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Motion-based virtual reality cognitive training targeting executive functions in acquired brain injury community-dwelling individuals: A feasibility and initial efficacy pilot

机译:针对获得性脑损伤社区居民中执行功能的基于运动的虚拟现实认知训练:可行性和初始功效试验

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Acquired brain injury (ABI) is a leading cause of long-term cognitive disability, often involving deficits in executive functions (EF). ABI patients usually stop receiving cognitive treatment when leaving the rehabilitation facility or shortly thereafter, due to the high cost of therapy sessions and the mobility requirement to access therapy. Software solutions offer a promising tool for accessible and affordable cognitive rehabilitation in the home environment. However, research provides limited evidence for effective transfer of benefits from computerized cognitive training to real-life functions. Virtual reality (VR) exergames using motion-interaction offer a more realistic and natural training environment, and are therefore expected to facilitate a more effective transfer. Although commercial exergames may bring about some cognitive gains, they usually do not target cognitive functions directly. Here we describe a novel exergames platform, the Active Brain Trainer (ABT), designed to directly target EF, using games in multiple realistic contexts. The software adapts in real-time to the patient's behavior, providing feedback and rewards, and hence may enhance usability and compliance. The primary goal of the current study is to assess the feasibly and acceptability of this platform for community-dwelling ABI patients during the chronic phase. A secondary goal is to assess the initial efficacy on EF and functional benefits from program training. Participants were instructed to use the games for 15–20 sessions. Neuropsychological assessments of EF and daily life functions were performed before and after training. Participants also filled a satisfaction questionnaire following training. All training and assessments were conducted in the participants' homes. Game performance was recorded throughout training sessions. Preliminary results from the six ABI patients who successfully completed the program so far show no adverse effects. Participants reported enjoyment and satisfaction from training. Participants performed increasingly more challenging EF tasks within game environments. Initial results show improvements in functional tasks and most executive neuropsychological assessments following training. Additional participants are currently being trained to increase the power of the results. These preliminary findings support the feasibility and potential efficacy of the motion-based cognitive training of EF for community-dwelling individuals with ABI.
机译:获得性脑损伤(ABI)是长期认知障碍的主要原因,通常涉及执行功能(EF)缺陷。 ABI患者通常在离开康复机构时或之后不久就停止接受认知治疗,这是由于治疗费用高昂且需要进行治疗的活动能力所致。软件解决方案为家庭环境中可访问且负担得起的认知康复提供了有前途的工具。然而,研究提供了有限的证据,证明了从计算机认知训练到现实生活功能的有效转移。使用动作交互的虚拟现实(VR)游戏游戏提供了更现实和自然的训练环境,因此有望促进更有效的转移。尽管商业演习可能带来一些认知上的收获,但它们通常并不直接针对认知功能。在这里,我们描述了一种新颖的exergames平台,即Active Brain Trainer(ABT),旨在在多种现实环境中使用游戏直接针对EF。该软件可以实时适应患者的行为,提供反馈和奖励,因此可以提高可用性和合规性。本研究的主要目标是评估该平台在慢性期对社区ABI患者的可行性和可接受性。次要目标是评估程序训练对EF的初始疗效和功能益处。参与者被指示使用游戏15至20节。训练前后进行EF和日常生活功能的神经心理学评估。培训结束后,参与者还填写了满意度调查表。所有培训和评估均在参与者的家中进行。在整个训练课中记录了比赛表现。到目前为止,成功完成该计划的6名ABI患者的初步结果均未显示不良反应。参与者报告了培训带来的乐趣和满足感。参与者在游戏环境中执行了越来越具有挑战性的EF任务。初步结果表明,训练后功能性任务和大多数行政神经心理学评估均得到改善。当前正在培训其他参与者,以提高结果的效力。这些初步发现支持针对患有ABI的社区居民进行基于EF的运动认知训练的可行性和潜在功效。

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