| Literature DB >> 31019454 |
Manuel Muratore1, Cosimo Tuena1, Elisa Pedroli1, Pietro Cipresso1,2, Giuseppe Riva1,2.
Abstract
The absence of self-awareness is a crucial aspect in the symptomatology of various neurodegenerative disorders. This characteristic becomes relevant due to the strong implications it has on the patient's quality of life, on the effects that functional dependence has on the caregiver and on the efficacy of the therapy. Faced with a construct as complex as self-awareness, there are in the literature investigations on different aspects of this phenomenon, such as the creation of cognitive models, the study of the neural substrate and the research of appropriate assessment methods that can reliably detect this function. With regard to the assessment methods, there are methodologies in the literature that provide complementary information. The first modality is a quantitatively online measurement based on the discrepancy between the estimate of the patient of his performance and his actual performance, but often neglecting the ecological validity and the real functioning of the subject. The second kind collecting subjective information on the actual daily functioning of the patient resulting from clinical observation or interviews with the subject and caregivers, but obtaining offline information on the functioning of the subject, liable to bias that may imply an overestimation or underestimation of subject's ability. The absence of acknowledged metacognitive functional assessment with normative data to evaluate awareness winks at the emerging and increasingly consistent use of virtual reality (VR) also in the context of cognitive research and clinical assessment. This article aims to make a theoretical proposal regarding the use of this innovative and promising tool as a supplement to the assessment methods of self-awareness.Entities:
Keywords: anosognosia; assessment; neurodegenerative disorders; self-awareness; virtual reality
Year: 2019 PMID: 31019454 PMCID: PMC6458281 DOI: 10.3389/fnbeh.2019.00062
Source DB: PubMed Journal: Front Behav Neurosci ISSN: 1662-5153 Impact factor: 3.558
Comparison of reality systems.
| PC-based | Mobile-based | Console-based | Standalone mobility | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Mobilty required | ||||||||||
| System | Oculus Rift | HTC Vive/Vive Pro | Microsoft Mixed Reality | Samsung Gear VR | Google Cardboard | Google Daydream | Playstation VR | Oculus Go | Oculus Quest | Mirage Solo |
| Cost | 399 US$ | 499/799 US$ | 249/449 US$ | 99 US$ | 10–50 US$ | 69–149 US$ | 299 US$ | 199 US$ | 399 US$ | 299 US$ |
| Hardware requirements | High End PC (>1,000 US$) | High End PC (>1,000 US$) | Mid Level PC (>600 US$) | High End Samsung Phone (>600 US$) | Middle/High end Android phone or iPhone (>299 US$) | High End Android Phone (>499 US$) | PS4 (299 US$) or PS4 Pro (399 US$) | None (Internal Snapdragon 821 processor) | None (Internal Snapdragon 835 processor) | None (Internal Snapdragon 835 processor) |
| Resolution | 2,160 × 1,200 | 2,160 × 1,200/2,880 × 1,660 | 2,880 × 1,440 | 2,560 × 1,440 | Depends from the phone (minimum 1,024 × 768) | Depends from the phone (minimum 1,920 × 1,080) | 1,920 × 1,080 | 2,560 × 1,440 | 2,560 × 1,440 | 2,560 × 1,440 |
| Refresh rate | 90 Hz | 90 Hz | 90 Hz | 60 Hz | 60 Hz | 90 Hz minimum | 120 Hz | 72 Hz | 72 Hz | 75 Hz |
| Field of view | 110° | 110° | 100/110° | 101° | from 70° | 96° | 100° | 90° | 100° | 100° |
| Body tracking | Medium/High: head tracking (rotation) and positional tracking (forward/backward) | High: head tracking (rotation) and volumetric tracking (full room size– 15 ft x 15 ft—movement) | Medium/High: head tracking (rotation) and positional tracking (forward/backward) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium: head tracking (rotation) | Medium/High: head tracking (rotation) and positional tracking (forward/backward) | Medium: head tracking (rotation) | Medium/High: head tracking (rotation) and positional tracking (forward/backward) | Medium/High: head tracking (rotation) and positional tracking (forward/backward) |
| User interaction with VR | High (using a joystick or controllers) | High (using controllers) | High (using a joystick or controllers) | Medium (using gaze, a built in pad or joystick) | Low (using gaze or a button) | Medium (using gaze or joystick) | High (using a joystick or controllers) | Medium (using gaze, a built in pad or joystick) | High (using a joystick or controllers) | Medium (using gaze, a built in pad or joystick) |
| Software availability | Oculus Store | Steam Store | Microsoft Store | Oculus Store | Google Play or IOS Store | Google Play | Playstation Store | Oculus Store | Oculus Store | Google Play |
Figure 1Comparison of self-awareness assessment method.