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1.
J Safety Res ; 90: 48-61, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-39251298

RESUMEN

INTRODUCTION: The widespread use and inherent risks associated with low-voltage electrical equipment require all workers to understand its hazards and how to manage them. Despite being the most commonly used method for raising safety awareness, lecture-based training often proves ineffective. Virtual reality (VR) allows the user to be immersed in a virtual environment and actively participate in practical training while maintaining their safety, which can potentially result in engaging and effective training. This paper investigates the effectiveness of using immersive VR for low-voltage (LV) electrical safety training to understand the potential benefits of VR technology for industrial safety training applications. METHOD: A within-group experimental design was employed with 18 participants undertaking the LV VR training. The effectiveness of the training was evaluated by measuring participants' reactions, learning, and training duration. Participants' learning was measured before, immediately after, and four weeks after the training, whereas reaction and suitability of training duration were measured after the training. RESULTS: Participants reported highly positive reactions to the LV VR training, particularly regarding their level of engagement, intention to use the system in the future, and enjoyment. Knowledge test scores significantly improved immediately after training with high effect sizes. Although scores decreased significantly four weeks after training, they remained significantly higher compared to before training. The training duration, ranging from 29 to 44 minutes was considered suitable for the training. CONCLUSIONS: LV VR training effectively elicited positive reactions from trainees and supporting trainees to acquire and retain safety information while maintaining appropriate training duration. PRACTICAL IMPLICATIONS: VR emerges as a viable alternative training method worth exploring for organizations seeking to improve their safety training programs. VR combines educational and entertainment values, facilitating enjoyable learning experiences.


Asunto(s)
Realidad Virtual , Humanos , Masculino , Femenino , Adulto , Adulto Joven , Aprendizaje , Salud Laboral , Administración de la Seguridad , Electricidad
3.
Sheng Wu Yi Xue Gong Cheng Xue Za Zhi ; 41(4): 656-663, 2024 Aug 25.
Artículo en Chino | MEDLINE | ID: mdl-39218590

RESUMEN

Stroke is an acute cerebrovascular disease in which sudden interruption of blood supply to the brain or rupture of cerebral blood vessels cause damage to brain cells and consequently impair the patient's motor and cognitive abilities. A novel rehabilitation training model integrating brain-computer interface (BCI) and virtual reality (VR) not only promotes the functional activation of brain networks, but also provides immersive and interesting contextual feedback for patients. In this paper, we designed a hand rehabilitation training system integrating multi-sensory stimulation feedback, BCI and VR, which guides patients' motor imaginations through the tasks of the virtual scene, acquires patients' motor intentions, and then carries out human-computer interactions under the virtual scene. At the same time, haptic feedback is incorporated to further increase the patients' proprioceptive sensations, so as to realize the hand function rehabilitation training based on the multi-sensory stimulation feedback of vision, hearing, and haptic senses. In this study, we compared and analyzed the differences in power spectral density of different frequency bands within the EEG signal data before and after the incorporation of haptic feedback, and found that the motor brain area was significantly activated after the incorporation of haptic feedback, and the power spectral density of the motor brain area was significantly increased in the high gamma frequency band. The results of this study indicate that the rehabilitation training of patients with the VR-BCI hand function enhancement rehabilitation system incorporating multi-sensory stimulation can accelerate the two-way facilitation of sensory and motor conduction pathways, thus accelerating the rehabilitation process.


Asunto(s)
Interfaces Cerebro-Computador , Electroencefalografía , Mano , Rehabilitación de Accidente Cerebrovascular , Realidad Virtual , Humanos , Mano/fisiología , Rehabilitación de Accidente Cerebrovascular/métodos , Rehabilitación de Accidente Cerebrovascular/instrumentación , Retroalimentación Sensorial , Interfaz Usuario-Computador , Corteza Motora/fisiología
5.
Laryngorhinootologie ; 103(9): 628, 2024 Sep.
Artículo en Alemán | MEDLINE | ID: mdl-39222627
7.
Sci Rep ; 14(1): 21198, 2024 09 11.
Artículo en Inglés | MEDLINE | ID: mdl-39261561

