| Literature DB >> 33920362 |
Giulia Colombini1, Mirko Duradoni2, Federico Carpi2, Laura Vagnoli3, Andrea Guazzini1,4.
Abstract
Technological advancement is constantly evolving, and it is also developing in the mental health field. Various applications, often based on virtual reality, have been implemented to carry out psychological assessments and interventions, using innovative human-machine interaction systems. In this context, the LEAP Motion sensing technology has raised interest, since it allows for more natural interactions with digital contents, via an optical tracking of hand and finger movements. Recent research has considered LEAP Motion features in virtual-reality-based systems, to meet specific needs of different clinical populations, varying in age and type of disorder. The present paper carried out a systematic mini-review of the available literature using Preferred Reporting Items for Systematic Reviews and Meta-analysis (PRISMA) guidelines. The inclusion criteria were (i) publication date between 2013 and 2020, (ii) being an empirical study or project report, (iii) written in English or Italian languages, (iv) published in a scholarly peer-reviewed journal and/or conference proceedings, and (v) assessing LEAP Motion intervention for four specific psychological domains (i.e., autism spectrum disorder, attention-deficit/hyperactivity disorder, dementia, and mild cognitive impairment), objectively. Nineteen eligible empirical studies were included. Overall, results show that protocols for attention-deficit hyperactivity disorder and autism spectrum disorder can promote psychomotor and psychosocial rehabilitation in contexts that stimulate learning. Moreover, virtual reality and LEAP Motion seem promising for the assessment and screening of functional abilities in dementia and mild cognitive impairment. As evidence is, however, still limited, deeper investigations are needed to assess the full potential of the LEAP Motion technology, possibly extending its applications. This is relevant, considering the role that virtual reality could have in overcoming barriers to access assessment, therapies, and smart monitoring.Entities:
Keywords: LEAP Motion; attention-deficit hyperactivity disorder; dementia; hand movement; mild cognitive impairment; neurocognitive disorders; neurodevelopmental disorders; virtual reality
Year: 2021 PMID: 33920362 PMCID: PMC8069152 DOI: 10.3390/ijerph18084006
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1Exploded view of the LEAP Motion device. Reference taken from Wozniak et al., 2016 (left side) and an example of a LEAP-Motion-based virtual environment (right side).
Figure 2Diagram showing the information flow through the mini-review: the number of records identified, included, and excluded.
Main characteristics of the studies reviewed: authors, sample size, gender distribution, age range, mean age, sample characteristics, and task information (n = 19).
| Ref. | Sample Size | Groups | Gender Distribution | Age Range and Mean Age (SD) | Sample Characteristics | Task Information (and Duration if Available) |
|---|---|---|---|---|---|---|
| [ | 3 | 1 experimental group | NR | NR | Children with diagnosis of autism | Labyrinth game: item manipulation task |
| [ | 12 |
2 groups | 83% male |
Range = NR | Children with ASD and typically developing children | Collaborative games: puzzle, collection, delivery games (5 min playtime in pre-test; less than 5 min in post-test) |
| [ | 24 |
2 groups | NR |
Control group: | Children with ASD and typically developing children | Collaborative games: puzzle, collection, delivery games |
| [ | 60 |
2 groups |
Control group: 70.3% female; |
Range = 65–85; | Elderly with and without cognitive impairment from a public primary care clinic in Singapore |
Activities of daily living: opening door with correct key and passcode number; making a phone call recalling a number; identifying items from different categories in a newspaper; sorting things in a room; picking appropriate outfit for occasion; withdrawing cash from automated teller machine; shopping at provision shop |
| [ | 20 |
2 groups |
Group 1: 60% male; |
Range = 7–12; | Children with and without ADHD |
Matching game: color-matching association of geometric figures and boxes |
| [ | 3 | (Multiple probe design across participants) | 100% male |
Range = 6–7 | First-grade students diagnosed with ASD (1 in mild and 2 in moderate range) from an elementary school in Beijing |
Match-to-sample task |
| [ | 4 |
1 experimental group | 75% male |
Range = 9–11; | Fourth-grade students with different diagnosis (2 severe autism and mild intellectual disability, 1 Down’s syndrome and mild intellectual disability, 1 moderate intellectual disability) from a Chinese special education school |
Match-to-sample task |
| [ | 3 | (Single subject research design) | 66.66% male |
Range = 9–11; | Students with severe autism from a special needs school in Beijing |
Matching game: color-matching balls to boxes and fruits to sticks |
