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An immersive virtual reality game to train spatial attention orientation after stroke: a feasibility study

Title: An immersive virtual reality game to train spatial attention orientation after stroke: a feasibility study
Authors: Huygelier, Hanne; Schraepen, Brenda; Lafosse, Christophe; Vaes, Nathalie; Schillebeeckx, Fabienne; Michiels, Karla; Note, Eline; Vanden Abeele, Vero; van Ee, Raymond; Gillebert, Céline
Source: ISSN:2327-9095 ; ISSN:2327-9109 ; Applied Neuropsychology-Adult, vol. 29 (5), (1-21.
Publisher Information: Taylor and Francis
Publication Year: 2022
Subject Terms: Science & Technology; Social Sciences; Life Sciences & Biomedicine; Clinical Neurology; Psychology; Neurosciences & Neurology; Feasibility; HEMIRehApp; hemispatial neglect; rehabilitation; stroke; virtual reality; EYE-HEAD COORDINATION; CANCELLATION TASKS; UNILATERAL NEGLECT; STIMULI; BIAS; HEMINEGLECT; PROBABILITY; DEFICIT; TESTS; Attention; Feasibility Studies; Humans; Perceptual Disorders
Description: Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience in a 3D environment. We designed an IVR rehabilitation game for neglect patients using the Oculus Rift. Multisensory cues were presented in the neglected visual field in a patient-tailored way. We acquired pilot data in 15 neurologically healthy controls and 7 stroke patients. First, we compared cybersickness before and after VR exposure. Second, we assessed the user experience through a questionnaire. Third, we tested whether neglect symptoms corresponded between the VR game and a computerized cancelation task. Fourth, we evaluated the effect of the multisensory cueing on target discrimination. Last, we tested two algorithms to tailor the game to the characteristics of the neglected visual field. Cybersickness significantly reduced after VR exposure in six stroke patients and was low in healthy controls. Patients rated the user experience neutral to positive. In addition, neglect symptoms were consistent between a computerized cancelation and VR rehabilitation task. The multisensory cue positively affected target discrimination in the game and we successfully presented sensory stimulation to the neglected visual field in a patient-tailored way. Our results show that it is promising to use gamified patient-tailored immersive VR for neglect rehabilitation. ; sponsorship: This work was funded by a research grant of the Flemish Fund for Scientific Research (FWO) awarded to H.H. [11,71,717N, 11,71,719N], R.v.E. and V.V.A. [G078915N] and C.R.G. [G072517N]. (Flemish Fund for Scientific Research (FWO)|11,71,717N, Flemish Fund for Scientific Research (FWO)|11,71,719N, Flemish Fund for Scientific Research (FWO)|G078915N, Flemish Fund for Scientific Research (FWO)|G072517N) ; status: Published online
Document Type: article in journal/newspaper
File Description: application/pdf
Language: English
Relation: https://lirias.kuleuven.be/handle/123456789/659543; https://doi.org/10.1080/23279095.2020.1821030; https://pubmed.ncbi.nlm.nih.gov/32945702
DOI: 10.1080/23279095.2020.1821030
Availability: https://lirias.kuleuven.be/handle/123456789/659543; https://lirias.kuleuven.be/retrieve/02f017c5-533f-43d6-bd05-ca1bb40e1ecb; https://doi.org/10.1080/23279095.2020.1821030; https://pubmed.ncbi.nlm.nih.gov/32945702
Rights: info:eu-repo/semantics/openAccess ; public
Accession Number: edsbas.2BAD32C3
Database: BASE