Literature DB >> 12855084

Experience with V-STORE: considerations on presence in virtual environments for effective neuropsychological rehabilitation of executive functions.

Corrado Lo Priore1, Gianluca Castelnuovo, Diego Liccione, Davide Liccione.   

Abstract

The paper discusses the use of immersive virtual reality systems for the cognitive rehabilitation of dysexecutive syndrome, usually caused by prefrontal brain injuries. With respect to classical P&P and flat-screen computer rehabilitative tools, IVR systems might prove capable of evoking a more intense and compelling sense of presence, thanks to the highly naturalistic subject-environment interaction allowed. Within a constructivist framework applied to holistic rehabilitation, we suggest that this difference might enhance the ecological validity of cognitive training, partly overcoming the implicit limits of a lab setting, which seem to affect non-immersive procedures especially when applied to dysexecutive symptoms. We tested presence in a pilot study applied to a new VR-based rehabilitation tool for executive functions, V-Store; it allows patients to explore a virtual environment where they solve six series of tasks, ordered for complexity and designed to stimulate executive functions, programming, categorical abstraction, short-term memory and attention. We compared sense of presence experienced by unskilled normal subjects, randomly assigned to immersive or non-immersive (flat screen) sessions of V-Store, through four different indexes: self-report questionnaire, psychophysiological (GSR, skin conductance), neuropsychological (incidental recall memory test related to auditory information coming from the "real" environment) and count of breaks in presence (BIPs). Preliminary results show in the immersive group a significantly higher GSR response during tasks; neuropsychological data (fewer recalled elements from "reality") and less BIPs only show a congruent but yet non-significant advantage for the immersive condition; no differences were evident from the self-report questionnaire. A larger experimental group is currently under examination to evaluate significance of these data, which also might prove interesting with respect to the question of objective-subjective measures of presence.

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Mesh:

Year:  2003        PMID: 12855084     DOI: 10.1089/109493103322011579

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  8 in total

1.  The transfer from survey (map-like) to route representations into Virtual Reality Mazes: effect of age and cerebral lesion.

Authors:  Laura Carelli; Maria Luisa Rusconi; Chiara Scarabelli; Chiara Stampatori; Flavia Mattioli; Giuseppe Riva
Journal:  J Neuroeng Rehabil       Date:  2011-01-31       Impact factor: 4.262

2.  Available Virtual Reality-Based Tools for Executive Functions: A Systematic Review.

Authors:  Francesca Borgnis; Francesca Baglio; Elisa Pedroli; Federica Rossetto; Lidia Uccellatore; Jorge Alexandre Gaspar Oliveira; Giuseppe Riva; Pietro Cipresso
Journal:  Front Psychol       Date:  2022-04-11

3.  Presence and rehabilitation: toward second-generation virtual reality applications in neuropsychology.

Authors:  Giuseppe Riva; Fabrizia Mantovani; Andrea Gaggioli
Journal:  J Neuroeng Rehabil       Date:  2004-12-08       Impact factor: 4.262

4.  Ecological validity of virtual reality daily living activities screening for early dementia: longitudinal study.

Authors:  Ioannis Tarnanas; Winfried Schlee; Magda Tsolaki; René Müri; Urs Mosimann; Tobias Nef
Journal:  JMIR Serious Games       Date:  2013-08-06       Impact factor: 4.143

5.  EXPANSE: A novel narrative serious game for the behavioral assessment of cognitive abilities.

Authors:  Irene Alice Chicchi Giglioli; Carla de Juan Ripoll; Elena Parra; Mariano Alcañiz Raya
Journal:  PLoS One       Date:  2018-11-09       Impact factor: 3.240

6.  Simulated prism exposure in immersed virtual reality produces larger prismatic after-effects than standard prism exposure in healthy subjects.

Authors:  Alexander A Ramos; Emil C Hørning; Inge L Wilms
Journal:  PLoS One       Date:  2019-05-24       Impact factor: 3.240

Review 7.  Examining the Academic Trends in Neuropsychological Tests for Executive Functions Using Virtual Reality: Systematic Literature Review.

Authors:  Euisung Kim; Jieun Han; Hojin Choi; Yannick Prié; Toinon Vigier; Samuel Bulteau; Gyu Hyun Kwon
Journal:  JMIR Serious Games       Date:  2021-11-24       Impact factor: 4.143

8.  CortexVR: Immersive analysis and training of cognitive executive functions of soccer players using virtual reality and machine learning.

Authors:  Christian Krupitzer; Jens Naber; Jan-Philipp Stauffert; Jan Mayer; Jan Spielmann; Paul Ehmann; Noel Boci; Maurice Bürkle; André Ho; Clemens Komorek; Felix Heinickel; Samuel Kounev; Christian Becker; Marc Erich Latoschik
Journal:  Front Psychol       Date:  2022-08-23
  8 in total

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