| [ | 2 | Single subject research design | 50% male |
Range = 9–10; | Third-grade students with severe autism from a special school in Beijing |
Matching game: color-matching balls to boxes and fruits to sticks |
| [ |
Study 1: 5 (+ parents) | 1 experimental group for each of the two studies | 100% male | Range = NR; |
Study 1: Children with diagnosis of autism and their family members; |
Drawing game (playtime of 15 min); |
| [ |
Study 1: 5 (+ parents) | 1 experimental group for each of the two studies |
Study 1, 2 = 100% male | Range = NR; |
Study 1: Children with diagnosis of autism and their family members; |
Drawing game (15 min of play); |
| [ | 2 | 2 groups | NR | NR | Participants with similar characteristics as children with autism (1 with better motor skills but focus issues; 1 with motor impairment) |
Matching games; |
| [ | NR | 1 experimental group | NR |
Range = 9–12; | Typically developing children |
Avatar greeting task |
| [ | 10 | 1 experimental group | NR | NR | Healthy adults without diagnosis of cognitive impairment | Lunch box packing task |
| [ | 16 | 1 experimental group | 68.7% male | Range = 65–72 Mage = 68 (2.76) | Elderly without experience in playing video games from a University Hospital in Tokyo (NR diagnosis) | Table preparation task |
| [ | NR | NR | NR | NR | NR | Shopping task |
| [ | 223 |
Control group: 71 | 56% female |
Range = NR; | Elderly people from two Alzheimer day clinics in Greece (71 healthy elderly, 65 elderly with amnestic single-domain MCI, 42 elderly with amnestic multi-domain MCI, 45 elderly with mild Alzheimer’s dementia) |
Finger-tapping test in in a fire evacuation task |
| [ | 205 |
Control group: 72 | 57% female |
Range = NR | Elderly people from two Alzheimer day clinics in Greece (72 healthy elderly, 65 elderly with amnestic MCI, 68 elderly with mild Alzheimer’s disease) |
Finger-tapping test in a fire evacuation task |
| [ | 19 | 1 experimental group | 66.7% male |
Range = NR | Children (NR diagnosis) | Mathematical operations |
Note: NR = not reported; ADHD = attention-deficit hyperactivity disorder; ASD = autism spectrum disorder; CAI = computer-assisted instruction; TII = teacher-implemented instruction; MCI = mild cognitive impairment; TD = typically developing.
Main characteristics of the studies reviewed: main findings, study limitations, risk of biases (n = 19).
| Reference | Main Findings | Study Limitations | Risk of Biases |
|---|---|---|---|
| [ | The application was deemed able to train children’s focus with a high percentage of agreement among expert therapists. |
Limited generalizability due to small sample size; | Sampling bias due to lack of sampling criteria explication; bias due to unspecified blinding. |
| [ | Participants with ASD were more satisfied with performance and showed relatively deep interest in the game. Mean playtime decreased, mean collaborative operations efficiency increased. Control group had a higher collaborative efficiency, both groups had a similar increase trend in level of communication. |
Limited generalizability due to small sample size; | Sampling bias due to lack of sampling criteria explication; bias due to tool technical issues. |
| [ | Cooperation performance and communication improved in the experimental group. Participants with ASD spoke more words per minute. Offline spontaneous communication was encouraged. | Limited generalizability due to small sample size. | Sampling bias due to lack of sampling criteria explication. |
| [ | Total performance scores had a moderate positive correlation with three validated cognitive screening tools (Abbreviated Mental Test, Mini-Mental State Examination, and MoCA). |
Limited
generalizability due to small sample size; significant difference in the education level between the groups;
|
Sampling bias due to the classification of the study population relying solely on MoCA scores, which is not considered diagnostic of cognitive impairment; |
| [ | Children’s relaxation, motivation, and concentration improved. Average time of less than 20 min was equivalent to 10.67% improvement in both groups. | Limited generalizability due to small sample size. | Sampling bias due to lack of sampling criteria explication; bias due to unspecified blinding. |
| [ | A functional relationship was found between the gesture-based instruction via Leap-Motion-aided VR technology and the response accuracy and task engagement of students with ASD. Maintenance of the acquired skills was found at a high level up to 12 weeks. | Limited generalizability due to small sample, segregate setting of intervention (individual training room), and lack of female participants. | Sampling bias due to recruitment of a male-only sample. |
| [ |
CAI and TII were both effective in teaching visual matching skills, but CAI was more effective for the two students with ASD. CAI was more efficient than TII, since it required a lower number of prompts and a shorter instructional time. CAI promoted more task engagement than TII. |
