cybersickness

网络疾病
  • 文章类型: Journal Article
    背景:智力残疾(ID)的人在发展生活技能方面表现出持续的挑战。沉浸式虚拟现实(IVR)作为训练生活技能的工具正在引起人们的兴趣,因为它使个人能够在安全的环境中进行动手学习,受控和可重复的环境。然而,人们担心IVR的潜在缺点,例如网络疾病和使用设备的实际挑战,这可能会阻碍其在教育环境中的广泛采用。当前的研究旨在比较IVR和非沉浸式虚拟环境中培训的有效性,以提高具有ID的人的现实世界技能。
    方法:在本研究中,36名成人(16名女性,从残疾组织招募了20名具有ID的男性)。参与者在IVR或非沉浸式小组的培训前后完成了对废物管理技能的真实评估。
    结果:与我们的假设一致,IVR组在虚拟训练后的真实世界评估中得分明显更高(d=1),在1周的随访中(d=1.12),与非沉浸式组相比。进一步的分析表明,IVR组,但不是非沉浸式的群体,显着提高了跨时间点的真实世界评估的性能。
    结论:研究结果表明,IVR在提高和保留实际废物管理技能方面更有效。这项研究支持IVR作为一个可行的工具,让专业人士和护理人员发展独立生活的技能。
    BACKGROUND: People with intellectual disability (ID) demonstrate persistent challenges around developing life skills. Immersive virtual reality (IVR) is gaining interest as a tool for training life skills as it enables individuals to engage in hands-on learning in a safe, controlled and repeatable environment. However, there are concerns about the potential drawbacks of IVR, such as cybersickness and practical challenges with using the equipment, which may hinder its widespread adoption in educational settings. The current study aimed to compare the effectiveness of training in IVR and a non-immersive virtual environment for improving real-world skills in people with ID.
    METHODS: In the present study, 36 adults (16 female, 20 male) with ID were recruited from a disability organisation. Participants completed a real-world assessment of waste management skills before and after training in either the IVR or non-immersive group.
    RESULTS: Consistent with our hypotheses, the IVR group scored significantly higher in the real-world assessment after virtual training (d = 1), and at the 1-week follow-up (d = 1.12), compared with the non-immersive group. Further analyses showed that the IVR group, but not the non-immersive group, significantly improved performance in the real-world assessment across timepoints.
    CONCLUSIONS: The findings indicate that IVR was more effective for improving and retaining real-world waste management skills. This study supports IVR as a viable tool for professionals and caregivers to develop skills for independent living among people with ID.
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  • 文章类型: Journal Article
    网络疾病仍然是影响增强现实(AR)用户体验的关键因素。AR阅读任务与网络疾病关系的研究探讨,特别关注文本显示模式和用户特征,已经很少了。此外,网络疾病对搜索能力和更广泛的用户体验的影响尚未经过严格测试。最近的调查旨在查明在AR阅读期间导致网络疾病的变量。在一项这样的研究中,40名参与者接受了一系列随机文本显示模式的对照实验,包括文本速度和文本移动模式的变化。实验后,参与者完成了一份问卷,该问卷有助于量化他们的经历和遇到的网络疾病的程度。数据强调了饱腹感,文本速度,和文本移动模式是导致网络疾病的重要因素。当参与者经历更高水平的网络疾病时,字体颜色是一个特别有影响力的因素,而性别差异似乎在较低的水平上更明显地影响了网络疾病的发作。这项研究还提请注意网络疾病对AR环境中搜索能力的影响。有人指出,随着网络疾病强度的增加,搜索能力明显受损。总之,该研究强调了文本显示模式和用户特征的重要性,比如过去的AR体验,在理解网络疾病及其对用户体验和搜索能力的不利影响时,特别是在强烈的网络疾病条件下。
    Cybersickness remains a pivotal factor that impacts user experience in Augmented Reality (AR). Research probing into the relationship between AR reading tasks and cybersickness, particularly focusing on text display patterns and user characteristics, has been scant. Moreover, the influence of cybersickness on searching ability and the broader spectrum of user experience has not been rigorously tested. Recent investigations have aimed to pinpoint the variables that contribute to cybersickness during AR reading sessions. In one such study, 40 participants underwent a series of controlled experiments with randomized text display patterns, including variations in text speed and text movement modes. Post-experiment, participants completed a questionnaire that helped quantify their experiences and the degree of cybersickness encountered. The data highlighted that satiety, text speed, and text movement mode are significant contributors to cybersickness. When participants experienced higher levels of cybersickness, font color stood out as a particularly influential factor, whereas gender differences seemed to affect the onset of cybersickness more noticeably at lower levels. This study also drew attention to the impact of cybersickness on search ability within AR environments. It was noted that as cybersickness intensity increased, search ability was markedly compromised. In sum, the research underscores the importance of text display patterns and user characteristics, such as past AR experience, in understanding cybersickness and its detrimental effects on user experience and search ability, particularly under conditions of intense cybersickness.
