887. [PMID: 35733879 PMCID: PMC9208061 DOI: 10.1177/20552076221107887] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/07/2022] [Accepted: 05/30/2022] [Indexed: 11/15/2022] Open
Abstract
Objective In this study, we describe the rationale, supported by preliminary data, for a novel, digital, immersive virtual reality (VR)-based mind-body approach, designed to reduce bedtime arousal in adolescents with insomnia. Methods Fifty-two high-school students (16-20 years; 32 female) with (N = 18) and without (N = 34) DSM-5 insomnia symptoms engaged with 20 min of immersive VR-guided meditation and paced breathing (0.1 Hz) (intervention condition) and 20 min of quiet activity (control condition), right before bedtime, on two separate evenings. Results The intervention resulted in acute autonomic and cortical modulation (p < 0.05), leading to reduced physiological arousal (↓heart rate, ↓cortisol) compared with the control condition, with similar effects in adolescents with and without insomnia. No significant changes were detected for cognitive arousal levels. During the intervention, all participants were able to achieve the targeted 0.1 Hz breathing rate, and the majority experienced no discomfort associated with the VR exposure. However, 30-40% of the participants experienced some trouble slowing down their breathing. Conclusions The study provides supporting preliminary evidence for the mechanism behind a novel VR-based digital approach, designed to regulate psychophysiological arousal levels by acting on neurocognitive and autonomic pathways. Further studies (e.g. randomized clinical trials) are needed to evaluate the isolated and synergistic effects of its components (e.g. VR vs. VR + paced breathing), and its efficacy, acceptance, and feasibility in alleviating insomnia symptoms in adolescents.
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Affiliation(s)
| | - Dilara Yuksel
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Orsolya Kiss
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Giacinto Barresi
- Rehab Technologies, Istituto Italiano di Tecnologia, Genoa, Italy
| | - Nicole Arra
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Laila Volpe
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
| | - Christopher King
- Division of Behavioral Medicine and Clinical Psychology, Cincinnati Children’s Hospital Medical Center, Cincinnati, OH, USA
- Pediatric Pain Research Center (PPRC), Cincinnati Children’s Hospital Medical Center, Cincinnati, OH, USA
- Department of Pediatrics, University of Cincinnati College of Medicine, Cincinnati, OH, USA
| | - Fiona C Baker
- Center for Health Sciences, SRI International, Menlo Park, CA, USA
- Brain Function Research Group, School of Physiology, University of the Witwatersrand, Johannesburg, South Africa
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23
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Hu J, Browne JD, Arnold MT, Robinson A, Heacock MF, Ku R, Mologne M, Baum GR, Ikemiya KA, Neufeld EV, Dolezal BA. Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study. Games Health J 2021; 10:361-369. [PMID: 34403592 DOI: 10.1089/g4h.2021.0031] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/13/2022] Open
Abstract
Objective: To measure metabolic and physiological demand, subjective fatigue, and enjoyment during a signature 30-minute immersive virtual reality (IVR) adaptive cable resistance exergaming session. Methods: Fourteen healthy college-aged individuals (seven females) were initially acquainted with the IVR equipment and gameplay dynamics. Participants then underwent a 30-minute IVR exergaming session performing six different cable resistance exercises. A portable metabolic gas exchange analyzer concurrently assessed energy expenditure (EE) through indirect calorimetry while a chest-worn monitor captured heart rate (HR). Participants subsequently completed questionnaires, including the Borg scale for rating of perceived exertion (RPE), Physical Activity Enjoyment Scale (PACES), and Simulator Sickness Questionnaire (SSQ). Results: The mean EE, mean metabolic equivalent, and average total calories expended during the 30-minute session were 14.7 (standard deviation [SD] 2.8) kcal/minute, 12.9 (SD 0.5), and 440 (SD 84) kcals respectively. The mean HR was 176 (SD 3.1) beats per minute (bpm) with a mean max HR of 188 SD (SD 2.9) bpm. The combined training volume among all participants was 16,102 kg (SD 4137). Participants classified the IVR training session to be "somewhat hard-to-hard" with a RPE score of 14 (SD 1) while indicating the session to be "enjoyable" with a PACES score of 4.31 (SD 0.36). The participants did not report any cybersickness symptoms, demonstrating an average total SSQ score of 24.04 (SD 24.13). Conclusions: IVR exergaming incorporating cable resistance training elicits high EE and physiological demand with high enjoyment scores while attenuating perceived fatigue. The potential for IVR to elicit these acute training effects over long-term training periods warrants further investigation into its contribution to fitness and health.
