Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study

Background Traumatic brain injury (TBI) remains a global health problem with cognitive impairments that can affect an individual’s life. Although there is still no effective treatment for TBI sequelae, virtual reality (VR) technology shows promising results as a training tool to improve cognitive fu...

Ausführliche Beschreibung

Gespeichert in:
Bibliographische Detailangaben
Veröffentlicht in:Health and technology 2021-09, Vol.11 (5), p.1035-1044
Hauptverfasser: Moraes, Thiago Mazzoli, Zaninotto, Ana Luiza, Neville, Iuri Santana, Hayashi, Cintya Yukie, Paiva, Wellingson Silva
Format: Artikel
Sprache:eng
Schlagworte:
Online-Zugang:Volltext
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
container_end_page 1044
container_issue 5
container_start_page 1035
container_title Health and technology
container_volume 11
creator Moraes, Thiago Mazzoli
Zaninotto, Ana Luiza
Neville, Iuri Santana
Hayashi, Cintya Yukie
Paiva, Wellingson Silva
description Background Traumatic brain injury (TBI) remains a global health problem with cognitive impairments that can affect an individual’s life. Although there is still no effective treatment for TBI sequelae, virtual reality (VR) technology shows promising results as a training tool to improve cognitive functions. Nonetheless, using a head-mounted display (HMD) device can induce cybersickness. Objective. To assess the feasibility of immersive VR cognitive training on EF and provide insights for a definitive trial. We aimed to assess the tolerability of TBI patients after prolonged use of a HMD. Also, as an exploratory analysis, we evaluated changes in cognition, including executive function, memory, and processing speed after the intervention. Methods. A prospective, single-arm, quasi-experimental study was performed to analyze the feasibility of twelve 20-min sessions of immersive VR over four weeks in patients with sustained TBI. Neuropsychological assessment was applied at baseline (T1), post-intervention (T2), and a three-months follow-up (T3). The Simulator Sickness Questionnaire (SSQ) was administered at the end of each session to evaluate the safety of the intervention. Results. Thirteen participants of mean age 34.86 (11.12), with moderate to severe TBI and average of 305.23 (51.23) days post-trauma were included. Patients showed improvements in EF between T1 and T3 (p = 0.02) and low scores in the SSQ (mean score = 4.33, SD = 4.06). Conclusions. The present VR intervention showed to be feasible and safe for patients with TBI to use a HMD. We also observed positive effects on EF and future studies should consider a home-based approach.
doi_str_mv 10.1007/s12553-021-00582-2
format Article
fullrecord <record><control><sourceid>proquest_cross</sourceid><recordid>TN_cdi_proquest_journals_2919538735</recordid><sourceformat>XML</sourceformat><sourcesystem>PC</sourcesystem><sourcerecordid>2919538735</sourcerecordid><originalsourceid>FETCH-LOGICAL-c319t-b1217d2fc3afcdf2d0fdb331a32090219cefd955867dd08116bed7ac8e9cf66a3</originalsourceid><addsrcrecordid>eNp9kEtPwzAQhC0EElXpH-BkiXPAD5zE3FDFoxISFzhbjr0GR01SbKco_x7TILixl93DNzPaQeickktKSHUVKROCF4TRghBRs4IdoQWjkhQVleXx713Xp2gVY0vyCCrkNV-gdtN1EKLfA977kEa9xQH01qcJ-x7vdPLQp4g_fXrH3WAh6ARY9xZH2EMAnIIeu0wZ3ASdFb5vxzDdYI0d6Ogbf7CKabTTGTpxehth9bOX6PX-7mX9WDw9P2zWt0-F4VSmoqGMVpY5w7Uz1jFLnG04p5ozIvOP0oCzUoi6rKwlNaVlA7bSpgZpXFlqvkQXs-8uDB8jxKTaYQx9jlRMUil4XXGRKTZTJgwxBnBqF3ynw6QoUd-1qrlWlSPVoVbFsojPopjh_g3Cn_U_qi_cwHzc</addsrcrecordid><sourcetype>Aggregation Database</sourcetype><iscdi>true</iscdi><recordtype>article</recordtype><pqid>2919538735</pqid></control><display><type>article</type><title>Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study</title><source>ProQuest Central (Alumni Edition)</source><source>Springer Nature - Complete Springer Journals</source><source>ProQuest Central UK/Ireland</source><source>ProQuest Central</source><creator>Moraes, Thiago Mazzoli ; Zaninotto, Ana Luiza ; Neville, Iuri Santana ; Hayashi, Cintya Yukie ; Paiva, Wellingson