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Tolerance of a virtual reality intervention for attention remediation in persons with severe TBI
Objective: To evaluate the feasibility of applying virtual reality and robotics technology to improve attention in patients with severe traumatic brain injury (TBI) in the early stages of recovery. Methods: A sample of TBI patients (n = 18, aged 19-73) who were receiving acute inpatient rehabilitati...
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Published in: | Brain injury 2011-03, Vol.25 (3), p.274-281 |
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creator | Larson, Eric B. Ramaiya, Milan Zollman, Felise S. Pacini, Sonia Hsu, Nancy Patton, James L. Dvorkin, Assaf Y. |
description | Objective: To evaluate the feasibility of applying virtual reality and robotics technology to improve attention in patients with severe traumatic brain injury (TBI) in the early stages of recovery.
Methods: A sample of TBI patients (n = 18, aged 19-73) who were receiving acute inpatient rehabilitation completed three-dimensional cancellation exercises over two consecutive days in an interactive virtual environment that minimized distractions and that integrated both visual and haptic (tactile) stimuli. Observations of behaviour during the intervention and of the instructions needed to encourage compliance were recorded. Performance data were compiled to assess improvement across three different treatment conditions.
Outcomes: Fifteen of the 18 patients demonstrated tolerance of the virtual environment by completing the entire treatment protocol. Within-subjects comparisons of target acquisition time during treatment showed that a treatment condition that included haptic cues produced improved performance compared to a condition in which such cues were not provided. Separating out participants who were in post-traumatic amnesia showed that this group also demonstrated improvement in performance across trials despite their memory impairment.
Conclusions: It is proposed that attention exercises using virtual environments are well-tolerated and engaging and that they could be beneficial for inpatients with severe TBI. |
doi_str_mv | 10.3109/02699052.2010.551648 |
format | article |
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Methods: A sample of TBI patients (n = 18, aged 19-73) who were receiving acute inpatient rehabilitation completed three-dimensional cancellation exercises over two consecutive days in an interactive virtual environment that minimized distractions and that integrated both visual and haptic (tactile) stimuli. Observations of behaviour during the intervention and of the instructions needed to encourage compliance were recorded. Performance data were compiled to assess improvement across three different treatment conditions.
Outcomes: Fifteen of the 18 patients demonstrated tolerance of the virtual environment by completing the entire treatment protocol. Within-subjects comparisons of target acquisition time during treatment showed that a treatment condition that included haptic cues produced improved performance compared to a condition in which such cues were not provided. Separating out participants who were in post-traumatic amnesia showed that this group also demonstrated improvement in performance across trials despite their memory impairment.
Conclusions: It is proposed that attention exercises using virtual environments are well-tolerated and engaging and that they could be beneficial for inpatients with severe TBI.</description><identifier>ISSN: 0269-9052</identifier><identifier>EISSN: 1362-301X</identifier><identifier>DOI: 10.3109/02699052.2010.551648</identifier><identifier>PMID: 21299370</identifier><language>eng</language><publisher>England: Informa UK, Ltd</publisher><subject>Adult ; Aged ; Attention ; Brain Injuries - psychology ; Brain Injuries - rehabilitation ; Brain injury ; Computer Simulation - standards ; Feasibility Studies ; Female ; Humans ; Male ; Middle Aged ; Neuropsychological Tests ; Psychometrics ; rehabilitation ; Robotics - methods ; Treatment Outcome ; User-Computer Interface ; Young Adult</subject><ispartof>Brain injury, 2011-03, Vol.25 (3), p.274-281</ispartof><rights>2011 Informa UK Ltd All rights reserved: reproduction in whole or part not permitted 2011</rights><lds50>peer_reviewed</lds50><woscitedreferencessubscribed>false</woscitedreferencessubscribed><citedby>FETCH-LOGICAL-c417t-d05dd38cc0a48b6001a72f079caee06af4314e6b2c320053674a9e61a07d14c03</citedby><cites>FETCH-LOGICAL-c417t-d05dd38cc0a48b6001a72f079caee06af4314e6b2c320053674a9e61a07d14c03</cites></display><links><openurl>$$Topenurl_article</openurl><openurlfulltext>$$Topenurlfull_article</openurlfulltext><thumbnail>$$Tsyndetics_thumb_exl</thumbnail><link.rule.ids>314,776,780,27901,27902</link.rule.ids><backlink>$$Uhttps://www.ncbi.nlm.nih.gov/pubmed/21299370$$D View this record in MEDLINE/PubMed$$Hfree_for_read</backlink></links><search><creatorcontrib>Larson, Eric B.</creatorcontrib><creatorcontrib>Ramaiya, Milan</creatorcontrib><creatorcontrib>Zollman, Felise S.</creatorcontrib><creatorcontrib>Pacini, Sonia</creatorcontrib><creatorcontrib>Hsu, Nancy</creatorcontrib><creatorcontrib>Patton, James L.</creatorcontrib><creatorcontrib>Dvorkin, Assaf Y.</creatorcontrib><title>Tolerance of a virtual reality intervention for attention remediation in persons with severe TBI</title><title>Brain injury</title><addtitle>Brain Inj</addtitle><description>Objective: To evaluate the feasibility of applying virtual reality and robotics technology to improve attention in patients with severe traumatic brain injury (TBI) in the early stages of recovery.