RESUMEN

Gait guidance systems that synchronize the gait rhythm with an avatar in a mixed reality (MR) environment are attracting attention owing to their rehabilitation applications. More effective gait guidance can be achieved by changing body sensations for the sense of embodiment (SoE), which refers to the feeling of owning, controlling, and being inside a body in MR. This study investigated full-body synchronous motion between a human and a virtual avatar to enhance the SoE in walking with actual position changes in the real world. The full-body motion and gait rhythm were measured using body-worn inertial measurement units and a visual avatar was provided through a transparent head-mounted display. The results showed that the SoE of the participants was enhanced under higher synchronization conditions. In addition, questionnaire results showed that the SoE in the synchronous condition was significantly higher than that in the asynchronous condition, and the SoE in the self-avatar condition was significantly higher than that in the other-avatar condition. This indicates that a higher synchronization level with the appearance of an avatar leads to a stronger SoE in the human perception mechanism, which is important for potential application in medical or other fields.


Asunto(s)
Caminata , Humanos , Caminata/fisiología , Masculino , Femenino , Adulto , Adulto Joven , Marcha/fisiología , Realidad Virtual , Interfaz Usuario-Computador , Realidad Aumentada , Avatar
8.
BMC Ophthalmol ; 24(1): 358, 2024 Sep 16.
Artículo en Inglés | MEDLINE | ID: mdl-39278928

RESUMEN

BACKGROUND: To assess the efficacy and safety of virtual reality-based visual training (VRVT) in myopia control among children. METHODS: The randomized, parallel-group, single-blind clinical trial conducted at the Department of Ophthalmology of Shanghai Tenth People's Hospital enrolled 65 low-myopic children (aged 8 to 13 years) with cycloplegic spherical equivalent (SE) between - 0.50 and - 3.00 diopters (D), astigmatism less than - 1.00 D, anisometropia less than 1.50D, and best corrected visual acuity (BCVA) more than 0.0 logarithm (LogMAR) of the minimum angle of resolution. The participants were enrolled in December 2020, and the follow-up of this study concluded on August 2021. Children were assigned randomly to the intervention group (VRVT plus single-vision spectacle [SVS]) and the control group (only SVS without receiving VRVT). The intervention group was administered for 20 min per day with VRVT under parental supervision at home. The primary outcome was changes in axial length (AL) at 3 months. Macular choroidal thickness (mCT) was regarded as a key secondary outcome. RESULTS: Among 65 participants (mean age: 10.8 years, 52.3% male), 60 children (92.3%) who completed the 3-month intervention and 6-month follow-up were included in the analysis (30 in the intervention group and 30 in the control group). The changes of AL were 0.063 ± 0.060 mm (95% confidence interval [CI], 0.074 to 0.119 mm) in the intervention group and 0.129 ± 0.060 mm (95% CI, 0.107 to 0.152 mm) and in the control group at 3 months (t = - 2.135, P = 0.037), and the mean difference between the two groups was 0.066 mm. The change of mCT were 22.633 ± 36.171 µm (95% CI, 9.127 to 36.140 µm) in the intervention group and - 3.000 ± 31.056 µm (95% CI, - 14.597 to 8.597 µm) in the control group at 3 months (t = 2.945, P = 0.005). VR vertigo was the most common adverse event which was occurred in two children (2/30, 6.67%) in the intervention group. CONCLUSIONS: VRVT is a promising method for myopia control in children with good user acceptability. Among children aged 8 to 13 years with low-myopia, nightly use of VRVT resulted in slowing myopia progression. TRIAL REGISTRATION: This protocol was registered with ClinicalTrials.gov (NCT06250920), retrospectively registered on 01 February 2024.


Asunto(s)
Miopía , Refracción Ocular , Realidad Virtual , Agudeza Visual , Humanos , Masculino , Niño , Femenino , Miopía/fisiopatología , Miopía/terapia , Método Simple Ciego , Agudeza Visual/fisiología , Adolescente , Refracción Ocular/fisiología , Estudios de Seguimiento , Resultado del Tratamiento , Anteojos , Longitud Axial del Ojo
9.
Scand J Trauma Resusc Emerg Med ; 32(1): 90, 2024 Sep 16.
Artículo en Inglés | MEDLINE | ID: mdl-39285463