Silva</creator><creatorcontrib>Moraes, Thiago Mazzoli ; Zaninotto, Ana Luiza ; Neville, Iuri Santana ; Hayashi, Cintya Yukie ; Paiva, Wellingson Silva</creatorcontrib><description>Background Traumatic brain injury (TBI) remains a global health problem with cognitive impairments that can affect an individual’s life. Although there is still no effective treatment for TBI sequelae, virtual reality (VR) technology shows promising results as a training tool to improve cognitive functions. Nonetheless, using a head-mounted display (HMD) device can induce cybersickness. Objective. To assess the feasibility of immersive VR cognitive training on EF and provide insights for a definitive trial. We aimed to assess the tolerability of TBI patients after prolonged use of a HMD. Also, as an exploratory analysis, we evaluated changes in cognition, including executive function, memory, and processing speed after the intervention. Methods. A prospective, single-arm, quasi-experimental study was performed to analyze the feasibility of twelve 20-min sessions of immersive VR over four weeks in patients with sustained TBI. Neuropsychological assessment was applied at baseline (T1), post-intervention (T2), and a three-months follow-up (T3). The Simulator Sickness Questionnaire (SSQ) was administered at the end of each session to evaluate the safety of the intervention. Results. Thirteen participants of mean age 34.86 (11.12), with moderate to severe TBI and average of 305.23 (51.23) days post-trauma were included. Patients showed improvements in EF between T1 and T3 (p = 0.02) and low scores in the SSQ (mean score = 4.33, SD = 4.06). Conclusions. The present VR intervention showed to be feasible and safe for patients with TBI to use a HMD. We also observed positive effects on EF and future studies should consider a home-based approach.</description><identifier>ISSN: 2190-7188</identifier><identifier>EISSN: 2190-7196</identifier><identifier>DOI: 10.1007/s12553-021-00582-2</identifier><language>eng</language><publisher>Berlin/Heidelberg: Springer Berlin Heidelberg</publisher><subject>Anxiety ; Biological and Medical Physics ; Biomedical Engineering and Bioengineering ; Biomedicine ; Biophysics ; Brain ; Cognition ; Cognitive ability ; Computational Biology/Bioinformatics ; Computer &amp; video games ; Display devices ; Engineering ; Feasibility studies ; Head injuries ; Helmet mounted displays ; Immersive virtual reality ; Learning ; Medicine/Public Health ; Memory ; Neuropsychology ; Original Paper ; Patients ; Public health ; Questionnaires ; R &amp; D/Technology Policy ; Retail stores ; Training ; Traumatic brain injury ; Virtual reality</subject><ispartof>Health and technology, 2021-09, Vol.11 (5), p.1035-1044</ispartof><rights>IUPESM and Springer-Verlag GmbH Germany, part of Springer Nature 2021</rights><rights>IUPESM and Springer-Verlag GmbH Germany, part of Springer Nature 2021.</rights><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c319t-b1217d2fc3afcdf2d0fdb331a32090219cefd955867dd08116bed7ac8e9cf66a3</citedby><cites>FETCH-LOGICAL-c319t-b1217d2fc3afcdf2d0fdb331a32090219cefd955867dd08116bed7ac8e9cf66a3</cites><orcidid>0000-0002-5369-5032</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://link.springer.com/content/pdf/10.1007/s12553-021-00582-2$$EPDF$$P50$$Gspringer$$H</linktopdf><linktohtml>$$Uhttps://www.proquest.com/docview/2919538735?pq-origsite=primo$$EHTML$$P50$$Gproquest$$H</linktohtml><link.rule.ids>314,778,782,21371,21372,27907,27908,33513,33727,41471,42540,43642,43788,51302,64366,64370,72220</link.rule.ids></links><search><creatorcontrib>Moraes, Thiago Mazzoli</creatorcontrib><creatorcontrib>Zaninotto, Ana Luiza</creatorcontrib><creatorcontrib>Neville, Iuri Santana</creatorcontrib><creatorcontrib>Hayashi, Cintya Yukie</creatorcontrib><creatorcontrib>Paiva, Wellingson Silva</creatorcontrib><title>Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study</title><title>Health and technology</title><addtitle>Health Technol</addtitle><description>Background Traumatic brain injury (TBI) remains