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  • 文章类型: Journal Article
    网络疾病是影响沉浸式虚拟现实用户的全球性问题。然而,关于网络疾病的确切原因没有达成一致。考虑到一个人与另一个人之间的差异,这使得确定确切原因或找到解决方案变得更加困难。因为网络疾病排除了这么多潜在用户,包括医疗保健专业人员,从使用沉浸式虚拟现实作为学习工具,这项研究试图在现有文献中找到解决方案,并构建一个框架,该框架可用于在沉浸式虚拟临床模拟(CyPVICS)期间预防或减少网络疾病。Carrol和作者的Bestfit框架用于构建CyPVICS框架。该过程开始于使用BeHEMoTh进行两个单独的文献搜索(对于模型,理论,和框架)和SPIDER(用于主要研究文章)搜索技术。一旦文献检索完成模型,利用理论和框架构建了先验框架。对模型理论和框架进行了分析,以确定与原因相关的方面,减少,消除,检测网络疾病。先验框架被扩展了,首先将主要研究研究的结果编码到先验框架的现有方面。编码后,将无法编码的方面添加到相关类别中,例如原因。在审查了作为BeHEMoTh搜索字符串的一部分的1567摘要和标题之后,19篇全文,共15篇包含模型的论文,理论,和框架,用于构建最初的CyPVICS框架。一旦创建了最初的CyPVICS,总共评估了904项主要研究研究(SPIDER),根据他们的标题和摘要,其中100份全文进行了审查。总的来说,67篇文章被接受和编码以扩展最初的CyPVICS框架。本文介绍了使用的CyPVICS框架,不仅在卫生专业教育中,但在其他学科中,由于合并的模型,理论,框架,和主要研究研究不是特定于虚拟临床模拟。
    Cybersickness is a global issue affecting users of immersive virtual reality. However, there is no agreement on the exact cause of cybersickness. Taking into consideration how it can differ greatly from one person to another, it makes it even more difficult to determine the exact cause or find a solution. Because cybersickness excludes so many prospective users, including healthcare professionals, from using immersive virtual reality as a learning tool, this research sought to find solutions in existing literature and construct a framework that can be used to prevent or minimise cybersickness during immersive virtual clinical simulation (CyPVICS). The Bestfit Framework by Carrol and authors were used to construct the CyPVICS framework. The process started by conducting two separate literature searchers using the BeHEMoTh (for models, theories, and frameworks) and SPIDER (for primary research articles) search techniques. Once the literature searches were completed the models, theories and framework were used to construct a priori framework. The models\' theories and frameworks were analysed to determine aspects relevant to causes, reducing, eliminating, and detecting cybersickness. The priori framework was expanded by, first coding the findings of the primary research study into the existing aspects of the priori framework. Once coded the aspects that could not be coded were added in the relevant category, for example causes. After reviewing 1567 abstracts and titles as part of the BeHEMoTh search string,19 full text articles, a total of 15 papers containing models, theories, and frameworks, were used to construct the initial CyPVICS framework. Once the initial CyPVICS was created, a total 904 primary research studies (SPIDER) were evaluated, based on their titles and abstracts, of which 100 were reviewed in full text. In total, 67 articles were accepted and coded to expand the initial CyPVICS framework. This paper presents the CyPVICS framework for use, not only in health professions\' education, but also in other disciplines, since the incorporated models, theories, frameworks, and primary research studies were not specific to virtual clinical simulation.
