Cargando…

Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study

BACKGROUND: Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipulated in a way that helps patients with disturbances in the spatial allocation o...

Descripción completa

Detalles Bibliográficos
Autores principales: Knobel, Samuel Elia Johannes, Kaufmann, Brigitte Charlotte, Geiser, Nora, Gerber, Stephan Moreno, Müri, René M, Nef, Tobias, Nyffeler, Thomas, Cazzoli, Dario
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9178455/
https://www.ncbi.nlm.nih.gov/pubmed/35612894
http://dx.doi.org/10.2196/34884
_version_ 1784723065337282560
author Knobel, Samuel Elia Johannes
Kaufmann, Brigitte Charlotte
Geiser, Nora
Gerber, Stephan Moreno
Müri, René M
Nef, Tobias
Nyffeler, Thomas
Cazzoli, Dario
author_facet Knobel, Samuel Elia Johannes
Kaufmann, Brigitte Charlotte
Geiser, Nora
Gerber, Stephan Moreno
Müri, René M
Nef, Tobias
Nyffeler, Thomas
Cazzoli, Dario
author_sort Knobel, Samuel Elia Johannes
collection PubMed
description BACKGROUND: Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipulated in a way that helps patients with disturbances in the spatial allocation of visual attention (so-called hemispatial neglect). One approach to ameliorate neglect is to apply cross-modal cues (ie, cues in sensory modalities other than the visual one, eg, auditory and tactile) to guide visual attention toward the neglected space. So far, no study has investigated the effects of audio-tactile cues in VR on the spatial deployment of visual attention in neglect patients. OBJECTIVE: This pilot study aimed to investigate the feasibility and usability of multimodal (audio-tactile) cueing, as implemented in a 3D VR setting, in patients with neglect, and obtain preliminary results concerning the effects of different types of cues on visual attention allocation compared with noncued conditions. METHODS: Patients were placed in a virtual environment using a head-mounted display (HMD). The inlay of the HMD was equipped to deliver tactile feedback to the forehead. The task was to find and flag appearing birds. The birds could appear at 4 different presentation angles (lateral and paracentral on the left and right sides), and with (auditory, tactile, or audio-tactile cue) or without (no cue) a spatially meaningful cue. The task usability and feasibility, and 2 simple in-task measures (performance and early orientation) were assessed in 12 right-hemispheric stroke patients with neglect (5 with and 7 without additional somatosensory impairment). RESULTS: The new VR setup showed high usability (mean score 10.2, SD 1.85; maximum score 12) and no relevant side effects (mean score 0.833, SD 0.834; maximum score 21). A repeated measures ANOVA on task performance data, with presentation angle, cue type, and group as factors, revealed a significant main effect of cue type (F(30,3)=9.863; P<.001) and a significant 3-way interaction (F(90,9)=2.057; P=.04). Post-hoc analyses revealed that among patients without somatosensory impairment, any cue led to better performance compared with no cue, for targets on the left side, and audio-tactile cues did not seem to have additive effects. Among patients with somatosensory impairment, performance was better with both auditory and audio-tactile cueing than with no cue, at every presentation angle; conversely, tactile cueing alone had no significant effect at any presentation angle. Analysis of early orientation data showed that any type of cue triggered better orientation in both groups for lateral presentation angles, possibly reflecting an early alerting effect. CONCLUSIONS: Overall, audio-tactile cueing seems to be a promising method to guide patient attention. For instance, in the future, it could be used as an add-on method that supports attentional orientation during established therapeutic approaches.
format Online
Article
Text
id pubmed-9178455
institution National Center for Biotechnology Information
language English
publishDate 2022