a global health problem with cognitive impairments that can affect an individual’s life. Although there is still no effective treatment for TBI sequelae, virtual reality (VR) technology shows promising results as a training tool to improve cognitive functions. Nonetheless, using a head-mounted display (HMD) device can induce cybersickness. Objective. To assess the feasibility of immersive VR cognitive training on EF and provide insights for a definitive trial. We aimed to assess the tolerability of TBI patients after prolonged use of a HMD. Also, as an exploratory analysis, we evaluated changes in cognition, including executive function, memory, and processing speed after the intervention. Methods. A prospective, single-arm, quasi-experimental study was performed to analyze the feasibility of twelve 20-min sessions of immersive VR over four weeks in patients with sustained TBI. Neuropsychological assessment was applied at baseline (T1), post-intervention (T2), and a three-months follow-up (T3). The Simulator Sickness Questionnaire (SSQ) was administered at the end of each session to evaluate the safety of the intervention. Results. Thirteen participants of mean age 34.86 (11.12), with moderate to severe TBI and average of 305.23 (51.23) days post-trauma were included. Patients showed improvements in EF between T1 and T3 (p = 0.02) and low scores in the SSQ (mean score = 4.33, SD = 4.06). Conclusions. The present VR intervention showed to be feasible and safe for patients with TBI to use a HMD. We also observed positive effects on EF and future studies should consider a home-based approach.</description><subject>Anxiety</subject><subject>Biological and Medical Physics</subject><subject>Biomedical Engineering and Bioengineering</subject><subject>Biomedicine</subject><subject>Biophysics</subject><subject>Brain</subject><subject>Cognition</subject><subject>Cognitive ability</subject><subject>Computational Biology/Bioinformatics</subject><subject>Computer &amp; video games</subject><subject>Display devices</subject><subject>Engineering</subject><subject>Feasibility studies</subject><subject>Head injuries</subject><subject>Helmet mounted displays</subject><subject>Immersive virtual reality</subject><subject>Learning</subject><subject>Medicine/Public Health</subject><subject>Memory</subject><subject>Neuropsychology</subject><subject>Original Paper</subject><subject>Patients</subject><subject>Public health</subject><subject>Questionnaires</subject><subject>R &amp; D/Technology Policy</subject><subject>Retail stores</subject><subject>Training</subject><subject>Traumatic brain injury</subject><subject>Virtual reality</subject><issn>2190-7188</issn><issn>2190-7196</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2021</creationdate><recordtype>article</recordtype><sourceid>ABUWG</sourceid><sourceid>AFKRA</sourceid><sourceid>BENPR</sourceid><sourceid>CCPQU</sourceid><sourceid>DWQXO</sourceid><recordid>eNp9kEtPwzAQhC0EElXpH-BkiXPAD5zE3FDFoxISFzhbjr0GR01SbKco_x7TILixl93DNzPaQeickktKSHUVKROCF4TRghBRs4IdoQWjkhQVleXx713Xp2gVY0vyCCrkNV-gdtN1EKLfA977kEa9xQH01qcJ-x7vdPLQp4g_fXrH3WAh6ARY9xZH2EMAnIIeu0wZ3ASdFb5vxzDdYI0d6Ogbf7CKabTTGTpxehth9bOX6PX-7mX9WDw9P2zWt0-F4VSmoqGMVpY5w7Uz1jFLnG04p5ozIvOP0oCzUoi6rKwlNaVlA7bSpgZpXFlqvkQXs-8uDB8jxKTaYQx9jlRMUil4XXGRKTZTJgwxBnBqF3ynw6QoUd-1qrlWlSPVoVbFsojPopjh_g3Cn_U_qi_cwHzc</recordid><startdate>20210901</startdate><enddate>20210901</enddate><creator>Moraes, Thiago Mazzoli</creator><creator>Zaninotto, Ana Luiza</creator><creator>Neville, Iuri Santana</creator><creator>Hayashi, Cintya Yukie</creator><creator>Paiva, Wellingson Silva</creator><general>Springer Berlin Heidelberg</general><general>Springer Nature B.V</general><scope>AAYXX</scope><scope>CITATION</scope><scope>3V.</scope><scope>7RV</scope><scope>7X7</scope><scope>7XB</scope><scope>88C</scope><scope>8FE</scope><scope>8FG</scope><scope>8FI</scope><scope>8FJ</scope><scope>8FK</scope><scope>ABUWG</scope><scope>AFKRA</scope><scope>ARAPS</scope><scope>BENPR</scope><scope>BGLVJ</scope><scope>CCPQU</scope><scope>DWQXO</scope><scope>FYUFA</scope><scope>GHDGH</scope><scope>HCIFZ</scope><scope>K9.