| Literature DB >> 32447275 |
Jiabin Shen1, Henry Xiang2, John Luna3, Alice Grishchenko3, Jeremy Patterson3, Robert V Strouse3, Maxwell Roland3, Jennifer P Lundine4,5, Christine H Koterba5, Kimberly Lever2, Jonathan I Groner6, Yungui Huang3, En-Ju Deborah Lin3.
Abstract
BACKGROUND: Traumatic brain injury (TBI) poses a significant threat to children's health. Cognitive rehabilitation for pediatric TBI has the potential to improve the quality of life following the injury. Virtual reality (VR) can provide enriched cognitive training in a life-like but safe environment. However, existing VR applications for pediatric TBIs have primarily focused on physical rehabilitation.Entities:
Keywords: cognitive rehabilitation; executive function; neurological rehabilitation; traumatic brain injury; virtual reality
Year: 2020 PMID: 32447275 PMCID: PMC7479584 DOI: 10.2196/16947
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Comparison of commercially available virtual reality systems.
| Type of headset | Advantages | Disadvantages | Examples |
| Smartphone VRa |
Low cost (ie, viewer using an existing smartphone) Easier set up Scalability |
Low-fidelity graphics Increased work to achieve optimization Three DoF input Requires compatible smartphone Increased motion sickness risk |
Samsung GearVR Google Daydreamb Google Cardboard |
| PC-based VR |
Immersive presence Precise 6 DoFc tracking (ie, orientation and position) Room scale Allows external monitoring High fidelity |
Heavy Tethered to PC Advance setup (outside-in only) Loss of hand tracking (inside-out only) |
Oculus Rift S HTC Vive Suite Valve Index Windows Mixed Reality |
| Console VR |
Comfortable headset Less expensive than gaming PC |
Requires Sony development license and DevNet access Loses tracking easily Tethered to console |
Playstation VR |
| Standalone VR |
Portability Easier set up Cheaper to deploy compared with the console or PC-based VR |
Low-fidelity graphics Increased work to achieve optimization No or limited movement on 3 DoF hardware |
Oculus Quest Vive Focus Plus Oculus Go (3 DoF only) Lenovo Mirage VR S3 (3 DoF only) |
aVR: virtual reality.
bGoogle recently announced that they will not sell the Daydream viewer and will not include Daydream compatibility in phones going forward. Existing Daydream devices will still have access to the Daydream platform at the time of writing.
cDoF: degrees of freedom.
Figure 1System component diagram showing data flow and user interaction.
Figure 2Virtual reality–based interactive cognitive wheeled workstation. Operated with a child sitting in a chair (left). The child operating the program while reclining in bed (middle). Equipment is sanitized after each use and stored as a compact and portable workstation (right).
Figure 3User-friendly interface for therapist. (A) Enter user ID and session ID. (B) Choose training module to run. (C) Customize training by changing number of trials. (D) Control, track, and instruct using laptop trackpad or use a second controller.
Figure 4Virtual reality–based interactive cognitive training modules. (Top panel) inhibitory control, (middle panel) working memory, and (bottom panel) cognitive flexibility.
Metrics data automatically collected by virtual reality–based interactive cognitive training.
| Task and metricsa | Possible values | ||
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| Location of arrow | (up or down or left or right) | |
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| Direction of arrow | (up or down or left or right) | |
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| Condition | (consistent or inconsistent) | |
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| Response | (up or down or left or right) | |
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| Response time | (minutes:seconds:milliseconds) | |
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| Correct? | (yes or no) | |
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| Order | (forward or backward) | |
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| Number of items | (provide range) | |
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| Level | (provide range) | |
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| Response time | (minutes:seconds:milliseconds) | |
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| Correct? | (yes or no) | |
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| Rule applied | (amount or shape) | |
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| Amount or color or shape | (amount or color or shape) | |
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| Response | (amount or color or shape) | |
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| Response time | (minutes:seconds:milliseconds) | |
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| Correct? | (yes or no) | |
aFor each training session, the study ID and the session number are entered by the researcher and are stored along with the metrics collected for the 3 training modules.
Usability findings in healthy children and children with traumatic brain injury.
| Measure | Healthy children (n=10), mean (SD) | Children with TBIa (n=4), mean (SD) |
| How realistic did you feel about the virtual reality environment? (0-100) | 58.8 (35.6) | 37.5 (47.9) |
| How much fun did you feel about the virtual reality games you just played? (0-100) | 72.0 (23.9) | 73.5 (31.5) |
| How did you like the virtual reality games you just played? (0-100) | 72.0 (25.8) | 67.5 (39.5) |
| Do you want to play them again in future? (0-100) | 72.5 (26.8) | 56.3 (43.9) |
| Do you want to have such virtual reality games in your future therapies while you are in hospital? (0-100) | 85.0 (22.1) | 50.3 (52.5) |
| Would you be more motivated to attend your therapy sessions after discharge if we include such games? (0-100) | 87.0 (19.9) | 41.5 (49.9) |
| Simulator sickness (0-48) | 1.60 (1.07) | 2.50 (2.08) |
| Physical exertion (6-20) | 8.25 (1.63) | 9.9 (2.3) |
aTBI: traumatic brain injury.
Virtual reality–based interactive cognitive training performance of healthy children and pediatric patients with traumatic brain injury.
| Task | Number of trials completed, range | Average time per trial, seconds, mean (SD) | Proportion of correct responsesa (%), mean (SD) | |||||
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| Healthy childrenb (n=8) | Children with TBIc (n=4) | Healthy childrenb (n=8) | Children with TBI (n=4) | Healthy childrenb (n=8) | Children with TBI (n=4) | ||
| Inhibitory control | 11-50 | 50d | 3.2 (5.5) | 4.9 5.6) | 98 (3.2) | 95 (7.6) | ||
| Working memory | 10-34 | 30-50 | 3.9 (1.1) | 11.8 (9.2)e | 74 (5.5) | 50 (17.1) | ||
| Cognitive flexibility | 32-50 | 50d | 2.7 (1.6) | 6.2 (4.7) | 71 (11.9) | 59 (9.2) | ||
aPercentage of correct responses is calculated as the number of trials with correct responses over the total number of trials completed for the task by the subject.
bData were not captured properly for 2 out of the 10 healthy volunteers, and thus, they were omitted.
cTBI: traumatic brain injury.
dEveryone completed 50 trials.
eTwo users completed only 30 trials of the working memory task due to technical issues of the system, not due to their inability to complete.