| Literature DB >> 32671279 |
Fernando V Santos1, Felipe Yamaguchi2, Thomas A Buckley2, Jaclyn B Caccese3.
Abstract
The use of virtual reality (VR) technology continues to grow in the areas of clinical assessment and rehabilitation. Both researchers and health-care providers are exploring ways to incorporate VR in clinical practice as an emerging technology. VR postural control and neuropsychological testing represent a promising next step in sport-related concussion (SRC) management. This article reviews the current literature on VR applications for SRC assessment. RELEVANCE FOR PATIENTS: VR-based postural control assessments suggest that visual motion is destabilizing following SRC, perhaps indicating persistent perceptual-motion disintegration when clinical postural control tests suggest complete recovery. VR can also provide functional neuropsychological assessments using real-life scenarios or virtual environments, which may be more sensitive than traditional pencil-and-paper or computerized neuropsychological assessments.Entities:
Keywords: Assessment; extended reality; neuropsychological testing; postural control; traumatic brain injury
Year: 2020 PMID: 32671279 PMCID: PMC7357617
Source DB: PubMed Journal: J Clin Transl Res ISSN: 2382-6533
Studies using VR in sport-related concussion management.
| Study | Concussion cohort | Timepoints | VR assessment | Findings |
|---|---|---|---|---|
| Slobounov | 10 collegiate athletes | Baseline, days 3, 10, 30 following concussion | “Moving room” postural control assessment with AP translation and lateral roll | Subjects were unable to maintain postural control while viewing the “moving room” on day 3 post-injury; coupling between visual motion and postural control was diminished on day 10 post-injury |
| Slobounov | 8 collegiate athletes | Baseline, days 3, 10, 30 following concussion | “Moving room” postural control assessment with AP translation and lateral roll | Postural control deficits induced by visual field motion were present up to 30 days post-injury |
| Slobounov | 38 collegiate athletes, 9 experienced a second concussion within 1 year | Baseline, days 10, 17, 30 following concussion | “Moving room” postural control assessment with AP translation and lateral roll | Rate of recovery of sensorimotor integration was slower after the second concussion |
| Nolin | 25 adolescent athletes with concussion, 25 adolescent athletes with no concussion | Within 2 years following concussion | ClinicaVR: Classroom-CPT | The concussion group performed worse on the virtual version of the CPT but not on the computerized version |
| DeMatteo | 24 youth (ages 9-18 years) | Within 1 year following concussion | Nintendo Wii Ultimate Party Challenge and Wii Fit | Wii Gameplay was not a valid measure of postural control following concussion |
| Murray | 9 athletes with concussion, 9 athletes with no concussion | Within 48-72 h following concussion | Nintendo Wii Fit Soccer Heading Game | The concussion group had a greater number of Gaze Deviations from center than control group. There were no group differences for Percentage Time on Center or Soccer Game Score |
| Teel and Slobounov, 2015 [ | 28 collegiate athletes with concussion, 94 college students with no concussion | Within 7-10 days following concussion | HeadRehab postural control testing | The concussed group performed worse on all measures |
| Teel | 27 collegiate athletes with concussion, 94 collegiate athletes with no concussion | Within 7-10 days following concussion | HeadRehab postural control testing | The postural control module has high sensitivity (85.7%) and specificity (87.8%) |
| Teel | 24 collegiate athletes with concussion, 128 collegiate athletes with no concussion | Within 7-10 days following concussion | HeadRehab neuropsych. testing | Spatial navigation (sensitivity 95.8%/specificity 91.4%), whole body reaction time (sensitivity 95.2%/specificity 89.1%) and combined VR modules (sensitivity 95.8%/specificity 96.1%) had high sensitivity/specificity |
| Murray | 56 collegiate athletes with concussion, 79 physically active college students with no concussion | Within 24-48 h following concussion | Nintendo Wii Fit Basic Balance Test | The total number of levels completed (sensitivity 39.2/specificity 82.1%), time to complete level 1 (sensitivity 87.5%/specificity 25.3%), and level 5 completion (sensitivity 80.4%/specificity 39.2%) had weak predicative capability (AUC<0.7) |
| Wright | 11 collegiate athletes with concussion, 56 physically active college students with no concussion | Within 3 months following concussion | VETS | The concussion group performed worse on the VETS. The VETS had 91.0% accuracy and ROC AUC of 0.865 |
| Wright | 14 college students with concussion, 58 college students with no concussion | Within 6 months following concussion | VETS | The dynamic scene conditions, i.e., DYN-Foam and DYN-Firm, were the most discriminating conditions with and 85.9% and 87.3% accuracy, respectively |
VR: Virtual reality, SRC: Sport-related concussion, ER: Extended reality, AR: Augmented reality, MR: Mixed reality, ROC: Receiver operating characteristic, AUC: Area under the curve