情绪刺激在虚拟现实认知和运动康复任务中的益处:评估卒中患者正面、负面和中性刺激的影响

A. L. Faria, M. Cameirão, T. Paulino, S. Bermúdez i Badia
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引用次数: 5

摘要

基于vr的脑卒中康复方法主要集中在运动康复上,但人们对认知训练的整合越来越感兴趣,以提供更生态有效的解决方案。但是,需要进行更多的研究,特别是在这些工具的设计中应该使用哪种类型的内容的定义方面。一种可能性是使用情绪刺激,众所周知,情绪刺激可以增强注意力过程。根据社会情绪选择性理论,随着人们年龄的增长,这种情绪的显著性会出现在积极和中性的刺激上,而不会出现在消极的刺激上。相反,负面刺激更容易被记住。在这项研究中,我们研究了在VR认知和运动注意任务中使用积极、消极和中性效价情绪刺激的影响。10例脑卒中患者参与了一项受试者内实验,根据刺激类型分为抽象(对照)、积极、消极和中性四种情况。主要任务是在14个中性干扰物中找到一个只显示两秒钟的目标刺激。用眼球追踪系统记录眼球运动,以调查不同条件和搜索模式之间的差异。随后,进行了一个回忆任务,患者必须在价值匹配的干扰物中识别所有目标图像。我们的研究结果证实了正性和中性刺激在虚拟现实任务表现中的注意显著效应。虽然我们发现在不同条件下的回忆任务没有统计学上的显著差异,但有回忆更多负面图像的趋势。这种消极的优势是以更多的错误识别图像/错误记忆为代价的。最后,我们进行了一项分析,将表现分数与完善的认知评估工具联系起来,这些工具支持将这种方法用于评估和康复目的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The benefits of emotional stimuli in a virtual reality cognitive and motor rehabilitation task: Assessing the impact of positive, negative and neutral stimuli with stroke patients
VR-based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest towards the integration of cognitive training for providing more ecologically valid solutions. However, more studies are needed, especially in the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socio-emotional Selectivity Theory, as people age, this emotional salience arises for positive and neutral, but not for negative stimuli. Conversely, negative stimuli can be better remembered. In this study, we investigated the impact of using emotional stimuli with positive, negative and neutral valence in a VR cognitive and motor attention task. Ten stroke patients participated in a within-subjects experiment with four conditions based on the type of stimuli: abstract (control condition), positive, negative and neutral. The main task consisted of finding a target stimulus, shown for only two seconds, among fourteen neutral distractors. Eye movements were recorded with an eye-tracking system to investigate differences between conditions and in search patterns. Subsequently, a recall task took place and the patients had to identify all the target images among a valence-matched number of distractors. Our results corroborate the attention salience effect of positive and neutral stimuli in the VR task performance. Although we found no statistically significant differences between conditions in the recall task, there was a trend for recalling more negative images. This negative advantage comes at the expense of significantly more wrongly identified images/false memories for negative stimuli. Finally, we performed an analysis in which we relate performance scores with well-established cognitive assessment instruments, which supportsG the use of this approach both for assessment and rehabilitation purposes.
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