Virtual reality–based music attention training for acquired brain injury: A randomized crossover study
This single‐blind randomized crossover study aimed to explore the effectiveness of virtual reality–based music attention training (VR‐MAT) on cognitive function and examine its potential as a cognitive assessment tool in people with acquired brain injury (ABI). Overall, 24 participants with cognitiv...
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Veröffentlicht in: | Annals of the New York Academy of Sciences 2024-11, Vol.1541 (1), p.151-162 |
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description | This single‐blind randomized crossover study aimed to explore the effectiveness of virtual reality–based music attention training (VR‐MAT) on cognitive function and examine its potential as a cognitive assessment tool in people with acquired brain injury (ABI). Overall, 24 participants with cognitive impairment secondary to a first‐ever ABI underwent VR‐MAT and conventional cognitive training (CCT) 3 months after onset. This was performed in two 4‐week phases, over 8 weeks. During VR‐MAT, participants engaged in attention training through a four‐level virtual drumming program designed to enhance various attentional aspects. In contrast, during CCT, participants underwent structured conventional training, including card sorting and computerized training. Neuropsychological evaluations were performed preintervention, during the fourth and eighth weeks, and post‐intervention using tests to evaluate attention and executive function, along with global neuropsychological assessments. In the VR‐MAT group, significant differences were observed between pre‐ and post‐intervention in the trail making test‐black and white version B (p = 0.009) and version B–A (p = 0.018) and clinical dementia rating‐sum of boxes (p = 0.035). In the CCT group, significant differences were observed in spatial working memory (p = 0.005) and the mini‐mental state examination scores (p = 0.003). VR‐MAT is an effective cognitive intervention that is particularly beneficial for improving attention in people with ABI.
Although active music performance supports neural and functional recovery, its effectiveness for patients with acquired brain injury (ABI) remains unclear due to methodological limitations. Virtual reality–based music attention training (VR‐MAT) is a visually guided, bilateral drumming system in VR to train attention and executive functions post‐ABI. We explored the effectiveness of VR‐MAT on cognitive functioning in a single‐blinded randomized crossover design. |
doi_str_mv | 10.1111/nyas.15249 |
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Although active music performance supports neural and functional recovery, its effectiveness for patients with acquired brain injury (ABI) remains unclear due to methodological limitations. Virtual reality–based music attention training (VR‐MAT) is a visually guided, bilateral drumming system in VR to train attention and executive functions post‐ABI. We explored the effectiveness of VR‐MAT on cognitive functioning in a single‐blinded randomized crossover design.</description><identifier>ISSN: 0077-8923</identifier><identifier>ISSN: 1749-6632</identifier><identifier>EISSN: 1749-6632</identifier><identifier>DOI: 10.1111/nyas.15249</identifier><identifier>PMID: 39476208</identifier><language>eng</language><publisher>United States: Wiley Subscription Services, Inc</publisher><subject>acquired brain injury ; Adult ; Aged ; Attention ; Attention - physiology ; Biological Sciences ; Brain ; Brain Injuries - psychology ; Brain Injuries - rehabilitation ; Brain Injuries - therapy ; Brain injury ; Cognitive ability ; Cognitive Dysfunction - psychology ; Cognitive Dysfunction - rehabilitation ; Cognitive Dysfunction - therapy ; cognitive rehabilitation ; Computer applications ; Cross-Over Studies ; Dementia disorders ; Drumming ; Effectiveness ; Evaluation ; Executive function ; Female ; Head injuries ; Humans ; Male ; Middle Aged ; Music - psychology ; Music therapy ; Music Therapy - methods ; Neuropsychological Tests ; Neuropsychology ; Neuroscience ; Original ; Public Health ; Short term memory ; Single-Blind Method ; Spatial memory ; Training ; Traumatic brain injury ; Virtual Reality</subject><ispartof>Annals of the New York Academy of Sciences, 2024-11, Vol.1541 (1), p.151-162</ispartof><rights>2024 The Author(s). published by Wiley Periodicals LLC on behalf of The New York Academy of Sciences.</rights><rights>2024 The Author(s). Annals of the New York Academy of Sciences published by Wiley Periodicals LLC on behalf of The New York Academy of Sciences.