| Literature DB >> 35391965 |
Alexander Pilgaard Kaiser1,2, Kristian Westergaard Villadsen1,3, Afshin Samani4, Hendrik Knoche5, Lars Evald1,6.
Abstract
Unilateral spatial neglect (USN) is a disorder characterized by the failure to report, respond to, or orient toward the contralateral side of space to a brain lesion. Current assessment methods often fail to discover milder forms, cannot differentiate between unilateral spatial neglect subtypes and lack ecological validity. There is also a need for treatment methods that target subtypes. Immersive virtual reality (VR) systems in combination with eye-tracking (ET) have the potential to overcome these shortcomings, by providing more naturalistic environments and tasks, with sensitive and detailed measures. This systematic review examines the state of the art of research on these technologies as applied in the assessment and treatment of USN. As we found no studies that combined immersive VR and ET, we reviewed these approaches individually. The review of VR included seven articles, the ET review twelve. The reviews revealed promising results. (1) All included studies found significant group-level differences for several USN measures. In addition, several studies found asymmetric behavior in VR and ET tasks for patients who did not show signs of USN in conventional tests. Particularly promising features were multitasking in complex VR environments and detailed eye-movement analysis. (2) No VR and only a few ET studies attempted to differentiate USN subtypes, although the technologies appeared appropriate. One ET study grouped USN participants using individual heatmaps, and another differentiated between subtypes on drawing tasks. Regarding (3) ecological validity, although no studies tested the prognostic validity of their assessment methods, VR and ET studies utilized naturalistic tasks and stimuli reflecting everyday situations. Technological characteristics, such as the field of view and refresh rate of the head-mounted displays, could be improved, though, to improve ecological validity. We found (4) no studies that utilized VR or ET technologies for USN treatment up until the search date of the 26th of February 2020. In conclusion, VR-ET-based systems show great potential for USN assessment. VR-ET holds great promise for treatment, for example, by monitoring behavior and adapting and tailoring to the individual person's needs and abilities. Future research should consider developing methods for individual subtypes and differential diagnostics to inform individual treatment programs.Entities:
Keywords: assessment; attention; eye-tracking (ET); immersive virtual reality (VR); treatment; unilateral spatial neglect (USN); visuospatial disorders
Year: 2022 PMID: 35391965 PMCID: PMC8982678 DOI: 10.3389/fpsyg.2022.787382
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Patients, intervention, control, and outcome (PICO) overview.
| Patients | Intervention | Control | Outcome |
| Stroke patients with Unilateral Spatial Neglect (USN) | Immersive Virtual Reality and/or Eye tracking | A measure of any type of eye movements and/or movements/behavior in Virtual reality | |
FIGURE 1Virtual reality (VR) search flow chart.
Virtual reality (VR) general characteristics.
| Authors | USN | USN participants Mean age ( | Type of controls; | Control group Mean age ( | Conventional USN assessment; Mean USN patient score ( | Cognitive screening (cut-off score); Mean USN patient score ( | Equipment | VR | AXIS |
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| 13 (N/A) | 59.8 (7.7) | Non-USN | 60.8 (6.5) | BCT | MoCA | nVisor SX60 HMD | Head and body tracking | 16 |
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| 12 (8/4) | 54.9 (17.4) | HC | 1: 29.5 (2.5) 2: 59.9 (6.1) | LBT; 37.5 (27.77) | MMSE | Eye-track FMD-250W HMD; Intertrax2 Position Sensor with 3 degrees of freedom | Head-tracking | 12 |
|
| 16 (10/6) | 52.9 (16.8) | Non-USN; 16 (11/5) | 60.1 (12.1) | LBT; 31.7 (19.2)% deviation LCT; 21.9 (18.6)% missing | N/A | Unspecified HMD; Head-tracking system with 3 degrees of freedom | Head-tracking; mouse button responses | 16 |
|
