基于虚拟环境的颅脑损伤注意力改善模式

A. Dvorkin, F. Zollman, Kathleen Beck, E. Larson, J. Patton
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引用次数: 12

摘要

注意缺陷是创伤性脑损伤个体面临的最深刻的问题之一。康复部门的创伤性脑损伤(TBI)住院患者很难用新技术进行研究,因为通常很难在患者仍在医院的短时间内提供和评估这种干预措施,尽管这正是临床注意力治疗被认为最关键的时间。我们开发并执行了触觉/图形范式的初步测试,以提高TBI住院患者在恢复早期阶段的注意力和注意力。6名TBI患者和3名健康对照者在达到视觉目标时暴露在最小干扰/最小互动环境中。我们的初步结果显示:(1)受试者能够忍受这种体验,(2)在连续的一分钟间隔内获得的目标数量表明对任务的持续关注,(3)在这种环境中的触觉互动是可以忍受的,引人入胜的,令人愉快的——通常被认为是一种游戏。这些发现为更大规模、更密集、更持久的反复治疗研究提供了基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A virtual environment-based paradigm for improving attention in TBI
Attention deficits are one of the most profound problems facing the traumatic brain injured individual. The Traumatic Brain Injury (TBI) inpatient population in the rehabilitation unit is difficult to study with new technology because it is often very difficult to render and evaluate such interventions in the short time span when a patient is still in the hospital, even though that is precisely the time when clinical attentional therapy is considered most critical. We developed and performed a preliminary test of a haptic/graphic paradigm for improving attention and concentration in early stages of recovery in the TBI inpatient population. Six TBI patients and three healthy controls were exposed to a minimal distraction/minimal interaction environment while reaching for a visual target. Our initial results showed (1) the subjects tolerated the experience, (2) the number of targets acquired in successive one-minute intervals indicated a sustained attention for the task, and (3) haptic interaction in such an environment was well tolerated, engaging, and enjoyable -- often considered a game. These findings have provided the foundation for a larger, intensive, protracted study with repeated treatment.
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