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

Authors :
Samuel Elia Johannes Knobel
Brigitte Charlotte Kaufmann
Nora Geiser
Stephan Moreno Gerber
René M Müri
Tobias Nef
Thomas Nyffeler
Dario Cazzoli
Source :
JMIR Serious Games, Vol 10, Iss 2, p e34884 (2022)
Publication Year :
2022
Publisher :
JMIR Publications, 2022.

Abstract

BackgroundVirtual 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. ObjectiveThis 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. MethodsPatients 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). ResultsThe 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 (F30,3=9.863; P

Details

Language :
English
ISSN :
22919279
Volume :
10
Issue :
2
Database :
Directory of Open Access Journals
Journal :
JMIR Serious Games
Publication Type :
Academic Journal
Accession number :
edsdoj.5424e7038ebd4b358f8297473c5d89f5
Document Type :
article
Full Text :
https://doi.org/10.2196/34884