RESUMEN

BACKGROUND: How ambulance clinicians (ACs) handle a mass casualty incident (MCI) is essential for the suffered, but the training and learning for the ACs are sparse and they don't have the possibility to learn without realistic simulation training. In addition, it is unclear what type of dilemmas ACs process in their clinical reasoning during an MCI. With virtual reality (VR) simulation, the ACs clinical reasoning can be explored in a systematic way. Therefore, the objective was to explore ambulance clinicians' clinical reasoning when simulating a mass casualty incident using virtual reality. METHODS: This study was conducted as an explorative interview study design using chart- stimulated recall technique for data collection. A qualitative content analysis was done, using the clinical reasoning cycle as a deductive matrix. A high-fidelity VR simulation with MCI scenarios was used and participants eligible for inclusion were 11 senior ACs. RESULTS/CONCLUSION: All phases of the clinical reasoning cycle were found to be reflected upon by the participants during the interviews, however with a varying richness of analytic reflectivity. Non-analytic reasoning predominated when work tasks followed specific clinical guidelines, but analytical reasoning appeared when the guidelines were unclear or non-existent. Using VR simulation led to training and reflection on action in a safe and systematic way and increased self-awareness amongst the ACs regarding their preparedness for MCIs. This study increases knowledge both regarding ACs clinical reasoning in MCIs, and insights regarding the use of VR for simulation training.


Asunto(s)
Incidentes con Víctimas en Masa , Investigación Cualitativa , Realidad Virtual , Humanos , Masculino , Razonamiento Clínico , Femenino , Ambulancias , Competencia Clínica , Adulto , Entrenamiento Simulado/métodos , Entrevistas como Asunto , Auxiliares de Urgencia/educación
10.
J Neuroeng Rehabil ; 21(1): 154, 2024 Sep 04.
Artículo en Inglés | MEDLINE | ID: mdl-39232841

RESUMEN

BACKGROUND: Restoration of limb function for individuals with unilateral weakness typically requires volitional muscle control, which is often not present for individuals with severe impairment. Mirror therapy-interventions using a mirror box to reflect the less-impaired limb onto the more-impaired limb-can facilitate corticospinal excitability, leading to enhanced recovery in severely impaired clinical populations. However, the mirror box applies limitations on mirror therapy, namely that all movements appear bilateral and are confined to a small area, impeding integration of complex activities and multisensory feedback (e.g., visuo-tactile stimulation). These limitations can be addressed with virtual reality, but the resulting effect on corticospinal excitability is unclear. OBJECTIVE: Examine how virtual reality-based unilateral mirroring, complex activities during mirroring, and visuo-tactile stimulation prior to mirroring affect corticospinal excitability. MATERIALS AND METHODS: Participants with no known neurological conditions (n = 17) donned a virtual reality system (NeuRRoVR) that displayed a first-person perspective of a virtual avatar that matched their motions. Transcranial magnetic stimulation-induced motor evoked potentials in the nondominant hand muscles were used to evaluate corticospinal excitability in four conditions: resting, mirroring, mirroring with prior visuo-tactile stimulation (mirroring + TACT), and control. During mirroring, the movements of each participant's dominant limb were reflected onto the nondominant limb of the virtual avatar, and the avatar's dominant limb was kept immobile (i.e., unilateral mirroring). The mirroring + TACT condition was the same as the mirroring condition, except that mirroring was preceded by visuo-tactile stimulation of the nondominant limb. During the control condition, unilateral mirroring was disabled. During all conditions, participants performed simple (flex/extend fingers) and complex (stack virtual blocks) activities. RESULTS: We found that unilateral mirroring increased corticospinal excitability compared to no mirroring (p < 0.001), complex activities increased excitability compared to simple activities during mirroring (p < 0.001), and visuo-tactile stimulation prior to mirroring decreased excitability (p = 0.032). We also found that these features did not interact with each other. DISCUSSIONS: The findings of this study shed light onto the neurological mechanisms of mirror therapy and demonstrate the unique ways in which virtual reality can augment mirror therapy. The findings have important implications for rehabilitation for design of virtual reality systems for clinical populations.


