Marie N Dahdah1,2,3, Monica Bennett4, Purvi Prajapati4, Thomas D Parsons5, Erin Sullivan6, Simon Driver1,2. 1. Baylor Institute for Rehabilitation, Dallas, TX, USA. 2. North Texas Traumatic Brain Injury Model System, Dallas, TX, USA. 3. Baylor Scott & White Medical Center - Plano, Plano, TX, USA. 4. Center for Clinical Effectiveness, Baylor Scott and White Health, Dallas, TX, USA. 5. Department of Psychology, Computational Neuropsychology and Simulation (CNS) Lab, University of North Texas, Denton, TX, USA. 6. Department of Psychology, University of North Texas, Denton, TX, USA.
Abstract
BACKGROUND: Virtual reality (VR) technology has demonstrated usefulness in diagnosis, education, and training. Studies supporting use of VR as a therapeutic treatment in medical rehabilitation settings remain limited. This study examines the use of VR in a treatment capacity, and whether it can be effectively integrated into neurorehabilitation. OBJECTIVE: To determine whether immersive VR treatment interventions improve executive dysfunction in patients with brain injury and whether performance is stronger on a VR version of the Stroop than traditional Stroop formats. METHODS: 15 patients with brain injury admitted to day neurorehabilitation. OUTCOME MEASURES: reaction time, inhibition, and accuracy indices on VR Stroop; Automated Neuropsychological Assessment Metrics (ANAM) Stroop, Delis-Kaplan Executive Function System Stroop, Golden Stroop, and Woodcock-Johnson, 3rd Edition (WJ-III): Pair Cancellation. RESULTS: Participants demonstrated significantly reduced response time on the word-reading condition of VR Stroop and non-significantly reduced response time on the interference condition. Non-significant improvements in accuracy and inhibition were demonstrated on the color-naming condition of VR Stroop. Significantly improved accuracy under time pressure was found for the ANAM, after VR intervention. CONCLUSION: Implementation of immersive VR interventions during neurorehabilitation is effective in improving specific executive functions and information processing speed in brain-injured patients during the subacute period.
BACKGROUND: Virtual reality (VR) technology has demonstrated usefulness in diagnosis, education, and training. Studies supporting use of VR as a therapeutic treatment in medical rehabilitation settings remain limited. This study examines the use of VR in a treatment capacity, and whether it can be effectively integrated into neurorehabilitation. OBJECTIVE: To determine whether immersive VR treatment interventions improve executive dysfunction in patients with brain injury and whether performance is stronger on a VR version of the Stroop than traditional Stroop formats. METHODS: 15 patients with brain injury admitted to day neurorehabilitation. OUTCOME MEASURES: reaction time, inhibition, and accuracy indices on VR Stroop; Automated Neuropsychological Assessment Metrics (ANAM) Stroop, Delis-Kaplan Executive Function System Stroop, Golden Stroop, and Woodcock-Johnson, 3rd Edition (WJ-III): Pair Cancellation. RESULTS:Participants demonstrated significantly reduced response time on the word-reading condition of VR Stroop and non-significantly reduced response time on the interference condition. Non-significant improvements in accuracy and inhibition were demonstrated on the color-naming condition of VR Stroop. Significantly improved accuracy under time pressure was found for the ANAM, after VR intervention. CONCLUSION: Implementation of immersive VR interventions during neurorehabilitation is effective in improving specific executive functions and information processing speed in brain-injured patients during the subacute period.
Authors: Roberta Bruschetta; Maria Grazia Maggio; Antonino Naro; Irene Ciancarelli; Giovanni Morone; Francesco Arcuri; Paolo Tonin; Gennaro Tartarisco; Giovanni Pioggia; Antonio Cerasa; Rocco Salvatore Calabrò Journal: Brain Sci Date: 2022-04-12