Virtual Reality–Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study

JMIR neurotechnology Pub Date : 2024-03-18 DOI:10.2196/50538
Alba Prats-Bisbe, Jaume López-Carballo, A. García-Molina, David Leno-Colorado, A. García-Rudolph, E. Opisso, Raimon Jané
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Abstract

Acquired brain injury (ABI) is a prominent cause of disability globally, with virtual reality (VR) emerging as a promising aid in neurorehabilitation. Nonetheless, the diversity among VR interventions can result in inconsistent outcomes and pose challenges in determining efficacy. Recent reviews offer best practice recommendations for designing and implementing therapeutic VR interventions to evaluate the acceptance of fully immersive VR interventions. This study aims to evaluate the usability and feasibility of a co-designed VR-based neurorehabilitation support tool by conducting multiple proof-of-concept trials in a sample of patients with ABI within a hospital setting. A single session deploying custom immersive serious games to train cognitive functions using a new-generation head-mounted display was conducted among a sample of inpatients with ABI. Structured questionnaires were administered at the end of the session to evaluate the usability of the system and the intervention, participants’ familiarity with the technology, and any adverse effects related to cybersickness. Additionally, the training duration while wearing the headset and the demographic characteristics of the participants were considered. A total of 20 patients with ABI participated in a 1-hour proof-of-concept trial. The mean usability score was 37 (SD 2.6) out of 40, the technology familiarity level was 9.2 (SD 2.9) out of 12, and the Simulator Sickness Questionnaire total score was 1.3 (SD 2). On average, participants wore the headset for approximately 25.6 (SD 4.7) minutes during the intervention. There were no substantial differences in usability and technology familiarity levels based on patients’ etiology or age, with no notable symptoms of cybersickness reported. Significantly strong correlations were noted between cybersickness symptoms and various usability categories, including exposure, motivation, interactivity, task specificity, and immersion aspects. Further, there was a significant association between the intervention time and the number of tasks performed (P<.001). Furthermore, patients who derived enjoyment from VR sessions expressed a heightened interest in incorporating VR into their daily neurorehabilitation practice (P<.001). Moreover, oculomotor issues were found to be highly sensitive to the onset of disorientation sickness symptoms (P<.001). Through a collaborative approach, this study showcases the usability and feasibility of a VR-based support tool for cognitive rehabilitation among inpatients with ABI. Key components of such interventions encompass a multidisciplinary array of immersive experiences integrating neurorehabilitation principles and serious games techniques.
为后天性脑损伤导致认知障碍的患者提供基于虚拟现实的神经康复支持工具:可用性和可行性研究
获得性脑损伤(ABI)是全球致残的一个主要原因,而虚拟现实(VR)作为一种有前途的神经康复辅助手段正在崭露头角。然而,虚拟现实干预措施的多样性可能会导致结果不一致,并给疗效的确定带来挑战。最近的评论为设计和实施治疗性 VR 干预措施提供了最佳实践建议,以评估完全沉浸式 VR 干预措施的接受度。 本研究旨在通过在医院环境中对 ABI 患者样本进行多次概念验证试验,评估共同设计的基于 VR 的神经康复支持工具的可用性和可行性。 该试验在有 ABI 的住院病人样本中进行,使用新一代头戴式显示器进行了一次定制的沉浸式严肃游戏认知功能训练。在训练结束后进行了结构化问卷调查,以评估系统和干预措施的可用性、参与者对技术的熟悉程度以及与晕机有关的任何不良反应。此外,还考虑了佩戴耳机时的训练时间和参与者的人口统计学特征。 共有 20 名 ABI 患者参加了 1 小时的概念验证试验。在 40 分的总分中,平均可用性得分为 37 分(标准差为 2.6);在 12 分的总分中,技术熟悉程度得分为 9.2 分(标准差为 2.9);模拟器晕眩问卷总分为 1.3 分(标准差为 2)。在干预期间,参与者平均佩戴耳麦约 25.6 分钟(标准差 4.7 分钟)。根据患者的病因或年龄,可用性和技术熟悉程度没有实质性差异,也没有明显的晕机症状报告。赛博晕眩症状与各种可用性类别(包括接触、动机、互动性、任务特定性和沉浸感)之间存在明显的相关性。此外,干预时间与执行的任务数量之间也有明显的关联(P<.001)。此外,从 VR 课程中获得乐趣的患者对将 VR 纳入日常神经康复实践的兴趣更高(P<.001)。此外,研究还发现,眼球运动问题对迷失症症状的出现高度敏感(P<.001)。 本研究通过合作的方式,展示了基于 VR 的认知康复支持工具的可用性和可行性。此类干预措施的关键组成部分包括一系列融合神经康复原理和严肃游戏技术的多学科沉浸式体验。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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