| 15 (12/3) | 60.2 (8.8) | Non-USN; 15 (13/2) HC; 15 (7/8) | 1: 58.5 (13.2) 2: 61 (11.3) | LBT, near; 0.9 (0.7) cm deviation LBT, far; 6.7 (6.2) cm deviation SCT | MoCA (≤22); N/A | NVisor HMD (1024 × 1280 pixels, 60 Hz refresh rate, 60° diagonal field of view); Attack3 Logitech Joystick | No head-tracking; Joystick responses | 16 |
|
| 15 (12/3) | 60.2 (8.8) | Non-USN; 15 (13/2) HC; 15 (7/8) | 1: 58.5 (13.2) 2: 61 (11.3) | LBT, near; 0.9 (0.7) cm deviation LBT, far; 6.7 (6.2) cm deviation SCT, near; 0.9 (0.11) canceled/total SCT, far; 0.9 (0.09) canceled/total ACT; 0.9 (0.08) canceled/total | MoCA (≤22); N/A | NVisor HMD (1024 × 1280 pixels, 60 Hz refresh rate; 60° diagonal field of view); Vicon-512 Motion capture system | Head and body tracking | 17 |
|
| 12 (9/3) | 60.7 (9.1) | Non-USN; 15 (13/2) HC; 9 (4/5) | 1: 58.5 (13.2) 2: 56.3 (11.2) | LBT, near; 1 (0.7) cm deviation LBT, far; 7 (6.6) cm deviation SCT, near; 0.9 (0.1) canceled/total SCT, far; 0.9 (0.0) canceled/total ACT; 0.8 (0.08) canceled/total | MoCA (≤22); N/A | NVisor HMD (1024 × 1280 pixels, 60 Hz refresh rate; 60° diagonal field of view); Attack3 Logitech Joystick | No head-tracking; Joystick responses | 16 |
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| 9 (5/4) | 50 (15) | HC; 9 (5/4) | 50.6 (16.1) | BCT; 6 (4.9) omissions CBS | No screening | Unspecified HMD, electromagnetic sensor system | Head-tracking; mouse button responses | 15 |
*The authors do not state which unit the score reflects.
Overview and authors’ interpretation of findings in VR studies.
| Task | ||||
| Detection | Navigation | Dual tasking | ||
| Feature | Collision-rates |
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| Conventional assessment |
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| Cue-dependency | ||||
| Deviation angle | ||||
| Directional path deviation | ||||
| Individual profiling | ||||
| Omissions | ||||
| Subtypes | ||||
| Target, visible | ||||
| Targets, disappearing | ||||
| Targets, shifting position | ||||
| Time, Detection | ||||
| Time, Scanning |
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Overview of findings across VR studies. Except “Individual profiling” all findings are on group-level. Colors indicate level of evidence judged by the following criteria: (1) the number of studies able to detect and/or differentiate USN from non-USN or HC, (2) number of studies not able to do so and (3) the magnitude of the calculated Hedges g following
FIGURE 2Eye-tracking (ET) search flow chart.
Eye-tracking (ET) general characteristics.
| Authors | USN | USN participants mean age (SD | Type of controls; | Control group Mean Age (SD) | Conventional USN assessment; Mean USN patient score (SD) | Cognitive screening (cut-off); Mean USN patient score (SD) | ET | Head restrained, Y/N (type) | AXIS |
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| 8 w./VFD | w./VFD: 56.63 (15) | VFD: 8 (4/4) Non-USN | VFD: 55 (8.54) Non-USN: 50.88 (14.76) HC: 60.67 (19.43) | BCT | None | iView X HED (SMI, SensoMotoric Instrumen, GmbH, Teltow, Germany), Sample rate: 50 Hz, Spatial resolution: < 0.1°, HM, right eye | N | 15 |
|
| 13 (7/4) | 54.85 (8.65) | HC: 13 (6/5) | HC: 52.38 (7.03) | BCT: 4 (2.54) (left omissions, one missing datapoint) LBT: 12.19%-point (6.71%-point) (4 missing datapoints) Drawing: 1.23 (0.8) Reading omissions: 8 yes, 3 no, 2 missing | None | Video-based, EyeLink (Sensomotoric Intstriments GmbH, Teltow, Germany), temporal resolution: 250 Hz, spatial resolution:0.01 degree, Compensates for head movements, Mounting unknown | Y (Chin rest) | 14 |
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| 23 (16/7), 5 w./HEM | 64.4 (4) w./HEM 57.9 (9.3) | HEM: 10, (5/5), HC: 10 (4/6) | HEM: 48.9 (17.3) HC: 60.9 (8) | BCT: USN:10.5 (4.7) w./HEM: 14.6 (0.9) (left omissions) LCT | None | ETL-300, (ISCAN Inc., Woburn, MA, United States), sample rate: 120 Hz, resolution: 0.5 degrees, accuracy: 1 degree, Contact-free, right eye | N | 14,5 |
|
| 6, (NA) | 64.67 (11.31) | Non-USN 6 (NA) HC: 9 (NA) | Non-USN: 73.20 (9.83) HC: 67.56 (9.95) | BIT | NART | Applied Science Laboratories E5000 eye-tracker, sample rate: 60 Hz, Head Mounted goggles, right eye. | Y (Chin rest) | 10 |
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| 19 (10/9) | 70 (14) | Non-USN:14 (3/11) HC: 21 (NA) | Non-USN: 63 (19) HC: 69 (9) | MCT | None | Red-X, (SensoMotoricInstruments, Teltow, Germany), Sample rate: 50Hz, Contact-free | Y (head stabilized) | 16 |