Asunto(s)
Potenciales Evocados Motores , Retroalimentación Sensorial , Tractos Piramidales , Estimulación Magnética Transcraneal , Realidad Virtual , Humanos , Masculino , Femenino , Adulto , Estimulación Magnética Transcraneal/métodos , Tractos Piramidales/fisiología , Retroalimentación Sensorial/fisiología , Potenciales Evocados Motores/fisiología , Adulto Joven , Músculo Esquelético/fisiología , Desempeño Psicomotor/fisiología , Electromiografía
11.
PLoS One ; 19(9): e0306261, 2024.
Artículo en Inglés | MEDLINE | ID: mdl-39236001

RESUMEN

The study of the perceived affective qualities (PAQs) in soundscape assessments have increased in recent years, with methods varying from in-situ to laboratory. Through technological advances, virtual reality (VR) has facilitated evaluations of multiple locations in the same experiment. In this paper, VR reproductions of different urban sites were presented in an online and laboratory environment testing three locations in Greater Manchester ('Park', 'Plaza', and pedestrian 'Street') in two population densities (empty and busy) using ISO/TS 12913-2 (2018) soundscape PAQs. The studied areas had audio and video recordings prepared for 360 video and binaural audio VR reproductions. The aims were to observe population density effects within locations (Wilcoxon test) and variations between locations (Mann-Whitney U test) within methods. Population density and comparisons among locations demonstrated a significant effect on most PAQs. Results also suggested that big cities can present homogenous sounds, composing a 'blended' urban soundscape, independently of functionality. These findings can support urban design in a low-cost approach, where urban planners can test different scenarios and interventions.


Asunto(s)
Percepción Auditiva , Ciudades , Realidad Virtual , Humanos , Percepción Auditiva/fisiología , Femenino , Masculino , Sonido , Adulto , Densidad de Población
12.
JMIR Form Res ; 8: e57588, 2024 Sep 06.
Artículo en Inglés | MEDLINE | ID: mdl-39241226

RESUMEN

This single-participant case study examines the feasibility of using custom virtual reality (VR) gaming software in the home environment for low-dose Hand Arm Bimanual Intensive Training (HABIT). A 10-year-old with right unilateral cerebral palsy participated in this trial. Fine and gross motor skills as well as personal goals for motor outcomes were assessed before and after the intervention using the Box and Blocks Test, Nine-Hole Peg Test, and Canadian Occupational Performance Measure. Movement intensities collected via the VR hardware accelerometers, VR game scores, and task accuracy were recorded via the HABIT-VR software as indices of motor performance. The child and family were instructed to use the HABIT-VR games twice daily for 30 minutes over a 14-day period and asked to record when they used the system. The child used the system and completed the 14-hour, low-dose HABIT-VR intervention across 22 days. There was no change in Box and Blocks Test and Nine-Hole Peg Test scores before and after the intervention. Canadian Occupational Performance Measure scores increased but did not reach the clinically relevant threshold, due to high scores at baseline. Changes in motor task intensities during the use of VR and mastery of the VR bimanual tasks suggested improved motor efficiency. This case study provides preliminary evidence that HABIT-VR is useful for promoting adherence to HABIT activities and for the maintenance of upper extremity motor skills in the home setting.


Asunto(s)
Parálisis Cerebral , Estudios de Factibilidad , Realidad Virtual , Humanos , Parálisis Cerebral/rehabilitación , Parálisis Cerebral/fisiopatología , Niño , Masculino , Destreza Motora/fisiología , Juegos de Video , Brazo , Mano/fisiología , Femenino
13.
J Vis ; 24(9): 1, 2024 Sep 03.
Artículo en Inglés | MEDLINE | ID: mdl-39226069

RESUMEN

Most research on visual search has used simple tasks presented on a computer screen. However, in natural situations visual search almost always involves eye, head, and body movements in a three-dimensional (3D) environment. The different constraints imposed by these two types of search tasks might explain some of the discrepancies in our understanding concerning the use of memory resources and the role of contextual objects during search. To explore this issue, we analyzed a visual search task performed in an immersive virtual reality apartment. Participants searched for a series of geometric 3D objects while eye movements and head coordinates were recorded. Participants explored the apartment to locate target objects whose location and visibility were manipulated. For objects with reliable locations, we found that repeated searches led to a decrease in search time and number of fixations and to a reduction of errors. Searching for those objects that had been visible in previous trials but were only tested at the end of the experiment was also easier than finding objects for the first time, indicating incidental learning of context. More importantly, we found that body movements showed changes that reflected memory for target location: trajectories were shorter and movement velocities were higher, but only for those objects that had been searched for multiple times. We conclude that memory of 3D space and target location is a critical component of visual search and also modifies movement kinematics. In natural search, memory is used to optimize movement control and reduce energetic costs.