Methods: A sample of TBI patients (n = 18, aged 19-73) who were receiving acute inpatient rehabilitation completed three-dimensional cancellation exercises over two consecutive days in an interactive virtual environment that minimized distractions and that integrated both visual and haptic (tactile) stimuli. Observations of behaviour during the intervention and of the instructions needed to encourage compliance were recorded. Performance data were compiled to assess improvement across three different treatment conditions.
Outcomes: Fifteen of the 18 patients demonstrated tolerance of the virtual environment by completing the entire treatment protocol. Within-subjects comparisons of target acquisition time during treatment showed that a treatment condition that included haptic cues produced improved performance compared to a condition in which such cues were not provided. Separating out participants who were in post-traumatic amnesia showed that this group also demonstrated improvement in performance across trials despite their memory impairment.
Conclusions: It is proposed that attention exercises using virtual environments are well-tolerated and engaging and that they could be beneficial for inpatients with severe TBI.</description><subject>Adult</subject><subject>Aged</subject><subject>Attention</subject><subject>Brain Injuries - psychology</subject><subject>Brain Injuries - rehabilitation</subject><subject>Brain injury</subject><subject>Computer Simulation - standards</subject><subject>Feasibility Studies</subject><subject>Female</subject><subject>Humans</subject><subject>Male</subject><subject>Middle Aged</subject><subject>Neuropsychological Tests</subject><subject>Psychometrics</subject><subject>rehabilitation</subject><subject>Robotics - methods</subject><subject>Treatment Outcome</subject><subject>User-Computer Interface</subject><subject>Young Adult</subject><issn>0269-9052</issn><issn>1362-301X</issn><fulltext>true</fulltext><rsrctype>article</rsrctype><creationdate>2011</creationdate><recordtype>article</recordtype><recordid>eNp9kU1v1DAQhi0EokvhHyDkG6eUsZ04yQUEFR-VKnFZJG5m1ploXWXtxXa22n-Pw26RuPTkDz3zzvgxY68FXCkB_TuQuu-hkVcSylXTCF13T9hKKC0rBeLnU7ZakGphLtiLlO4AQDQCnrMLKWTfqxZW7Nc6TBTRW-Jh5MgPLuYZJx4JJ5eP3PlM8UA-u-D5GCLHnM-nSDsaHP7dO8_3FFPwid-7vOWJDhSJrz_dvGTPRpwSvTqvl-zHl8_r62_V7fevN9cfbytbizZXAzTDoDprAetuo8uk2MoR2t4iEWgcayVq0htplQRolG5r7EkLhHYQtQV1yd6ecvcx_J4pZbNzydI0oacwJ9M10GjVCVnI-kTaGFKKNJp9dDuMRyPALGrNg1qzqDUntaXszbnBvCkP_1f04LIAH06A80XUDu9DnAaT8TiFOC6KXVriH23x_r-EbfmEvLUYydyFOfri7_EZ_wDMQpwm</recordid><startdate>20110301</startdate><enddate>20110301</enddate><creator>Larson, Eric B.</creator><creator>Ramaiya, Milan</creator><creator>Zollman, Felise S.</creator><creator>Pacini, Sonia</creator><creator>Hsu, Nancy</creator><creator>Patton, James L.</creator><creator>Dvorkin, Assaf Y.</creator><general>Informa UK, Ltd</general><general>Taylor & Francis</general><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>7X8</scope></search><sort><creationdate>20110301</creationdate><title>Tolerance of a virtual reality intervention for attention remediation in persons with severe TBI</title><author>Larson, Eric B. ; Ramaiya, Milan ; Zollman, Felise S. ; Pacini, Sonia ; Hsu, Nancy ; Patton, James L. ; Dvorkin, Assaf Y.</author></sort><facets><frbrtype>5</frbrtype><frbrgroupid>cdi_FETCH-LOGICAL-c417t-d05dd38cc0a48b6001a72f079caee06af4314e6b2c320053674a9e61a07d14c03</frbrgroupid><rsrctype>articles</rsrctype><prefilter>articles</prefilter><language>eng</language><creationdate>2011</creationdate><topic>Adult</topic><topic>Aged</topic><topic>Attention</topic><topic>Brain Injuries - psychology</topic><topic>Brain Injuries - rehabilitation</topic><topic>Brain injury</topic><topic>Computer Simulation - standards</topic><topic>Feasibility Studies</topic><topic>Female</topic><topic>Humans</topic><topic>Male</topic><topic>Middle Aged</topic><topic>Neuropsychological Tests</topic><topic>Psychometrics</topic><topic>rehabilitation</topic><topic>Robotics - methods</topic><topic>Treatment Outcome</topic><topic>User-Computer Interface</topic><topic>Young Adult</topic><toplevel>peer_reviewed</toplevel><toplevel>online_resources</toplevel><creatorcontrib>Larson, Eric B.