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The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks

BACKGROUND: The primary aim of this study was to assess the level of engagement in computer-based simulations of functional tasks, using a haptic device for people with chronic traumatic brain injury. The objectives were to design functional tasks using force feedback device and determine if it coul...

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Autores principales: Gerber, Lynn H, Narber, Cody G, Vishnoi, Nalini, Johnson, Sidney L, Chan, Leighton, Duric, Zoran
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4245766/
https://www.ncbi.nlm.nih.gov/pubmed/25103113
http://dx.doi.org/10.1186/1743-0003-11-117
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author Gerber, Lynn H
Narber, Cody G
Vishnoi, Nalini
Johnson, Sidney L
Chan, Leighton
Duric, Zoran
author_facet Gerber, Lynn H
Narber, Cody G
Vishnoi, Nalini
Johnson, Sidney L
Chan, Leighton
Duric, Zoran
author_sort Gerber, Lynn H
collection PubMed
description BACKGROUND: The primary aim of this study was to assess the level of engagement in computer-based simulations of functional tasks, using a haptic device for people with chronic traumatic brain injury. The objectives were to design functional tasks using force feedback device and determine if it could measure motor performance improvement. METHODS: A prospective crosssectional study was performed in a biomedical research facility. The testing environment consisted of a single, interactive, stylus-driven computer session navigating virtual scenes in 3D space. Subjects had a haptic training session (TRAIN) and then had three chances to perform each virtual task: (i) remove tools from a workbench (TOOL), (ii) compose 3 letter words (SPELL), (iii) manipulate utensils to prepare a sandwich (SAND), and (iv) tool use (TUSE). Main Outcome Measures included self-report of engagement in the activities, improved performance on simulated tasks and observer estimate as measured by time to completion or number of words completed from baseline, correlations among performance measures and self-reports of boredom, neuropsychological symptom inventory (NSI), and The Purdue Peg Motor Test (PPT). RESULTS: Participants were 19 adults from the community with a 1 year history of non-penetrating traumatic brain injury (TBI) and were able to use computers. Seven had mild, 3 moderate and 9 severe TBIs. Mean score on the Boredom Proneness Scale (BPS): 107 (normal range 81–117); mean NSI:32; mean PPT 54 (normal range for assembly line workers >67). Responses to intervention: 3 (15%)subjects did not repeat all three trials of the tasks; 100% reported they were highly engaged in the interactions; 6 (30%) reported they had a high level of frustration with the tasks, but completed them with short breaks. Performance measures: Comparison of baseline to post training: TOOL time decreased by (mean) 60 sec; SPELL increased by 2.7 words; TUSE time decreased by (mean) 68 sec; and SAND time decreased by (mean) 72 sec. PPT correlated with TOOL (r=−0.65, p=0.016) and TUSE time (r=−0.6, p=0.014). SPELL correlated with Boredom score (r=0.41, p=0.08) and NSI (r=−.49, p=0.05). CONCLUSION: People with chronic TBI of various ages and severity report being engaged in using haptic devices that interact with 3D virtual environments. Haptic devices are able to capture objective data that provide useful information about fine motor and cognitive performance.
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spelling pubmed-42457662014-11-28 The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks Gerber, Lynn H Narber, Cody G Vishnoi, Nalini Johnson, Sidney L Chan, Leighton Duric, Zoran J Neuroeng Rehabil Research BACKGROUND: The primary aim of this study was to assess the level of engagement in computer-based simulations of functional tasks, using a haptic device for people with chronic traumatic brain injury. The objectives were to design functional tasks using force feedback device and determine if it could measure motor performance improvement. METHODS: A prospective crosssectional study was performed in a biomedical research facility. The testing environment consisted of a single, interactive, stylus-driven computer session navigating virtual scenes in 3D space. Subjects had a haptic training session (TRAIN) and then had three chances to perform each virtual task: (i) remove tools from a workbench (TOOL), (ii) compose 3 letter words (SPELL), (iii) manipulate utensils to prepare a sandwich (SAND), and (iv) tool use (TUSE). Main Outcome Measures included self-report of engagement in the activities, improved performance on simulated tasks and observer estimate as measured by time to completion or number of words completed from baseline, correlations among performance measures and self-reports of boredom, neuropsychological symptom inventory (NSI), and The Purdue Peg Motor Test (PPT). RESULTS: Participants were 19 adults from the community with a 1 year history of non-penetrating traumatic brain injury (TBI) and were able to use computers. Seven had mild, 3 moderate and 9 severe TBIs. Mean score on the Boredom Proneness Scale (BPS): 107 (normal range 81–117); mean NSI:32; mean PPT 54 (normal range for assembly line workers >67). Responses to intervention: 3 (15%)subjects did not repeat all three trials of the tasks; 100% reported they were highly engaged in the interactions; 6 (30%) reported they had a high level of frustration with the tasks, but completed them with short breaks. Performance measures: Comparison of baseline to post training: TOOL time decreased by (mean) 60 sec; SPELL increased by 2.7 words; TUSE time decreased by (mean) 68 sec; and SAND time decreased by (mean) 72 sec. PPT correlated with TOOL (r=−0.65, p=0.016) and TUSE time (r=−0.6, p=0.014). SPELL correlated with Boredom score (r=0.41, p=0.08) and NSI (r=−.49, p=0.05). CONCLUSION: People with chronic TBI of various ages and severity report being engaged in using haptic devices that interact with 3D virtual environments. Haptic devices are able to capture objective data that provide useful information about fine motor and cognitive performance. BioMed Central 2014-08-08 /pmc/articles/PMC4245766/ /pubmed/25103113 http://dx.doi.org/10.1186/1743-0003-11-117 Text en © Gerber et al.; licensee BioMed Central Ltd. 2014 This article is published under license to BioMed Central Ltd. This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly credited. The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/) applies to the data made available in this article, unless otherwise stated.
spellingShingle Research
Gerber, Lynn H
Narber, Cody G
Vishnoi, Nalini
Johnson, Sidney L
Chan, Leighton
Duric, Zoran
The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title_full The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title_fullStr The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title_full_unstemmed The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title_short The feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3D functional tasks
title_sort feasibility of using haptic devices to engage people with chronic traumatic brain injury in virtual 3d functional tasks
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4245766/
https://www.ncbi.nlm.nih.gov/pubmed/25103113
http://dx.doi.org/10.1186/1743-0003-11-117
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