</rights><rights>2024. This article is published under http://creativecommons.org/licenses/by-nc-nd/4.0/ (the “License”). Notwithstanding the ProQuest Terms and Conditions, you may use this content in accordance with the terms of the License.</rights><lds50>peer_reviewed</lds50><oa>free_for_read</oa><woscitedreferencessubscribed>false</woscitedreferencessubscribed><cites>FETCH-LOGICAL-c3389-600a2b108a411b81caf6ac7cea95daceca8c2f50a28c5bca473c9383fef8de73</cites><orcidid>0000-0001-6447-8829</orcidid></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><linktopdf>$$Uhttps://onlinelibrary.wiley.com/doi/pdf/10.1111%2Fnyas.15249$$EPDF$$P50$$Gwiley$$Hfree_for_read</linktopdf><linktohtml>$$Uhttps://onlinelibrary.wiley.com/doi/full/10.1111%2Fnyas.15249$$EHTML$$P50$$Gwiley$$Hfree_for_read</linktohtml><link.rule.ids>230,314,776,780,881,1411,27901,27902,45550,45551</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/39476208$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Jeong, Eunju</creatorcontrib><creatorcontrib>Ham, Yeajin</creatorcontrib><creatorcontrib>Lee, Su Jeong</creatorcontrib><creatorcontrib>Shin, Joon‐Ho</creatorcontrib><title>Virtual reality–based music attention training for acquired brain injury: A randomized crossover study</title><title>Annals of the New York Academy of Sciences</title><addtitle>Ann N Y Acad Sci</addtitle><description>This single‐blind randomized crossover study aimed to explore the effectiveness of virtual reality–based music attention training (VR‐MAT) on cognitive function and examine its potential as a cognitive assessment tool in people with acquired brain injury (ABI). Overall, 24 participants with cognitive impairment secondary to a first‐ever ABI underwent VR‐MAT and conventional cognitive training (CCT) 3 months after onset. This was performed in two 4‐week phases, over 8 weeks. During VR‐MAT, participants engaged in attention training through a four‐level virtual drumming program designed to enhance various attentional aspects. In contrast, during CCT, participants underwent structured conventional training, including card sorting and computerized training. Neuropsychological evaluations were performed preintervention, during the fourth and eighth weeks, and post‐intervention using tests to evaluate attention and executive function, along with global neuropsychological assessments. In the VR‐MAT group, significant differences were observed between pre‐ and post‐intervention in the trail making test‐black and white version B (p = 0.009) and version B–A (p = 0.018) and clinical dementia rating‐sum of boxes (p = 0.035). In the CCT group, significant differences were observed in spatial working memory (p = 0.005) and the mini‐mental state examination scores (p = 0.003). VR‐MAT is an effective cognitive intervention that is particularly beneficial for improving attention in people with ABI.
Although active music performance supports neural and functional recovery, its effectiveness for patients with acquired brain injury (ABI) remains unclear due to methodological limitations. Virtual reality–based music attention training (VR‐MAT) is a visually guided, bilateral drumming system in VR to train attention and executive functions post‐ABI. We explored the effectiveness of VR‐MAT on cognitive functioning in a single‐blinded randomized crossover design.</description><subject>acquired brain injury</subject><subject>Adult</subject><subject>Aged</subject><subject>Attention</subject><subject>Attention - physiology</subject><subject>Biological Sciences</subject><subject>Brain</subject><subject>Brain Injuries - psychology</subject><subject>Brain Injuries - rehabilitation</subject><subject>Brain Injuries - therapy</subject><subject>Brain injury</subject><subject>Cognitive ability</subject><subject>Cognitive Dysfunction - psychology</subject><subject>Cognitive Dysfunction - rehabilitation</subject><subject>Cognitive Dysfunction - therapy</subject><subject>cognitive rehabilitation</subject><subject>Computer applications</subject><subject>Cross-Over Studies</subject><subject>Dementia disorders</subject><subject>Drumming</subject><subject>Effectiveness</subject><subject>Evaluation</subject><subject>Executive function</subject><subject>Female</subject><subject>Head injuries</subject><subject>Humans</subject><subject>Male</subject><subject>Middle Aged</subject><subject>Music - psychology</subject><subject>Music therapy</subject><subject>Music Therapy - methods</subject><subject>Neuropsychological Tests</subject><subject>Neuropsychology</subject><subject>Neuroscience</subject><subject>Original</subject><subject>Public Health</subject><subject>Short term memory</subject><subject>Single-Blind Method</subject><subject>Spatial memory</subject><subject>Training</subject><subject>Traumatic brain injury</subject><subject>Virtual