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...
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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 |
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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 & 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</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 & 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 & 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 & 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 & 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 & Allied Health Database</collection><collection>Health & 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 & 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 & Medical Complete (Alumni)</collection><collection>Nursing & Allied Health Database (Alumni Edition)</collection><collection>Health & Medical Collection (Alumni Edition)</collection><collection>Healthcare Administration Database</collection><collection>Nursing & Allied Health Premium</collection><collection>Advanced Technologies & Aerospace Database</collection><collection>ProQuest Advanced Technologies & 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> |
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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 |
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