| Literature DB >> 29955655 |
Glen M Doniger1,2,3, Michal Schnaider Beeri2,3,4, Alex Bahar-Fuchs2,5,6, Amihai Gottlieb1, Anastasia Tkachov2, Hagar Kenan2, Abigail Livny2,7,8, Yotam Bahat1, Hadar Sharon1, Oran Ben-Gal1, Maya Cohen1,2, Gabi Zeilig7,9, Meir Plotnik1,10,11.
Abstract
INTRODUCTION: Ubiquity of Alzheimer's disease (AD) coupled with relatively ineffectual pharmacologic treatments has spurred interest in nonpharmacologic lifestyle interventions for prevention or risk reduction. However, evidence of neuroplasticity notwithstanding, there are few scientifically rigorous, ecologically relevant brain training studies focused on building cognitive reserve in middle age to protect against cognitive decline. This pilot study will examine the ability of virtual reality (VR) cognitive training to improve cognition and cerebral blood flow (CBF) in middle-aged individuals at high AD risk due to parental history.Entities:
Keywords: Alzheimer's disease; Arterial spin labeling; Cerebral blood flow; Cognition; Cognitive training; MRI; Neuroplasticity; Prevention; Virtual reality
Year: 2018 PMID: 29955655 PMCID: PMC6021455 DOI: 10.1016/j.trci.2018.02.005
Source DB: PubMed Journal: Alzheimers Dement (N Y) ISSN: 2352-8737
Fig. 1Study design and flow. The design is an assessor-blind, parallel group, randomized controlled trial of a cognitive-motor virtual reality (VR) training program in middle-aged adults with a parental family history of Alzheimer's disease (AD). Participants meeting inclusion/exclusion criteria will complete a baseline assessment including cognitive and neurobiological measures (Supplementary Table 1). Following randomization, participants in the experimental and active control groups will complete 24 training sessions over 12 weeks (45 minutes/session). Participants will repeat the assessment following the training period and again after an additional 3 months. Primary outcomes will be global cognition and cerebral blood flow (CBF) from magnetic resonance imaging (MRI) arterial spin labeling (ASL). For an exploratory analysis, participants will also undergo positron emission tomography amyloid imaging once during the study.
Factorial design of intervention groups
| Treadmill walking | |||
|---|---|---|---|
| VR cognitive tasks | Yes | No | |
| Yes | Group 1 (VR + T) | Group 2 (VR − T) | |
| No | Group 3 (TV + T) | Group 4 | |
Abbreviation: VR, virtual reality.
Fig. 2Virtual reality (VR) training setup. The experimental group (Group 1, VR + T) is trained with a set of “real-world” tasks presented on a large monitor while walking on an instrumented split-belt treadmill (R-Mill; ForceLink, The Netherlands). A VR system (V-Gait; Motek Medical, The Netherlands) synchronizes the treadmill (i.e., including embedded force plates) with the visual scene, and a motion capture system (Vicon, Oxford, UK) covering the space occupied by the treadmill captures kinematic data (sampling rate: 120 Hz) via a set of cameras and passive markers affixed to the top of the participant's right and left hands, respectively. One active control group (Group 2, VR − T) stands rather than walks on the treadmill, and the other active control group (Group 3, TV + T) views an episode of a scientific documentary rather than completing the VR tasks. Green arrows represent data flow; black arrows indicate system components.
Description of the VR training tasks
| Task | Description |
|---|---|
| Supermarket | |
| Task 1: Sustained attention | Participant must collect as many products as possible. |
| Task 2: Selective attention | Participant must collect only products that conform to particular criteria displayed throughout the task (e.g., have a 15% sale sticker). |
| Task 3: Working memory | Participant is briefly shown a virtual shopping list and must then collect the items on the list. |
| Task 4: Covert rule deduction | Participant must deduce a covert rule related to product characteristics (e.g., location, appearance, contents) by collecting products and obtaining positive or negative auditory feedback for each product. Once deduced, only products conforming to the rule are to be collected. |
| Task 5: Planning | Participant is shown a list of products with prices and instructed to select products according to certain criteria so that the total cost is exactly 100 shekels (Israeli currency). |
| Road | Participants catch virtual balls bouncing in space as they walk rapidly down a virtual road. |
Abbreviation: VR, virtual reality.
Fig. 3The virtual reality (VR) training tasks. The training tasks developed for the current trial were designed to mimic the complex demands of everyday life. Five tasks are set in a virtual supermarket where the participant must collect products from the middle shelf (see Fig. 4). The products to be collected vary depending on the particular task. In the road task, participants hit virtual balls bouncing in space as they walk rapidly down a virtual road. Task difficulty is manipulated by incrementally adjusting the load/complexity of the cognitive task or the speed of the visual flow/treadmill. For details on the individual tasks, refer to Table 2 and Supplementary Material 2.
Fig. 4Product collection process in supermarket virtual reality (VR) training tasks. To collect a product during the five supermarket VR training tasks (Table 2; Fig. 3), the participant moves the virtual hand until touching it (fourth frame), at which point the product disappears from the shelf (fifth frame), indicating that it has been successfully collected.