Asunto(s)
Movimientos Oculares , Memoria Espacial , Realidad Virtual , Humanos , Femenino , Masculino , Adulto Joven , Adulto , Movimientos Oculares/fisiología , Memoria Espacial/fisiología , Percepción Espacial/fisiología , Movimientos de la Cabeza/fisiología , Estimulación Luminosa/métodos , Percepción Visual/fisiología , Tiempo de Reacción/fisiología
14.
Sensors (Basel) ; 24(17)2024 Aug 27.
Artículo en Inglés | MEDLINE | ID: mdl-39275445

RESUMEN

The decline in neuromusculoskeletal capabilities of older adults can affect motor control, independence, and locomotion. Because the elderly population is increasing worldwide, assisting independent mobility and improving rehabilitation therapies has become a priority. The combination of rehabilitation robotic devices and virtual reality (VR) tools can be used in gait training to improve clinical outcomes, motivation, and treatment adherence. Nevertheless, VR tools may be associated with cybersickness and changes in gait kinematics. This paper analyzes the gait parameters of fourteen elderly participants across three experimental tasks: free walking (FW), smart walker-assisted gait (AW), and smart walker-assisted gait combined with VR assistance (VRAW). The kinematic parameters of both lower limbs were captured by a 3D wearable motion capture system. This research aims at assessing the kinematic adaptations when using a smart walker and how the integration between this robotic device and the VR tool can influence such adaptations. Additionally, cybersickness symptoms were investigated using a questionnaire for virtual rehabilitation systems after the VRAW task. The experimental data indicate significant differences between FW and both AW and VRAW. Specifically, there was an overall reduction in sagittal motion of 16%, 25%, and 38% in the hip, knee, and ankle, respectively, for both AW and VRAW compared to FW. However, no significant differences between the AW and VRAW kinematic parameters and no adverse symptoms related to VR were identified. These results indicate that VR technology can be used in walker-assisted gait rehabilitation without compromising kinematic performance and presenting potential benefits related to motivation and treatment adherence.


Asunto(s)
Marcha , Realidad Virtual , Humanos , Fenómenos Biomecánicos/fisiología , Marcha/fisiología , Masculino , Femenino , Anciano , Dispositivo Exoesqueleto , Locomoción/fisiología , Caminata/fisiología , Andadores , Robótica/métodos
15.
Sensors (Basel) ; 24(17)2024 Aug 28.
Artículo en Inglés | MEDLINE | ID: mdl-39275489

RESUMEN

Virtual reality (VR) applications in paediatric rehabilitation are recent but promising. This brief report describes a VR rehabilitation program for a small sample of children with Developmental Coordination Disorder (DCD). The program focused explicitly on executive functions, a key area of concern for this population. It was conducted over 11 weeks in the CARE Lab. This lab was designed with appropriate structural characteristics and sophisticated technology to provide a rehabilitative setting with recreational and semi-immersive features. Before and after the VR training, the children were evaluated in terms of visual attention, inhibition, planning abilities, and visual-motor coordination. The rehabilitation programs were customised according to the clinical needs and the functional profile of each patient, proposing different games with variable complexity levels. These preliminary results showed a global and clinically significant change in executive functions, especially visual attention and inhibition skills. These findings suggest interesting implications for clinical practice, providing new information for professionals regarding the application of VR in the field of paediatric rehabilitation.


Asunto(s)
Trastornos de la Destreza Motora , Realidad Virtual , Humanos , Niño , Trastornos de la Destreza Motora/rehabilitación , Masculino , Femenino , Función Ejecutiva/fisiología , Atención/fisiología
16.
Sensors (Basel) ; 24(17)2024 Sep 03.
Artículo en Inglés | MEDLINE | ID: mdl-39275636