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-91784552022-06-10 Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study Knobel, Samuel Elia Johannes Kaufmann, Brigitte Charlotte Geiser, Nora Gerber, Stephan Moreno Müri, René M Nef, Tobias Nyffeler, Thomas Cazzoli, Dario JMIR Serious Games Original Paper BACKGROUND: Virtual reality (VR) devices are increasingly being used in medicine and other areas for a broad spectrum of applications. One of the possible applications of VR involves the creation of an environment manipulated in a way that helps patients with disturbances in the spatial allocation of visual attention (so-called hemispatial neglect). One approach to ameliorate neglect is to apply cross-modal cues (ie, cues in sensory modalities other than the visual one, eg, auditory and tactile) to guide visual attention toward the neglected space. So far, no study has investigated the effects of audio-tactile cues in VR on the spatial deployment of visual attention in neglect patients. OBJECTIVE: This pilot study aimed to investigate the feasibility and usability of multimodal (audio-tactile) cueing, as implemented in a 3D VR setting, in patients with neglect, and obtain preliminary results concerning the effects of different types of cues on visual attention allocation compared with noncued conditions. METHODS: Patients were placed in a virtual environment using a head-mounted display (HMD). The inlay of the HMD was equipped to deliver tactile feedback to the forehead. The task was to find and flag appearing birds. The birds could appear at 4 different presentation angles (lateral and paracentral on the left and right sides), and with (auditory, tactile, or audio-tactile cue) or without (no cue) a spatially meaningful cue. The task usability and feasibility, and 2 simple in-task measures (performance and early orientation) were assessed in 12 right-hemispheric stroke patients with neglect (5 with and 7 without additional somatosensory impairment). RESULTS: The new VR setup showed high usability (mean score 10.2, SD 1.85; maximum score 12) and no relevant side effects (mean score 0.833, SD 0.834; maximum score 21). A repeated measures ANOVA on task performance data, with presentation angle, cue type, and group as factors, revealed a significant main effect of cue type (F(30,3)=9.863; P<.001) and a significant 3-way interaction (F(90,9)=2.057; P=.04). Post-hoc analyses revealed that among patients without somatosensory impairment, any cue led to better performance compared with no cue, for targets on the left side, and audio-tactile cues did not seem to have additive effects. Among patients with somatosensory impairment, performance was better with both auditory and audio-tactile cueing than with no cue, at every presentation angle; conversely, tactile cueing alone had no significant effect at any presentation angle. Analysis of early orientation data showed that any type of cue triggered better orientation in both groups for lateral presentation angles, possibly reflecting an early alerting effect. CONCLUSIONS: Overall, audio-tactile cueing seems to be a promising method to guide patient attention. For instance, in the future, it could be used as an add-on method that supports attentional orientation during established therapeutic approaches. JMIR Publications 2022-05-25 /pmc/articles/PMC9178455/ /pubmed/35612894 http://dx.doi.org/10.2196/34884 Text en ©Samuel Elia Johannes Knobel, Brigitte Charlotte Kaufmann, Nora Geiser, Stephan Moreno Gerber, René M Müri, Tobias Nef, Thomas Nyffeler, Dario Cazzoli. Originally published in JMIR Serious Games (https://games.jmir.org), 25.05.2022. 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
Knobel, Samuel Elia Johannes
Kaufmann, Brigitte Charlotte
Geiser, Nora
Gerber, Stephan Moreno
Müri, René M
Nef, Tobias
Nyffeler, Thomas
Cazzoli, Dario
Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title_full Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title_fullStr Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title_full_unstemmed Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title_short Effects of Virtual Reality–Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study
title_sort effects of virtual reality–based multimodal audio-tactile cueing in patients with spatial attention deficits: pilot usability study
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9178455/
https://www.ncbi.nlm.nih.gov/pubmed/35612894
http://dx.doi.org/10.2196/34884
work_keys_str_mv AT knobelsamueleliajohannes effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT kaufmannbrigittecharlotte effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT geisernora effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT gerberstephanmoreno effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT murirenem effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT neftobias effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT nyffelerthomas effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy
AT cazzolidario effectsofvirtualrealitybasedmultimodalaudiotactilecueinginpatientswithspatialattentiondeficitspilotusabilitystudy