</creatorcontrib><creatorcontrib>Ramaiya, Milan</creatorcontrib><creatorcontrib>Zollman, Felise S.</creatorcontrib><creatorcontrib>Pacini, Sonia</creatorcontrib><creatorcontrib>Hsu, Nancy</creatorcontrib><creatorcontrib>Patton, James L.</creatorcontrib><creatorcontrib>Dvorkin, Assaf Y.</creatorcontrib><collection>Medline</collection><collection>MEDLINE</collection><collection>MEDLINE (Ovid)</collection><collection>MEDLINE</collection><collection>MEDLINE</collection><collection>PubMed</collection><collection>CrossRef</collection><collection>MEDLINE - Academic</collection><jtitle>Brain injury</jtitle></facets><delivery><delcategory>Remote Search Resource</delcategory><fulltext>fulltext</fulltext></delivery><addata><au>Larson, Eric B.</au><au>Ramaiya, Milan</au><au>Zollman, Felise S.</au><au>Pacini, Sonia</au><au>Hsu, Nancy</au><au>Patton, James L.</au><au>Dvorkin, Assaf Y.</au><format>journal</format><genre>article</genre><ristype>JOUR</ristype><atitle>Tolerance of a virtual reality intervention for attention remediation in persons with severe TBI</atitle><jtitle>Brain injury</jtitle><addtitle>Brain Inj</addtitle><date>2011-03-01</date><risdate>2011</risdate><volume>25</volume><issue>3</issue><spage>274</spage><epage>281</epage><pages>274-281</pages><issn>0269-9052</issn><eissn>1362-301X</eissn><abstract>Objective: To evaluate the feasibility of applying virtual reality and robotics technology to improve attention in patients with severe traumatic brain injury (TBI) in the early stages of recovery.
Methods: A sample of TBI patients (n = 18, aged 19-73) who were receiving acute inpatient rehabilitation completed three-dimensional cancellation exercises over two consecutive days in an interactive virtual environment that minimized distractions and that integrated both visual and haptic (tactile) stimuli. Observations of behaviour during the intervention and of the instructions needed to encourage compliance were recorded. Performance data were compiled to assess improvement across three different treatment conditions.
Outcomes: Fifteen of the 18 patients demonstrated tolerance of the virtual environment by completing the entire treatment protocol. Within-subjects comparisons of target acquisition time during treatment showed that a treatment condition that included haptic cues produced improved performance compared to a condition in which such cues were not provided. Separating out participants who were in post-traumatic amnesia showed that this group also demonstrated improvement in performance across trials despite their memory impairment.
Conclusions: It is proposed that attention exercises using virtual environments are well-tolerated and engaging and that they could be beneficial for inpatients with severe TBI.</abstract><cop>England</cop><pub>Informa UK, Ltd</pub><pmid>21299370</pmid><doi>10.3109/02699052.2010.551648</doi><tpages>8</tpages></addata></record> |
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subjects | Adult Aged Attention Brain Injuries - psychology Brain Injuries - rehabilitation Brain injury Computer Simulation - standards Feasibility Studies Female Humans Male Middle Aged Neuropsychological Tests Psychometrics rehabilitation Robotics - methods Treatment Outcome User-Computer Interface Young Adult |
title | Tolerance of a virtual reality intervention for attention remediation in persons with severe TBI |
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