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Affiliation(s)
- Jonathan Hu
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Jonathan D Browne
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA.,School of Medicine, California University of Science and Medicine, Colton, California, USA
| | - Michael T Arnold
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA.,David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Anthony Robinson
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Marin F Heacock
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Richard Ku
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Mitchell Mologne
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Gracie R Baum
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Kayla A Ikemiya
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
| | - Eric V Neufeld
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA.,Donald and Barbara Zucker School of Medicine at Hofstra/Northwell, Hofstra University, Hempstead, New York, USA
| | - Brett A Dolezal
- Airway and Exercise Physiology Research Laboratory, David Geffen School of Medicine, University of California Los Angeles, Los Angeles, California, USA
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24
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Alchalabi B, Faubert J, Labbé D. A multi-modal modified feedback self-paced BCI to control the gait of an avatar. J Neural Eng 2021; 18. [PMID: 33711832 DOI: 10.1088/1741-2552/abee51] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/27/2020] [Accepted: 03/12/2021] [Indexed: 11/12/2022]
Abstract
Brain-computer interfaces (BCI) have been used to control the gait of a virtual self-avatar with a proposed application in the field of gait rehabilitation. OBJECTIVE to develop a high performance multi-modal BCI to control single steps and forward walking of an immersive virtual reality avatar. This system will overcome the limitation of existing systems. APPROACH This system used MI of these actions, in cue-paced and self-paced modes. Twenty healthy participants participated in this 4 sessions study across 4 different days. They were cued to imagine a single step forward with their right or left foot, or to imagine walking forward. They were instructed to reach a target by using the MI of multiple steps (self-paced switch-control mode) or by maintaining MI of forward walking (continuous-control mode). The movement of the avatar was controlled by two calibrated RLDA classifiers that used the µ power spectral density (PSD) over the foot area of the motor cortex as a feature. The classifiers were retrained after every session. For a subset of the trials, positive modified feedback was presented to half of the participants. MAIN RESULTS All participants were able to operate the BCI. Their average offline performance, after retraining the classifiers was 86.0 ± 6.1%, showing that the recalibration of the classifiers enhanced the offline performance of the BCI (p < 0.01). The average online performance was 85.9 ± 8.4% showing that modified feedback enhanced BCI performance (p =0.001). The average performance was 83% at self-paced switch control and 92% at continuous control mode. SIGNIFICANCE This study reports on the first novel integration of different design approaches, different control modes and different performance enhancement techniques, all in parallel in one single high performance and multi-modal BCI system, to control single steps and forward walking of an immersive virtual reality avatar.
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Affiliation(s)
- Bilal Alchalabi
- biomedical engineering, University of Montreal, 2900 Boulevard Edouard mon Petit, Montreal, Quebec, H3C 3J7, CANADA
| | - Jocelyn Faubert
- Université de Montréal, 3744 Rue Jean Brillant, Montreal, Quebec, H3T 1P1, CANADA
| | - David Labbé
- École de technologie supérieure, 1100 Rue Notre-Dame ouest, Montreal, Quebec, H3C 1K3, CANADA
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25
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Saha S, Mamun KA, Ahmed K, Mostafa R, Naik GR, Darvishi S, Khandoker AH, Baumert M. Progress in Brain Computer Interface: Challenges and Opportunities. Front Syst Neurosci 2021; 15:578875. [PMID: 33716680 PMCID: PMC7947348 DOI: 10.3389/fnsys.2021.578875] [Citation(s) in RCA: 122] [Impact Index Per Article: 30.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2020] [Accepted: 01/06/2021] [Indexed: 12/13/2022] Open
Abstract
Brain computer interfaces (BCI) provide a direct communication link between the brain and a computer or other external devices. They offer an extended degree of freedom either by strengthening or by substituting human peripheral working capacity and have potential applications in various fields such as rehabilitation, affective computing, robotics, gaming, and neuroscience. Significant research efforts on a global scale have delivered common platforms for technology standardization and help tackle highly complex and non-linear brain dynamics and related feature extraction and classification challenges. Time-variant psycho-neurophysiological fluctuations and their impact on brain signals impose another challenge for BCI researchers to transform the technology from laboratory experiments to plug-and-play daily life. This review summarizes state-of-the-art progress in the BCI field over the last decades and highlights critical challenges.