Reality</subject><issn>0077-8923</issn><issn>1749-6632</issn><issn>1749-6632</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2024</creationdate><recordtype>article</recordtype><sourceid>24P</sourceid><sourceid>EIF</sourceid><recordid>eNp9kc1KHTEYhkOp1KPtphcggW5EODY_85PpRg7iH4hdVApdhW8yGc1hJtFkoowr78E79ErMeFRqF00WgXwPL-_3vgh9pWSXpvPdjhB2ac6y6gOa0TKr5kXB2Uc0I6Qs56JifB1thLAkhDKRlZ_QOq-ysmBEzNDlb-OHCB32GjozjI_3DzUE3eA-BqMwDIO2g3EWDx6MNfYCt85jUNfR-ETV0y82dhn9-AMvsAfbuN7cpZHyLgR3oz0OQ2zGz2ithS7oLy_vJjo_PDjfP56f_jw62V-czhXnIjknBFhNiYCM0lpQBW0BqlQaqrwBpRUIxdo8QULltYKs5Krigre6FY0u-SbaW8lexbrXjUruPXTyypse_CgdGPl-Ys2lvHA3ktJcpLh4Uth-UfDuOuowyN4EpbsOrHYxSE4ZK3ieFxP67R906aK3ab1EpVuljCdqZ0U9J-J1--aGEjkVKKcC5XOBCd762_8b-tpYAugKuDWdHv8jJc_-LH6tRJ8Azjeqzw</recordid><startdate>202411</startdate><enddate>202411</enddate><creator>Jeong, Eunju</creator><creator>Ham, Yeajin</creator><creator>Lee, Su Jeong</creator><creator>Shin, Joon‐Ho</creator><general>Wiley Subscription Services, Inc</general><general>John Wiley and Sons Inc</general><scope>24P</scope><scope>CGR</scope><scope>CUY</scope><scope>CVF</scope><scope>ECM</scope><scope>EIF</scope><scope>NPM</scope><scope>AAYXX</scope><scope>CITATION</scope><scope>7QG</scope><scope>7QL</scope><scope>7QP</scope><scope>7QR</scope><scope>7ST</scope><scope>7T5</scope><scope>7T7</scope><scope>7TK</scope><scope>7TM</scope><scope>7TO</scope><scope>7U7</scope><scope>7U9</scope><scope>8FD</scope><scope>C1K</scope><scope>FR3</scope><scope>H94</scope><scope>K9.</scope><scope>M7N</scope><scope>P64</scope><scope>RC3</scope><scope>SOI</scope><scope>7X8</scope><scope>5PM</scope><orcidid>https://orcid.org/0000-0001-6447-8829</orcidid></search><sort><creationdate>202411</creationdate><title>Virtual reality–based music attention training for acquired brain injury: A randomized crossover study</title><author>Jeong, Eunju ; 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Overall, 24 participants with cognitive impairment secondary to a first‐ever ABI underwent VR‐MAT and conventional cognitive training (CCT) 3 months after onset. This was performed in two 4‐week phases, over 8 weeks. During VR‐MAT, participants engaged in attention training through a four‐level virtual drumming program designed to enhance various attentional aspects. In contrast, during CCT, participants underwent structured conventional training, including card sorting and computerized training. Neuropsychological evaluations were performed preintervention, during the fourth and eighth weeks, and post‐intervention using tests to evaluate attention and executive function, along with global neuropsychological assessments. In the VR‐MAT group, significant differences were observed between pre‐ and post‐intervention in the trail making test‐black and white version B (p = 0.009) and version B–A (p = 0.018) and clinical dementia rating‐sum of boxes (p = 0.035). In the CCT group, significant differences were observed in spatial working memory (p = 0.005) and the mini‐mental state examination scores (p = 0.003). VR‐MAT is an effective cognitive intervention that is particularly beneficial for improving attention in people with ABI.
Although active music performance supports neural and functional recovery, its effectiveness for patients with acquired brain injury (ABI) remains unclear due to methodological limitations. Virtual reality–based music attention training (VR‐MAT) is a visually guided, bilateral drumming system in VR to train attention and executive functions post‐ABI. We explored the effectiveness of VR‐MAT on cognitive functioning in a single‐blinded randomized crossover design.</abstract><cop>United States</cop><pub>Wiley Subscription Services, Inc</pub><pmid>39476208</pmid><doi>10.1111/nyas.15249</doi><tpages>12</tpages><orcidid>https://orcid.org/0000-0001-6447-8829</orcidid><oa>free_for_read</oa></addata></record> |
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subjects | acquired brain injury Adult Aged Attention Attention - physiology Biological Sciences Brain Brain Injuries - psychology Brain Injuries - rehabilitation Brain Injuries - therapy Brain injury Cognitive ability Cognitive Dysfunction - psychology Cognitive Dysfunction - rehabilitation Cognitive Dysfunction - therapy cognitive rehabilitation Computer applications Cross-Over Studies Dementia disorders Drumming Effectiveness Evaluation Executive function Female Head injuries Humans Male Middle Aged Music - psychology Music therapy Music Therapy - methods Neuropsychological Tests Neuropsychology Neuroscience Original Public Health Short term memory Single-Blind Method Spatial memory Training Traumatic brain injury Virtual Reality |
title | Virtual reality–based music attention training for acquired brain injury: A randomized crossover study |
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