A Virtual Reality Force Control Training System on Brain Activation: Functional Near-Infrared Spectroscopy (fNIRS) Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-07-14 DOI:10.2196/63874
Luigi Gan, Chien-Ju Lin, Hsiao-Feng Chieh, Kai-Nan An, Fong-Chin Su
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引用次数: 0

Abstract

Background: Aging can bring upon several effects that can hinder one's quality of life. One of the effects is the decline in one's ability to perform activities of daily living, which is caused by the loss of hand function due to aging. To mitigate this, several virtual reality (VR)-based training or rehabilitation systems that use hand tracking were developed. Although these systems are effective, immersive, and can promote motivation, they are mostly limited to providing range of motion exercises. The addition of a force control component to the hand tracking of these systems could make them even more effective at improving or restoring hand function, as the majority of activities of daily living require a degree of force control.

Objective: This study aimed to compare the effects of 2 VR input systems: regular hand tracking and the novel VR input system in this study, which incorporate force control to regular hand tracking on the brain activity of younger and older adults. The degree of cortical activity during a training or rehabilitation task is linked to better functional outcomes and improvements of neuroplasticity.

Methods: Twelve younger adults (mean age 25.00, SD 4.50 years) and 12 older adults (mean age 73.00, SD 3.6 years) were recruited to play a game specifically developed for this study using 2 VR input systems. Brain activity during gameplay was recorded using functional near-infrared spectroscopy over the following cortical regions: prefrontal cortex (PFC), premotor cortex (PMC), supplementary motor area (SMA), and primary motor cortex (M1).

Results: Compared with the regular hand-tracking system, adding a force control component increased average oxygenated hemoglobin (HbO) concentrations and decreased deoxygenated hemoglobin (HbR) concentrations in key brain regions. In young adults, these changes were observed in the right PMC and right M1. In older adults, higher HbO and lower HbR concentrations appeared in the right PFC, bilateral M1, and right SMA (HbR only). The force control component also led to more widespread activity across all ROIs.

Conclusions: The novel input system in this study can be used for improving or restoring hand function. The results of this study can be used as a reference for the development of better VR-based training or rehabilitation systems.

脑激活虚拟现实力控训练系统:功能近红外光谱(fNIRS)研究。
背景:衰老会带来一些影响,这些影响会影响一个人的生活质量。其中一种影响是一个人进行日常生活活动的能力下降,这是由于手部功能的丧失而引起的。为了缓解这种情况,开发了几种基于虚拟现实(VR)的训练或康复系统,这些系统使用手部跟踪。虽然这些系统是有效的,沉浸式的,并且可以促进动机,但它们大多局限于提供运动范围的练习。在这些系统的手部跟踪中增加一个力控制组件可以使它们更有效地改善或恢复手部功能,因为大多数日常生活活动都需要一定程度的力控制。目的:本研究旨在比较两种虚拟现实输入系统:常规手部追踪和本研究的新型虚拟现实输入系统,将力控制与常规手部追踪结合在一起对年轻人和老年人的大脑活动的影响。在训练或康复任务中,皮质活动的程度与更好的功能结果和神经可塑性的改善有关。方法:招募了12名年轻人(平均年龄25.00岁,标准差4.50岁)和12名老年人(平均年龄73.00岁,标准差3.6岁),使用2种VR输入系统玩专门为本研究开发的游戏。在游戏过程中,使用功能近红外光谱记录了以下皮层区域的大脑活动:前额叶皮层(PFC)、前运动皮层(PMC)、辅助运动区(SMA)和初级运动皮层(M1)。结果:与常规手控系统相比,加入力控组件后,脑关键区域平均氧合血红蛋白(HbO)浓度升高,脱氧血红蛋白(HbR)浓度降低。在年轻人中,这些变化在右侧PMC和右侧M1中观察到。在老年人中,右侧PFC、双侧M1和右侧SMA(仅HbR)出现较高的HbO和较低的HbR浓度。部队控制部分也导致了在所有roi中更广泛的活动。结论:本研究的新型输入系统可用于改善或恢复手部功能。本研究结果可作为开发更好的基于vr的训练或康复系统的参考。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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