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Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke
BACKGROUND: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke is “visual exploration training.” Patients improve their ipsilesional bias of attention and orientation by training exploration movements and search strategies toward the contral...
Autores principales: | , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2023
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10012013/ https://www.ncbi.nlm.nih.gov/pubmed/36848215 http://dx.doi.org/10.2196/40651 |
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author | Stammler, Britta Flammer, Kathrin Schuster, Thomas Lambert, Marian Karnath, Hans-Otto |
author_facet | Stammler, Britta Flammer, Kathrin Schuster, Thomas Lambert, Marian Karnath, Hans-Otto |
author_sort | Stammler, Britta |
collection | PubMed |
description | BACKGROUND: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke is “visual exploration training.” Patients improve their ipsilesional bias of attention and orientation by training exploration movements and search strategies toward the contralesional side of space. In this context, gamification can have a positive influence on motivation for treatment and thus on the success of treatment. In contrast to virtual reality applications, treatment enhancements through augmented reality (AR) have not yet been investigated, although they offer some advantages over virtual reality. OBJECTIVE: This study aimed to develop an AR-based app (Negami) for the treatment of spatial neglect that combines visual exploration training with active, contralesionally oriented rotation of the eyes, head, and trunk. METHODS: The app inserts a virtual element (origami bird) into the real space surrounding the patient, which the patient explores with the camera of a tablet. Subjective reports from healthy elderly participants (n=10) and patients with spatial neglect after stroke (n=10) who trained with the new Negami app were analyzed. Usability, side effects, and game experience were assessed by various questionnaires. RESULTS: Training at the highest defined difficulty level was perceived as differently challenging but not as frustrating by the group of healthy elderly participants. The app was rated with high usability, hardly any side effects, high motivation, and entertainment. The group of patients with spatial neglect after stroke consistently evaluated the app positively on the dimensions of motivation, satisfaction, and fun. CONCLUSIONS: The Negami app represents a promising extension by adding AR to traditional exploration training for spatial neglect. Through participants’ natural interaction with the physical surrounding environment during playful tasks, side effects as symptoms of cybersickness are minimized and patients’ motivation appeared to markedly increase. The use of AR in cognitive rehabilitation programs and the treatment of spatial neglect seems promising and should receive further investigation. |
format | Online Article Text |
id | pubmed-10012013 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2023 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-100120132023-03-15 Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke Stammler, Britta Flammer, Kathrin Schuster, Thomas Lambert, Marian Karnath, Hans-Otto JMIR Serious Games Original Paper BACKGROUND: A widely applied and effective rehabilitation method for patients experiencing spatial neglect after a stroke is “visual exploration training.” Patients improve their ipsilesional bias of attention and orientation by training exploration movements and search strategies toward the contralesional side of space. In this context, gamification can have a positive influence on motivation for treatment and thus on the success of treatment. In contrast to virtual reality applications, treatment enhancements through augmented reality (AR) have not yet been investigated, although they offer some advantages over virtual reality. OBJECTIVE: This study aimed to develop an AR-based app (Negami) for the treatment of spatial neglect that combines visual exploration training with active, contralesionally oriented rotation of the eyes, head, and trunk. METHODS: The app inserts a virtual element (origami bird) into the real space surrounding the patient, which the patient explores with the camera of a tablet. Subjective reports from healthy elderly participants (n=10) and patients with spatial neglect after stroke (n=10) who trained with the new Negami app were analyzed. Usability, side effects, and game experience were assessed by various questionnaires. RESULTS: Training at the highest defined difficulty level was perceived as differently challenging but not as frustrating by the group of healthy elderly participants. The app was rated with high usability, hardly any side effects, high motivation, and entertainment. The group of patients with spatial neglect after stroke consistently evaluated the app positively on the dimensions of motivation, satisfaction, and fun. CONCLUSIONS: The Negami app represents a promising extension by adding AR to traditional exploration training for spatial neglect. Through participants’ natural interaction with the physical surrounding environment during playful tasks, side effects as symptoms of cybersickness are minimized and patients’ motivation appeared to markedly increase. The use of AR in cognitive rehabilitation programs and the treatment of spatial neglect seems promising and should receive further investigation. JMIR Publications 2023-02-27 /pmc/articles/PMC10012013/ /pubmed/36848215 http://dx.doi.org/10.2196/40651 Text en ©Britta Stammler, Kathrin Flammer, Thomas Schuster, Marian Lambert, Hans-Otto Karnath. Originally published in JMIR Serious Games (https://games.jmir.org), 27.02.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. |
spellingShingle | Original Paper Stammler, Britta Flammer, Kathrin Schuster, Thomas Lambert, Marian Karnath, Hans-Otto Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title | Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title_full | Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title_fullStr | Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title_full_unstemmed | Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title_short | Negami: An Augmented Reality App for the Treatment of Spatial Neglect After Stroke |
title_sort | negami: an augmented reality app for the treatment of spatial neglect after stroke |
topic | Original Paper |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10012013/ https://www.ncbi.nlm.nih.gov/pubmed/36848215 http://dx.doi.org/10.2196/40651 |
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