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| Moderate: 12 (7/5) Severe: 12 (9/3) | Moderate: 68 (3) Severe: 69 (3) | Non-USN: 10 (3/7) HC: 11 (3/8) | Non-USN: 71 (3) HC: 69 (4) | CBS, moderate: 8 (1) CBS, severe: 24 (1) BCT, moderate: CoC | None | Red-X, (SensoMotoricInstruments, Teltow, Germany), Sample rate: 50 Hz, Contact-free | N | 12 |
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| 27 (NA) | 74.5 (11.4) | Non-USN: 14 (NA) HC: 29 (9/20) | Non-USN: 65.8 (12.25) HC: 51.6 (18) | BIT: 92.8 (34.4) (inkl. 0-scores). CBS-O: 7.2 (8),1 missing CBS-S: 4 (5.35), 1 missing | MMSE (none) 20.34 (7.2) (inkl. 0-score) | PC Eye Go (Tobii Technology, Stockholm Sweden), Sample rate: 30 Hz Contact-free | N | 12 |
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| 22 (13/9) | 56.68 (9.49) | HC: 23 (11/12) | HC: 62.09 (17.66) | LBT: NA BCT, CoC: NA SCT, CoC: NA RSC | None | Infrared, T120 (Tobii Technology, Stockholm, Sweden), Sample rate: unknown, Contact-free | Y (Chin + head rest) | 15 |
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| 10 (4/6) | 68 (10.3) | Non-USN: 10 (6/4) | Non-USN: 71.2 (7.4) | LCT left: 36 (18.73) (omissions) LCT right: 15.6 (15.16) (omissions) LiCT | None | Eye Link 1000 (SR Research Ltd., Mississauga, Ontario, Canada), Sample rate: 500 Hz, Spatial resolution:0.04 degree, Contact-free monocular tracking | Y (head rest) | 14 |
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| 7 (3/4) | 64.4 (7.4) | Non-USN: 6 (4/2) HC: 18 (11/7) | Non-USN: 59.9 (10.3) HC: 37.6 (11) | BCT: 6.4 (4.2) left omissions TCT | None | HighSpeed (SMI, Germany), Sample rate: 240 Hz, Spatial resolution:0.3 degree, No further details | Y (chin rest) | 15 |
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| USN experimental:16 (8/8) USN active control:8 (5/3) | USN experimental: 66.31 (9.73) USN active control: 67.75 (6.6) | None | NA | BIT-C exp: 98.5 (22.5) BIT.C con: 109.13 (39.1) BIT-B exp: 49 (16.1) BIT-B con: 52.8 (20.4) | None | Oculometer (Dr. Bouis Instruments, Germany), Spatial resolution: 5 min of arc, Sample rate: 500 Hz, Tracking left eye, No further details | Y (chin rest + head strap) | 12 |
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| 21 (11/10) | 65.57 (12.25) | USN divided into groups based on adaption to PA | NA | BIT-B: 48.95 (15.3) BIT-C: 100.14 (22) | None | Oculometer (Dr. Bouis Instruments, Germany), Spatial resolution: 5 min of arc, Sample rate: 500 Hz, Tracking left eye, No further details | Y (chin rest + head strap) | 15 |
Overview and authors’ interpretation of findings in ET studies.
| Task | |||||||
| Free-view, Static stimuli | Free-view, Dynamic stimuli | Drawing | Search, Static stimuli | Search, Dynamic stimuli | Reading | ||
| Feature | Conventional assessment |
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| Fixations, Duration |
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| Fixations, Distribution |
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| Fixations, |
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| Fixations, Refixating |
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| Gaze |
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| Individual profiling |
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| Saccades, Amplitude |
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| Saccades, First |
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| Saccades, Direction |
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| Saccades, |
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| Saccades, Trajectory |
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| Subtypes |
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Static stimuli = stimuli without any movement e.g., still images. Dynamic stimuli = stimuli with movements e.g., video clips. Except “Individual profiling” all findings are on group-level. Colors indicate level of evidence judged by the following criteria: (1) the number of studies able to detect and/or differentiate USN form non-USN or HC, (2) number of studies not able to do so and (3) the magnitude of the calculated Hedges g following
Conventional and potential VR-ET treatment approaches.