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  • 文章类型: Clinical Trial
    目的:本研究的目的是评估使用电动轮椅(PWC)驾驶模拟器的用户驾驶性能,并与使用标准电动轮椅在实际条件下的相同驾驶任务进行比较。
    方法:详细阐述了三个渐进难度级别(C1,C2,C3)的驱动电路,以评估PWC在室内情况下的驾驶表现,在这项研究中使用。这些电路已在3D虚拟环境中建模,以复制虚拟现实(VR)中的三个驾驶任务场景。用户被要求在连续三个会话中完成关于两个测试条件的三个电路,即在VR和真实电路(R)上。在每次会议期间,用户完成了两个条件。使用碰撞次数和完成电路的时间来评估驾驶性能。此外,在这两种情况下,通过轮椅技能测试(WST)和精神负荷评估驾驶能力。网络疾病,在VR中测量用户满意度和存在感。条件R和VR是随机的。
    结果:这项研究纳入了31名神经系统疾病患者和专业轮椅司机。对于C3电路,VR和R条件之间的驱动性能在统计学上不同,但是对于两个最容易的电路C1和C2,在统计学上没有差异。在C1,C2和C3中,WST的结果没有统计学差异。VR条件下的心理负荷高于R条件。所有参与者的一般存在感被报告为可接受的(6个中的4.6个的平均值)。据报道,网络疾病是可以接受的(在VR条件下,三个电路的SSQ平均值为4.25)。
    结论:在最复杂的电路C3中,驾驶性能具有统计学差异,在VR中碰撞次数增加,但在R和VR条件下,两个最简单的电路C1和C2没有统计学差异。此外,没有明显的不良反应,如网络疾病。结果显示了模拟器对驾驶训练应用的价值。尽管如此,VR条件下的心理负荷比R条件下的高,从而降低了与认知障碍患者一起使用的可能性。应该进行进一步的研究,以评估新手驾驶员从模拟器到现实世界的技能转移质量。试用注册道德批准n2006-A001306-51,来自南地中海保护委员会IV。试验在ClinicalTrials.gov上注册了2019年11月19日,ID:NCT04171973。
    OBJECTIVE: The objective of this study was to evaluate users\' driving performances with a Power Wheelchair (PWC) driving simulator in comparison to the same driving task in real conditions with a standard power wheelchair.
    METHODS: Three driving circuits of progressive difficulty levels (C1, C2, C3) that were elaborated to assess the driving performances with PWC in indoor situations, were used in this study. These circuits have been modeled in a 3D Virtual Environment to replicate the three driving task scenarios in Virtual Reality (VR). Users were asked to complete the three circuits with respect to two testing conditions during three successive sessions, i.e. in VR and on a real circuit (R). During each session, users completed the two conditions. Driving performances were evaluated using the number of collisions and time to complete the circuit. In addition, driving ability by Wheelchair Skill Test (WST) and mental load were assessed in both conditions. Cybersickness, user satisfaction and sense of presence were measured in VR. The conditions R and VR were randomized.
    RESULTS: Thirty-one participants with neurological disorders and expert wheelchair drivers were included in the study. The driving performances between VR and R conditions were statistically different for the C3 circuit but were not statistically different for the two easiest circuits C1 and C2. The results of the WST was not statistically different in C1, C2 and C3. The mental load was higher in VR than in R condition. The general sense of presence was reported as acceptable (mean value of 4.6 out of 6) for all the participants, and the cybersickness was reported as acceptable (SSQ mean value of 4.25 on the three circuits in VR condition).
    CONCLUSIONS: Driving performances were statistically different in the most complicated circuit C3 with an increased number of collisions in VR, but were not statistically different for the two easiest circuits C1 and C2 in R and VR conditions. In addition, there were no significant adverse effects such as cybersickness. The results show the value of the simulator for driving training applications. Still, the mental load was higher in VR than in R condition, thus mitigating the potential for use with people with cognitive disorders. Further studies should be conducted to assess the quality of skill transfer for novice drivers from the simulator to the real world. Trial registration Ethical approval n ∘ 2019-A001306-51 from Comité de Protection des Personnes Sud Mediterranée IV. Trial registered the 19/11/2019 on ClinicalTrials.gov in ID: NCT04171973.
