| Literature DB >> 26990298 |
Valeria Manera1, Emmanuelle Chapoulie1, Jérémy Bourgeois1, Rachid Guerchouche2, Renaud David1,3, Jan Ondrej4,5, George Drettakis2, Philippe Robert1,3.
Abstract
Virtual Reality (VR) has emerged as a promising tool in many domains of therapy and rehabilitation, and has recently attracted the attention of researchers and clinicians working with elderly people with MCI, Alzheimer's disease and related disorders. Here we present a study testing the feasibility of using highly realistic image-based rendered VR with patients with MCI and dementia. We designed an attentional task to train selective and sustained attention, and we tested a VR and a paper version of this task in a single-session within-subjects design. Results showed that participants with MCI and dementia reported to be highly satisfied and interested in the task, and they reported high feelings of security, low discomfort, anxiety and fatigue. In addition, participants reported a preference for the VR condition compared to the paper condition, even if the task was more difficult. Interestingly, apathetic participants showed a preference for the VR condition stronger than that of non-apathetic participants. These findings suggest that VR-based training can be considered as an interesting tool to improve adherence to cognitive training in elderly people with cognitive impairment.Entities:
Mesh:
Year: 2016 PMID: 26990298 PMCID: PMC4798753 DOI: 10.1371/journal.pone.0151487
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Characteristics and group comparisons for participants with MCI and dementia.
| MCI (N = 28) | Dementia (N = 29) | P | |
|---|---|---|---|
| Female, n (%) | 13 (46.4%) | 12 (41.4%) | .453 |
| Age (years), mean ± SD | 75.0 ± 6.7 | 76.3 ± 7.2 | .473 |
| Level of education, n (%) | .778 | ||
| Unknown | 1 (3.6%) | 0 (0%) | |
| No formal education | 1 (3.6%) | 0 (0%) | |
| Primary education | 10 (35.7%) | 9 (31.0%) | |
| Secondary education (first cycle) | 5 (17.9%) | 6 (20.7%) | |
| Secondary education (second cycle) | 3 (10.7%) | 4 (13.8%) | |
| Higher education | 8 (28.6%) | 10 (34.5%) | |
| MMSE, mean ± SD | 25.4 ± 2.6 | 20.2 ± 3.1 | |
| CDR (sum of boxes) | 1.4 ± 1.5 | 4.8 ± 3.1 | |
| Presence of Diagnostic Criteria for Apathy, n (%) | 3 (10.7%) | 20 (69.0%) | |
| Apathy Inventory, mean ± SD | 0.9 ± 1.8 | 4.0 ± 2.2 |
Legend. Group comparisons were made using ANOVAs, and chi-square for categorical testing.
* p < .001
Fig 1Summary of the study procedure.
Fig 2Examples of stimuli employed in the attentional task.
Participants were asked to find five characters corresponding to specific criteria among a crowd of distracters.
Fig 3Self-report questionnaires.
Mean scores for the self-report questionnaires in the Virtual Reality (VR, blue) and the classical paper version (red) conditions. Rating scale: 0 to 10. *p < .05 in the ANOVA.
Fig 4Results of the self-reported interest for apathetic and non-apathetic participants.
Results of the self-reported interest for the Virtual Reality condition (VR, blue) and the classical paper condition (red) for the total sample, apathetic participants and non-apathetic participants.
Performance in the attentional task.
| Total | MCI (N = 28) | Dementia (N = 29) | Apathetic (N = 23) | Non-apathetic (N = 34) | |
|---|---|---|---|---|---|
| N of targets—Virtual Reality (mean ± SD) | 20.6 (10.6) | 23.5 (10.2) | 17.8 (10.5) | 19.6 (11.1) | 21.3 (10.4) |
| N of targets—Paper | 28.5 (10.9) | 32.3 (11.8) | 24.8 (8.7) | 26.1 (1.5) | 30.1 (11.7) |
| N. of mistakes—Virtual Reality | 1.8 (1.9) | 1.7 (1.5) | 2.0 (2.2) | 1.6 (1.5) | 2.0 (2.1) |
| N. of mistakes—Paper | 1.5 (1.4) | 1.3 (1.3) | 1.7 (1.4) | 1.4 (1.0) | 1.5 (1.5) |
| N of participants who continued playing—Virtual Reality | 9 | 5 | 4 | 7 | 2 |
| N of participants who continued playing—Paper | 3 | 0 | 3 | 3 | 0 |
| Additional time played—Virtual Reality | 0m:41s (2m:07s) | 0m:31s(1m:12s) | 0m:51s (2m:44s) | 0m:50s(2m:56s) | 0m:35s (1m:12s) |
| Additional time played—Paper | 0m:11s (0m:51s) | 0m:0s (0m:0s) | 0m:23s (1m:10s) | 0m:29s (1m:18s) | 0m:0s (0m:0s) |
Legend. Number of targets found in five minutes, number of mistakes, number of participants who continued to play after the experiment, and additional time played in the VR and paper conditions for all participants (Total), participants with MCI vs. participants with dementia, and apathetic participants vs. non apathetic participants.