| Conventional treatment | VR and ET implementation | |
| Prismatic shift | The most commonly researched bottom-up treatment approach is prism adaptation training (PAT; e.g., | In VR, prismatic shift can be obtained by manipulation of the alignment of the real arm and the virtual arm ( |
| Mirror therapy | Mirror therapy is commonly used to train hemiparesis but has been documented to also alleviate severity of spatial neglect (e.g., | Mirroring of arm movements can convincingly be implemented in VR simply by transposing the movement of the unaffected arm to both the unaffected and affected arm in VR. This can even be done with and without mirroring of the x-axis for different types of bimanual tasks. Mirroring of the x-axis would reflect real mirror behavior in traditional mirror therapy but transposing the movement of the unaffected arm to the affected arm without mirroring of the x-axis would allow for bimanual task with a fixed distance between the arms, such as balloon popping or dual-gun first-person-shooter games. |
| Motor augmentation | Augmentation or exaggeration of movement is commonly used in commercially available treatment options such as arm robots. Augmentation of movement makes it possible for hemiparetic patients even with limited range of movement (e.g., small rotation of wrist) to participate in treatment games with the affected arm. Individually adjusted exaggeration of small hand movements to larger in-game movements increases the motivation of the patients to engage in treatment games. | Augmentation of movements are easily implemented in VR treatment and can be gradually adjusted to the capability of the individual patient or with the progress of training. Augmentation of movement could be applied to different 3D VR versions of classic arcade type games with simple movements such as ‘break out’ and ‘space invaders’. |
| Motor constraint | Constraint-induced motor therapy (CIMT) forces the use of the affected arm by applying a glove or mitt to the non-affected hand. The theory behind CIMT is based on the concept of learned-non-use and forced-use of the affected arm. The treatment effect of CIMT on upper limb hemiparesis has been well documented ( | Motor constraint is easily implemented in VR simply by solely rendering the affected arm perhaps in combination with motor augmentation if need be. VR motor constraint could be a self-rehabilitation supplement to traditional CIMT as high intensity is needed to establish treatment effects. |
| Visual constraint | Half-field eye-patching or visual constraint is a sensory counterpart of motor constraint, as the patient is forced to use the affected visual field by patching the unaffected visual field. The constraining of the unaffected visual field is believed to trigger the so-called Sprague effect by which the contralateral superior colliculus is inhibited and hemispheric balance restored ( | Visual constraint can be implemented in VR by patching out half of the visual field or by placing the patient next to a virtual wall, hence constraining the unaffected visual field in relation to head or body midline. This therapeutic strategy can be applied to a multitude of VR games and simultaneously combined with other therapeutic approaches. |
| Visual Scanning Training | Visual Scanning Therapy also known as the lighthouse strategy sometimes combined with anchoring is among the most commonly used top-down therapeutic approaches ( | These techniques can be implemented in a VR training game teaching patient to voluntarily explore the entire visual field. The ‘light beam’ of the lighthouse could be visualized relative to the head movement (HMD) or the eye movement inside the HMD and the position of the ‘anchor’ relative to the midline could adapt continuously to the capability of the patients’ performance. Literally, the game could be implemented as a lighthouse scenario guiding ships at sea, or training safe street crossings ( |
| Optokinetic stimulation | Optokinetic stimulation or smooth pursuit exploits the phenomenon that if one is placed in front of a screen that fills the entire field of view with objects moving from the right to the left, one gets the illusion that the body rotates to the right. One will usually respond by correcting for this illusion by re-orient to the left, which has been exploit in the treatment of neglect with good results ( | Optokinetic stimulation can be implemented in VR by different street-crossing and diving simulator scenarios, though cyber sickness may present a limitation of these. Diagnostics of eye movement by use of ET may be important in targeting optokinetic stimulation to the individual patients and establishing that the correct treatment techniques (i.e., smooth pursuit) and treatment effects. |
| Sustained attention training (SAT) | Sustained attention training is a bottom-up method that takes advantage of the fact that attention consists of at least two systems: A non-spatial alerting and a spatial orienting system. The theory is that activating the alerting system with external stimuli one can also increase the activity in the damaged spatial orientation system ( | Non-spatial sustained attention training paradigms can be implemented in VR and be designed for immersive and engaging gameplays, such as simple whack-a-mole or first person shooter with targets and distractors. |
| Cueing and feedback | Emotionally salient stimuli have been shown to improve visual search patterns when the targets expressed happy or fearful sensations, as opposed to their neutral equivalents ( | Uni- or multimodal visual, auditory and tactile cueing (e.g., controller vibration or tactile gloves) and performance feedback could be systematically implemented in VR and used to enhance the treatment effect in combination with other treatment methods (e.g., |