</scope><scope>KB0</scope><scope>M0S</scope><scope>M0T</scope><scope>NAPCQ</scope><scope>P5Z</scope><scope>P62</scope><scope>PQEST</scope><scope>PQQKQ</scope><scope>PQUKI</scope><orcidid>https://orcid.org/0000-0002-5369-5032</orcidid></search><sort><creationdate>20210901</creationdate><title>Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study</title><author>Moraes, Thiago Mazzoli ; Zaninotto, Ana Luiza ; Neville, Iuri Santana ; Hayashi, Cintya Yukie ; Paiva, Wellingson Silva</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c319t-b1217d2fc3afcdf2d0fdb331a32090219cefd955867dd08116bed7ac8e9cf66a3</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2021</creationdate><topic>Anxiety</topic><topic>Biological and Medical Physics</topic><topic>Biomedical Engineering and Bioengineering</topic><topic>Biomedicine</topic><topic>Biophysics</topic><topic>Brain</topic><topic>Cognition</topic><topic>Cognitive ability</topic><topic>Computational Biology/Bioinformatics</topic><topic>Computer &amp; video games</topic><topic>Display devices</topic><topic>Engineering</topic><topic>Feasibility studies</topic><topic>Head injuries</topic><topic>Helmet mounted displays</topic><topic>Immersive virtual reality</topic><topic>Learning</topic><topic>Medicine/Public Health</topic><topic>Memory</topic><topic>Neuropsychology</topic><topic>Original Paper</topic><topic>Patients</topic><topic>Public health</topic><topic>Questionnaires</topic><topic>R &amp; D/Technology Policy</topic><topic>Retail stores</topic><topic>Training</topic><topic>Traumatic brain injury</topic><topic>Virtual reality</topic><toplevel>online_resources</toplevel><creatorcontrib>Moraes, Thiago Mazzoli</creatorcontrib><creatorcontrib>Zaninotto, Ana Luiza</creatorcontrib><creatorcontrib>Neville, Iuri Santana</creatorcontrib><creatorcontrib>Hayashi, Cintya Yukie</creatorcontrib><creatorcontrib>Paiva, Wellingson Silva</creatorcontrib><collection>CrossRef</collection><collection>ProQuest Central (Corporate)</collection><collection>Nursing &amp; Allied Health Database</collection><collection>Health &amp; Medical Collection</collection><collection>ProQuest Central (purchase pre-March 2016)</collection><collection>Healthcare Administration Database (Alumni)</collection><collection>ProQuest SciTech Collection</collection><collection>ProQuest Technology Collection</collection><collection>Hospital Premium Collection</collection><collection>Hospital Premium Collection (Alumni Edition)</collection><collection>ProQuest Central (Alumni) (purchase pre-March 2016)</collection><collection>ProQuest Central (Alumni Edition)</collection><collection>ProQuest Central UK/Ireland</collection><collection>Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest Central</collection><collection>Technology Collection (ProQuest)</collection><collection>ProQuest One Community College</collection><collection>ProQuest Central Korea</collection><collection>Health Research Premium Collection</collection><collection>Health Research Premium Collection (Alumni)</collection><collection>SciTech Premium Collection</collection><collection>ProQuest Health &amp; Medical Complete (Alumni)</collection><collection>Nursing &amp; Allied Health Database (Alumni Edition)</collection><collection>Health &amp; Medical Collection (Alumni Edition)</collection><collection>Healthcare Administration Database</collection><collection>Nursing &amp; Allied Health Premium</collection><collection>Advanced Technologies &amp; Aerospace Database</collection><collection>ProQuest Advanced Technologies &amp; Aerospace Collection</collection><collection>ProQuest One Academic Eastern Edition (DO NOT USE)</collection><collection>ProQuest One Academic</collection><collection>ProQuest One Academic UKI Edition</collection><jtitle>Health and technology</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Moraes, Thiago Mazzoli</au><au>Zaninotto, Ana Luiza</au><au>Neville, Iuri Santana</au><au>Hayashi, Cintya Yukie</au><au>Paiva, Wellingson