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Affiliation(s)
- Simanto Saha
- School of Electrical and Electronic Engineering, The University of Adelaide, Adelaide, SA, Australia
- Department of Electrical and Electronic Engineering, United International University, Dhaka, Bangladesh
| | - Khondaker A. Mamun
- Advanced Intelligent Multidisciplinary Systems (AIMS) Lab, Department of Computer Science and Engineering, United International University, Dhaka, Bangladesh
| | - Khawza Ahmed
- Department of Electrical and Electronic Engineering, United International University, Dhaka, Bangladesh
| | - Raqibul Mostafa
- Department of Electrical and Electronic Engineering, United International University, Dhaka, Bangladesh
| | - Ganesh R. Naik
- Adelaide Institute for Sleep Health, College of Medicine and Public Health, Flinders University, Adelaide, SA, Australia
| | - Sam Darvishi
- School of Electrical and Electronic Engineering, The University of Adelaide, Adelaide, SA, Australia
| | - Ahsan H. Khandoker
- Healthcare Engineering Innovation Center, Department of Biomedical Engineering, Khalifa University of Science and Technology, Abu Dhabi, United Arab Emirates
| | - Mathias Baumert
- School of Electrical and Electronic Engineering, The University of Adelaide, Adelaide, SA, Australia
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Virtual Reality for Neurorehabilitation and Cognitive Enhancement. Brain Sci 2021; 11:brainsci11020221. [PMID: 33670277 PMCID: PMC7918687 DOI: 10.3390/brainsci11020221] [Citation(s) in RCA: 40] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/28/2020] [Revised: 01/23/2021] [Accepted: 02/06/2021] [Indexed: 02/06/2023] Open
Abstract
Our access to computer-generated worlds changes the way we feel, how we think, and how we solve problems. In this review, we explore the utility of different types of virtual reality, immersive or non-immersive, for providing controllable, safe environments that enable individual training, neurorehabilitation, or even replacement of lost functions. The neurobiological effects of virtual reality on neuronal plasticity have been shown to result in increased cortical gray matter volumes, higher concentration of electroencephalographic beta-waves, and enhanced cognitive performance. Clinical application of virtual reality is aided by innovative brain–computer interfaces, which allow direct tapping into the electric activity generated by different brain cortical areas for precise voluntary control of connected robotic devices. Virtual reality is also valuable to healthy individuals as a narrative medium for redesigning their individual stories in an integrative process of self-improvement and personal development. Future upgrades of virtual reality-based technologies promise to help humans transcend the limitations of their biological bodies and augment their capacity to mold physical reality to better meet the needs of a globalized world.
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Wen D, Liang B, Zhou Y, Chen H, Jung TP. The Current Research of Combining Multi-Modal Brain-Computer Interfaces With Virtual Reality. IEEE J Biomed Health Inform 2020; 25:3278-3287. [PMID: 33373308 DOI: 10.1109/jbhi.2020.3047836] [Citation(s) in RCA: 6] [Impact Index Per Article: 1.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
Abstract
Combing brain-computer interfaces (BCI) and virtual reality (VR) is a novel technique in the field of medical rehabilitation and game entertainment. However, the limitations of BCI such as a limited number of action commands and low accuracy hinder the widespread use of BCI-VR. Recent studies have used hybrid BCIs that combine multiple BCI paradigms and/or the multi-modal biosensors to alleviate these issues, which may become the mainstream of BCIs in the future. The main purpose of this review is to discuss the current status of multi-modal BCI-VR. This study first reviewed the development of the BCI-VR, and explored the advantages and disadvantages of incorporating eye tracking, motor capture, and myoelectric sensing into the BCI-VR system. Then, this study discussed the development trend of the multi-modal BCI-VR, hoping to provide a pathway for further research in this field.