Limited generalizability due to small sample size; | Bias due to exclusion of younger students for technical issues. |
| [ |
Participant’s recognition and fine motor skills improved considerably, reaching performance accuracy of 100%. | Limited generalizability due to small sample size and use of a single subject research AB design; participants’ improvement may be a mixed result of various factors (i.e., better emotional control that affected concentration; better understanding of the rules of the games; better skills of operating Leap Motion controller; improvement due to rote learning); participants’ different level of experience in using technology devices. | Bias due to use of single subject research design. |
| [ | Fine motors skills and cognition of colors and fruits were improved, reaching accuracy of 100%. | Limited generalizability due to small sample size. | Bias due to use of single subject research design. |
| [ | High levels of engagement, sustained attention, and independent manipulation were found in children. High satisfaction was found in families. | Limited generalizability due to small sample size and lack of female participants. | Sampling bias due to recruitment of a male-only sample and lack of sampling criteria explication; bias due to no blinding of participants and nonprobability sampling techniques. |
| [ | High levels of engagement and sustained attention were found in children. High satisfaction was found in families. Children’s independence and natural manipulation increased. | Limited generalizability due to small sample size. | Sampling bias due to lack of sampling criteria explication; bias due to no blinding of participants and nonprobability sampling techniques. |
| [ | Participants’ accuracy increased and time needed to complete the task decreased. The eye gazing game confused the children because of item distances issues. | Limited generalizability due to small sample size and lack of inclusion of sample with target diagnosis; shortcomings of participants’ demographic information. | Sampling bias due to lack of sampling criteria explication and lack of inclusion of sample with target diagnosis; |
| [ | High level of satisfaction was found. Learning curve stabilized around an average response time of 20–30 s for the first training session. Immersive Virtual Reality interface showed efficacy in improving communication performance. |
Limited generalizability due to lack of clinical sample;
| Sampling bias due to lack of clinical sample. |
| [ | Clusters formed by using acceleration data seemed reasonably analogous to performance measures (i.e., type and number of occurred errors). | Limited generalizability due to small sample size and including non-clinical sample; shortcomings of participants’ demographic information. | Sampling bias due to lack of clinical sample; bias due to unspecified blinding. |
| [ |
Participants’ satisfaction was shown for LEAP Motion. |
Limited generalizability due to small sample size; | Sampling bias due to lack of sampling criteria explication; bias due to lack of sample diagnosis specification. |
| [ | LEAP Motion lost accuracy and was influenced by light. | NA | NA |
| [ | LEAP-Motion-aided VR technology measures of functional abilities showed consistent functional impairment in mild Alzheimer’s disease, amnestic single and multiple domain MCI in comparison with healthy subjects. Total performance scores showed significant discrimination power. | Limited generalizability due to exclusion of elderly with technophobia. | Sampling bias due to exclusion of technophobic participants; statistical bias due to the use of statistical models with a limited number of covariates. |
| [ | LEAP-Motion-aided VR technology measures of functional abilities was strongly correlated with standard cognitive and functional measurements as Mini-Mental State Examination and Bristol Activities of Daily Living scale scores. Total virtual measures of functional abilities showed consistent functional impairment in mild Alzheimer’s disease and amnestic MCI in comparison with healthy participants. Assessment module showed moderately good psychometric properties in discriminating healthy from pre-dementia and mild dementia patients. | Limited generalizability due to exclusion of elderly with technophobia. | Sampling bias due to exclusion of technophobic participants; statistical bias due to use of statistical models with limited number of covariates. |
| [ | Users’ learning caused by the system and the interface obtained a considerably high punctuation. Meaningful correlations were found between interface and learning outcomes and information and learning outcomes. The hand–eye coordination exercise helped improve attention. | Limited generalizability due to small sample size and unspecified diagnosis of participants | Sampling bias due to lack of sampling criteria explication; bias due to lack of sample diagnosis specification; bias due to unspecified blinding. |
Note: NA = not available given the type of study.