RESUMEN

This study explores neuroplasticity through the use of virtual reality (VR) and brain-computer interfaces (BCIs). Neuroplasticity is the brain's ability to reorganize itself by forming new neural connections in response to learning, experience, and injury. VR offers a controlled environment to manipulate sensory inputs, while BCIs facilitate real-time monitoring and modulation of neural activity. By combining VR and BCI, researchers can stimulate specific brain regions, trigger neurochemical changes, and influence cognitive functions such as memory, perception, and motor skills. Key findings indicate that VR and BCI interventions are promising for rehabilitation therapies, treatment of phobias and anxiety disorders, and cognitive enhancement. Personalized VR experiences, adapted based on BCI feedback, enhance the efficacy of these interventions. This study underscores the potential for integrating VR and BCI technologies to understand and harness neuroplasticity for cognitive and therapeutic applications. The researchers utilized the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) method to conduct a comprehensive and systematic review of the existing literature on neuroplasticity, VR, and BCI. This involved identifying relevant studies through database searches, screening for eligibility, and assessing the quality of the included studies. Data extraction focused on the effects of VR and BCI on neuroplasticity and cognitive functions. The PRISMA method ensured a rigorous and transparent approach to synthesizing evidence, allowing the researchers to draw robust conclusions about the potential of VR and BCI technologies in promoting neuroplasticity and cognitive enhancement.


Asunto(s)
Interfaces Cerebro-Computador , Encéfalo , Plasticidad Neuronal , Realidad Virtual , Humanos , Plasticidad Neuronal/fisiología , Encéfalo/fisiología , Cognición/fisiología
17.
Sensors (Basel) ; 24(17)2024 Sep 07.
Artículo en Inglés | MEDLINE | ID: mdl-39275722

RESUMEN

Sensorimotor disturbances such as disturbed cervical joint position sense (JPS) and reduced reaction time and velocity in fast cervical movements have been demonstrated in people with neck pain. While these sensorimotor functions have been assessed mainly in movement science laboratories, new sensor technology enables objective assessments in the clinic. The aim was to investigate concurrent validity of a VR-based JPS test and a new cervical reaction acuity (CRA) test. Twenty participants, thirteen asymptomatic and seven with neck pain, participated in this cross-sectional study. The JPS test, including outcome measures of absolute error (AE), constant error (CE), and variable error (VE), and the CRA test, including outcome measures of reaction time and maximum velocity, were performed using a VR headset and compared to a gold standard optical motion capture system. The mean bias (assessed with the Bland-Altman method) between VR and the gold standard system ranged from 0.0° to 2.4° for the JPS test variables. For the CRA test, reaction times demonstrated a mean bias of -19.9 milliseconds (ms), and maximum velocity a mean bias of -6.5 degrees per seconds (°/s). The intraclass correlation coefficients (ICCs) between VR and gold standard were good to excellent (ICC 0.835-0.998) for the JPS test, and excellent (ICC 0.931-0.954) for reaction time and maximum velocity for the CRA test. The results show acceptable concurrent validity for the VR technology for assessment of JPS and CRA. A slightly larger bias was observed in JPS left rotation which should be considered in future research.


Asunto(s)
Dolor de Cuello , Tiempo de Reacción , Humanos , Femenino , Adulto , Masculino , Estudios Transversales , Dolor de Cuello/fisiopatología , Dolor de Cuello/diagnóstico , Tiempo de Reacción/fisiología , Vértebras Cervicales/fisiología , Adulto Joven , Realidad Virtual , Rango del Movimiento Articular/fisiología , Propiocepción/fisiología , Movimiento/fisiología , Cuello/fisiología , Persona de Mediana Edad
18.
Semin Vasc Surg ; 37(3): 321-325, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-39277348

RESUMEN

Extended reality has brought new opportunities for medical imaging visualization and analysis. It regroups various subfields, including virtual reality, augmented reality, and mixed reality. Various applications have been proposed for surgical practice, as well as education and training. The aim of this review was to summarize current applications of extended reality and augmented reality in vascular surgery, highlighting potential benefits, pitfalls, limitations, and perspectives on improvement.