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28
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Improving performance in motor imagery BCI-based control applications via virtually embodied feedback. Comput Biol Med 2020; 127:104079. [PMID: 33126130 DOI: 10.1016/j.compbiomed.2020.104079] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/11/2020] [Revised: 09/30/2020] [Accepted: 10/20/2020] [Indexed: 12/16/2022]
Abstract
OBJECTIVE Brain-computer interfaces (BCIs) based on motor imagery (MI) are commonly used for control applications. However, these applications require strong and discriminant neural patterns for which extensive experience in MI may be necessary. Inspired by the field of rehabilitation where embodiment is a key element for improving cortical activity, our study proposes a novel control scheme in which virtually embodiable feedback is provided during control to enhance performance. METHODS Subjects underwent two immersive virtual reality control scenarios in which they controlled the two-dimensional movement of a device using electroencephalography (EEG). The two scenarios only differ on whether embodiable feedback, which mirrors the movement of the classified intention, is provided. After undergoing each scenario, subjects also answered a questionnaire in which they rated how immersive the scenario and embodiable the feedback were. RESULTS Subjects exhibited higher control performance, greater discriminability in brain activity patterns, and enhanced cortical activation when using our control scheme compared to the standard control scheme in which embodiable feedback is absent. Moreover, the self-rated embodiment and presence scores showed significantly positive linear relationships with performance. SIGNIFICANCE The findings in our study provide evidence that providing embodiable feedback as guidance on how intention is classified may be effective for control applications by inducing enhanced neural activity and patterns with greater discriminability. By applying embodiable feedback to immersive virtual reality, our study also serves as another instance in which virtual reality is shown to be a promising tool for improving MI.
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Stanica IC, Moldoveanu F, Portelli GP, Dascalu MI, Moldoveanu A, Ristea MG. Flexible Virtual Reality System for Neurorehabilitation and Quality of Life Improvement. SENSORS (BASEL, SWITZERLAND) 2020; 20:E6045. [PMID: 33114272 PMCID: PMC7672612 DOI: 10.3390/s20216045] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Received: 09/14/2020] [Revised: 10/14/2020] [Accepted: 10/21/2020] [Indexed: 11/16/2022]
Abstract
As life expectancy is mostly increasing, the incidence of many neurological disorders is also constantly growing. For improving the physical functions affected by a neurological disorder, rehabilitation procedures are mandatory, and they must be performed regularly. Unfortunately, neurorehabilitation procedures have disadvantages in terms of costs, accessibility and a lack of therapists. This paper presents Immersive Neurorehabilitation Exercises Using Virtual Reality (INREX-VR), our innovative immersive neurorehabilitation system using virtual reality. The system is based on a thorough research methodology and is able to capture real-time user movements and evaluate joint mobility for both upper and lower limbs, record training sessions and save electromyography data. The use of the first-person perspective increases immersion, and the joint range of motion is calculated with the help of both the HTC Vive system and inverse kinematics principles applied on skeleton rigs. Tutorial exercises are demonstrated by a virtual therapist, as they were recorded with real-life physicians, and sessions can be monitored and configured through tele-medicine. Complex movements are practiced in gamified settings, encouraging self-improvement and competition. Finally, we proposed a training plan and preliminary tests which show promising results in terms of accuracy and user feedback. As future developments, we plan to improve the system's accuracy and investigate a wireless alternative based on neural networks.