Silva</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study</atitle><jtitle>Health and technology</jtitle><stitle>Health Technol</stitle><date>2021-09-01</date><risdate>2021</risdate><volume>11</volume><issue>5</issue><spage>1035</spage><epage>1044</epage><pages>1035-1044</pages><issn>2190-7188</issn><eissn>2190-7196</eissn><abstract>Background Traumatic brain injury (TBI) remains a global health problem with cognitive impairments that can affect an individual’s life. Although there is still no effective treatment for TBI sequelae, virtual reality (VR) technology shows promising results as a training tool to improve cognitive functions. Nonetheless, using a head-mounted display (HMD) device can induce cybersickness. Objective. To assess the feasibility of immersive VR cognitive training on EF and provide insights for a definitive trial. We aimed to assess the tolerability of TBI patients after prolonged use of a HMD. Also, as an exploratory analysis, we evaluated changes in cognition, including executive function, memory, and processing speed after the intervention. Methods. A prospective, single-arm, quasi-experimental study was performed to analyze the feasibility of twelve 20-min sessions of immersive VR over four weeks in patients with sustained TBI. Neuropsychological assessment was applied at baseline (T1), post-intervention (T2), and a three-months follow-up (T3). The Simulator Sickness Questionnaire (SSQ) was administered at the end of each session to evaluate the safety of the intervention. Results. Thirteen participants of mean age 34.86 (11.12), with moderate to severe TBI and average of 305.23 (51.23) days post-trauma were included. Patients showed improvements in EF between T1 and T3 (p = 0.02) and low scores in the SSQ (mean score = 4.33, SD = 4.06). Conclusions. The present VR intervention showed to be feasible and safe for patients with TBI to use a HMD. We also observed positive effects on EF and future studies should consider a home-based approach.</abstract><cop>Berlin/Heidelberg</cop><pub>Springer Berlin Heidelberg</pub><doi>10.1007/s12553-021-00582-2</doi><tpages>10</tpages><orcidid>https://orcid.org/0000-0002-5369-5032</orcidid></addata></record>
fulltext fulltext
identifier ISSN: 2190-7188
ispartof Health and technology, 2021-09, Vol.11 (5), p.1035-1044
issn 2190-7188
2190-7196
language eng
recordid cdi_proquest_journals_2919538735
source ProQuest Central (Alumni Edition); Springer Nature - Complete Springer Journals; ProQuest Central UK/Ireland; ProQuest Central
subjects Anxiety
Biological and Medical Physics
Biomedical Engineering and Bioengineering
Biomedicine
Biophysics
Brain
Cognition
Cognitive ability
Computational Biology/Bioinformatics
Computer & video games
Display devices
Engineering
Feasibility studies
Head injuries
Helmet mounted displays
Immersive virtual reality
Learning
Medicine/Public Health
Memory
Neuropsychology
Original Paper
Patients
Public health
Questionnaires
R & D/Technology Policy
Retail stores
Training
Traumatic brain injury
Virtual reality
title Immersive virtual reality in patients with moderate and severe traumatic brain injury: a feasibility study
url https://sfx.bib-bvb.de/sfx_tum?ctx_ver=Z39.88-2004&ctx_enc=info:ofi/enc:UTF-8&ctx_tim=2025-01-16T12%3A13%3A50IST&url_ver=Z39.88-2004&url_ctx_fmt=infofi/fmt:kev:mtx:ctx&rfr_id=info:sid/primo.exlibrisgroup.com:primo3-Article-proquest_cross&rft_val_fmt=info:ofi/fmt:kev:mtx:journal&rft.genre=article&rft.atitle=Immersive%20virtual%20reality%20in%20patients%20with%20moderate%20and%20severe%20traumatic%20brain%20injury:%20a%20feasibility%20study&rft.jtitle=Health%20and%20technology&rft.au=Moraes,%20Thiago%20Mazzoli&rft.date=2021-09-01&rft.volume=11&rft.issue=5&rft.spage=1035&rft.epage=1044&rft.pages=1035-1044&rft.issn=2190-7188&rft.eissn=2190-7196&rft_id=info:doi/10.1007/s12553-021-00582-2&rft_dat=%3Cproquest_cross%3E2919538735%3C/proquest_cross%3E%3Curl%3E%3C/url%3E&disable_directlink=true&sfx.directlink=off&sfx.report_link=0&rft_id=info:oai/&rft_pqid=2919538735&rft_id=info:pmid/&rfr_iscdi=true