Asunto(s)
Realidad Aumentada , Procedimientos Quirúrgicos Vasculares , Realidad Virtual , Humanos , Procedimientos Quirúrgicos Vasculares/educación , Competencia Clínica , Cirugía Asistida por Computador , Valor Predictivo de las Pruebas
19.
Sci Rep ; 14(1): 21320, 2024 09 12.
Artículo en Inglés | MEDLINE | ID: mdl-39266690

RESUMEN

Navigation is essential for moving between locations in our daily lives. We investigated the relationship between visual impairment in glaucoma and path-integration-based navigation. Fourteen glaucoma and 15 controls underwent ophthalmological examination (including visual acuity (logMAR), visual field sensitivity (MD: mean deviation from matched reference cohort), and peripapillary retinal nerve fiber layer (pRNFL)). Both groups navigated physically in virtual reality (VR) environments during daylight and dawn conditions. Briefly, the participants traversed a path marked by three targets, subsequently pointing back to the path's origin. Outcome measures included (i) travel-time, (ii) pointing-time, and (iii) Euclidian-distance error between indicated and starting position. Robust linear regression was conducted between visual function outcomes of the better eye and VR outcome measures. Glaucoma patients showed increase in travel-time (by 8.2 ± 1.7 s; p = 0.002) and in pointing-time (by 5.3 ± 1.6 s; p = 0.016). Predictors were MD for all outcome measures (p < 0.01) and pRNFL for travel-time (p < 0.01). The results suggest that the effect of glaucoma on the elapsed time depends on disease progression, i.e. people with stronger visual impairment need more time. This uncertainty during everyday navigation tasks may adversely affect their quality of life.


Asunto(s)
Glaucoma , Realidad Virtual , Agudeza Visual , Campos Visuales , Humanos , Femenino , Masculino , Glaucoma/fisiopatología , Agudeza Visual/fisiología , Persona de Mediana Edad , Campos Visuales/fisiología , Anciano , Navegación Espacial/fisiología , Estudios de Casos y Controles
20.
Int J Geriatr Psychiatry ; 39(9): e6145, 2024 Sep.
Artículo en Inglés | MEDLINE | ID: mdl-39267224

RESUMEN

OBJECTIVES: Care for community-dwelling people with dementia is frequently delegated to relatives, who find themselves in the role of informal caregivers with no practical management knowledge. This situation exposes caregivers to increased risk for emotional wellbeing. The current study aims to test whether the integration of the efficacy of an immersive virtual reality (VR) experience into an online psychoeducational program impacts caregiver empathy and therefore emotional wellbeing. METHODS: One-hundred informal caregivers of mild-to-moderate Alzheimer's disease (AD) patients will be enrolled and randomly assigned to (i) an online psychoeducational program (control arm); or (ii) an online psychoeducational program integrated with VR (experimental arm). VR will consist of 360-degree videos involving the caregivers to an immersive experience of dementia symptoms from the patient's perspective. Before, after the intervention and after 2 months, all participants will complete validated clinical scales for caregiver burden and anxiety (primary outcomes) and sense of competence and dispositional empathy (secondary outcomes). A subsample of 50 participants will also undergo MRI exam, including structural and functional (resting-state and task-functional MRI [fMRI]) sequences. The fMRI task paradigm will use emotional stimuli to evaluate the neural correlate of empathy, by stressing its cognitive and affective components. The main outcome will be the change in the clinical assessment; the secondary outcome will be the change in brain connectivity of networks subserving the empathic and emotional functioning. RESULTS: We expect that the psychoeducational program will decrease anxiety and stress, enabling caregivers to perceive themselves capable of managing AD patients at home, educating them on symptom handling and boosting their cognitive empathy. In the experimental intervention, the VR-based experience will act as an add-on to psychoeducation, leading to greater improvement in the assessed clinical dimensions. VR should, in fact, enable a deeper understanding of disease symptoms and improve caregivers' cognitive empathy. We expect that the experimental intervention will result in deeper comprehension of disease symptoms and further strengthen caregivers' cognitive empathy. At the neural level, we expect to observe increased activation in circuits subserving cognitive empathy and decreased activation in circuits underlying affective empathy. CONCLUSIONS: To the best of our knowledge, this will be the first randomized controlled trial assessing the effect of combining psychoeducational interventions with VR-based experience in caregivers, and assessing both clinical and imaging outcomes. TRIAL REGISTRATION: Registered in ClinicalTrials.gov (NCT05780476).


Asunto(s)
Enfermedad de Alzheimer , Cuidadores , Realidad Virtual , Humanos , Cuidadores/psicología , Cuidadores/educación , Enfermedad de Alzheimer/psicología , Masculino , Femenino , Anciano , Empatía/fisiología , Imagen por Resonancia Magnética , Persona de Mediana Edad , Ansiedad
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