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Affiliation(s)
- Iulia-Cristina Stanica
- Department of Engineering in Foreign Languages, University Politehnica of Bucharest, 060042 Bucharest, Romania;
- Computer Science and Engineering Department, University Politehnica of Bucharest, 060042 Bucharest, Romania; (F.M.); (A.M.)
| | - Florica Moldoveanu
- Computer Science and Engineering Department, University Politehnica of Bucharest, 060042 Bucharest, Romania; (F.M.); (A.M.)
| | - Giovanni-Paul Portelli
- Department 4, Carol Davila University of Medicine and Pharmacy, 050474 Bucharest, Romania;
| | - Maria-Iuliana Dascalu
- Department of Engineering in Foreign Languages, University Politehnica of Bucharest, 060042 Bucharest, Romania;
| | - Alin Moldoveanu
- Computer Science and Engineering Department, University Politehnica of Bucharest, 060042 Bucharest, Romania; (F.M.); (A.M.)
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Saldana D, Neureither M, Schmiesing A, Jahng E, Kysh L, Roll SC, Liew SL. Applications of Head-Mounted Displays for Virtual Reality in Adult Physical Rehabilitation: A Scoping Review. Am J Occup Ther 2020; 74:7405205060p1-7405205060p15. [PMID: 32804624 PMCID: PMC7430729 DOI: 10.5014/ajot.2020.041442] [Citation(s) in RCA: 10] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/09/2023] Open
Abstract
IMPORTANCE Head-mounted displays for virtual reality (HMD-VR) may be used as a therapeutic medium in physical rehabilitation because of their ability to immerse patients in safe, controlled, and engaging virtual worlds. OBJECTIVE To explore how HMD-VR has been used in adult physical rehabilitation. DATA SOURCES A systematic search of MEDLINE, Embase, Cochrane Library, CINAHL, Web of Science, PsycINFO, and ERIC produced 11,453 abstracts, of which 777 underwent full-text review. STUDY SELECTION AND DATA COLLECTION This scoping review includes 21 experimental studies that reported an assessment or intervention using HMD-VR in a physical rehabilitation context and within the scope of occupational therapy practice. FINDINGS HMD-VR was used for assessment and intervention for patients with a range of disorders, including stroke, multiple sclerosis, spinal cord injury, and Parkinson's disease. CONCLUSIONS AND RELEVANCE HMD-VR is an emerging technology with many uses in adult physical rehabilitation. Higher quality clinical implementation studies are needed to examine effects on patient outcomes. WHAT THIS ARTICLE ADDS We review existing research on how immersive virtual reality (e.g., using head-mounted displays) has been used for different clinical populations in adult physical rehabilitation and highlight emerging opportunities in this field for occupational therapists.
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Affiliation(s)
- David Saldana
- David Saldana, MA, OTR/L, is Occupational Therapist, Beverly Hospital, Montebello, CA. At the time of the research, he was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Meghan Neureither
- Meghan Neureither, OTD, OTR/L, is Occupational Therapist, Riverside Community Hospital, Riverside, CA. At the time of the research, she was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Allie Schmiesing
- Allie Schmiesing, OTD, OTR/L, is Occupational Therapist, Stanford Hospital, Palo Alto, CA. At the time of the research, she was Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Esther Jahng
- Esther Jahng, MA, OTR/L, is Student, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Lynn Kysh
- Lynn Kysh, MS, is Clinical and Research Librarian, Institute for Nursing and Interprofessional Research, Children's Hospital of Los Angeles, Los Angeles, CA
| | - Shawn C Roll
- Shawn C. Roll, PhD, OTR/L, RMSKS, FAOTA, FAIUM, is Associate Professor, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles
| | - Sook-Lei Liew
- Sook-Lei Liew, PhD, OTR/L, is Assistant Professor, Chan Division of Occupational Science and Occupational Therapy, University of Southern California, Los Angeles;
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Choi JW, Kim BH, Huh S, Jo S. Observing Actions Through Immersive Virtual Reality Enhances Motor Imagery Training. IEEE Trans Neural Syst Rehabil Eng 2020; 28:1614-1622. [DOI: 10.1109/tnsre.2020.2998123] [Citation(s) in RCA: 21] [Impact Index Per Article: 4.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
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