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  • 文章类型: Journal Article
    这项研究使用功能近红外光谱(fNIRS)研究了健康成年人在网络疾病期间的大脑反应。30名参与者戴着头戴式显示器,观察到一个虚拟的过山车场景,导致网络疾病。使用fNIRS测量虚拟过山车任务期间的皮质激活。在虚拟过山车后,使用模拟器疾病问卷(SSQ)评估了网络疾病症状。对网络症状和血液动力学反应的β系数进行了Pearson相关性。氧合血红蛋白(HbO)和总血红蛋白(HbT)水平的组分析显示,在网络疾病期间,双侧角回的失活。在皮尔逊相关性分析中,双侧角回的HbO和HbTβ系数与总SSQ和定向障碍呈显著正相关。这些结果表明,角回与网络疾病有关。这些发现表明,角回的血液动力学反应可能是评估网络病症状的生物标志物。
    This study investigated brain responses during cybersickness in healthy adults using functional near-infrared spectroscopy (fNIRS). Thirty participants wore a head-mounted display and observed a virtual roller coaster scene that induced cybersickness. Cortical activation during the virtual roller coaster task was measured using fNIRS. Cybersickness symptoms were evaluated using a Simulator Sickness Questionnaire (SSQ) administered after the virtual rollercoaster. Pearson correlations were performed for cybersickness symptoms and the beta coefficients of hemodynamic responses. The group analysis of oxyhemoglobin (HbO) and total hemoglobin (HbT) levels revealed deactivation in the bilateral angular gyrus during cybersickness. In the Pearson correlation analyses, the HbO and HbT beta coefficients in the bilateral angular gyrus had a significant positive correlation with the total SSQ and disorientation. These results indicated that the angular gyrus was associated with cybersickness. These findings suggest that the hemodynamic response in the angular gyrus could be a biomarker for evaluating cybersickness symptoms.
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  • 文章类型: Letter
    暂无摘要。
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  • 文章类型: Journal Article
    背景:创新的教育方法,例如使用虚拟现实(VR)技术的基于模拟的护理教育,为护理教育提供了新的机会。然而,缺乏关于副作用的信息,尤其是与健康相关的副作用,使用VR设备进行护理模拟时,人体上的头戴式显示器(HMD)。这项研究旨在验证德语版的虚拟现实疾病问卷(VRSQ),并评估其与性别和年龄的关系,如VRSQG分数(总分,动眼,和迷失方向)随着时间的推移。
    方法:进行纵向研究。除了VRSQG(前,post-,和干预后20分钟),参与者(所有护生)完成了个人特征数据.参与者完成了抽血的VR模拟。验证性因素分析(CFA)用于评估测量的结构是否与原始结构一致。除了有效性,分析了内部一致性,并使用广义线性模型(GLMs)进行数据分析。
    结果:共有38名护生(平均年龄26.8岁;SD=7.1,79.0%为女性)参加。在VR模拟中花费的平均时间为21分钟。所有参与者都完成了整个模拟。CFA表明(CFI=0.981,SRMR=0.040)给出了VRSQG结构。内部一致性显示亚域动眼运动的值较低(Cronbachα0.670)。对于迷失方向和总分值显示出足够的内部一致性。GLM显示受试者随时间的年龄与VRSQG总分之间的显著关联,动眼,和迷失方向。年龄较大的护理学生从较高的VRSQG分数开始。随着时间的推移,近似发生,以便所有参与者在最终测量点达到相似的水平。在性别(男性/女性)和VRSQG评分之间没有发现关联。
    结论:VRSQG是一种可靠且有效的自我评估,用于测量基于VR的护理模拟中的网络疾病,与年龄呈正相关的网络症状。然而,应该对与网络疾病的年龄关联进行深入评估。以及探索其他关联的研究,并强调建立临界值以评估分数的临床相关性的重要性。
    BACKGROUND: Innovative educational approaches such as simulation-based nursing education using virtual reality (VR) technologies provide new opportunities for nursing education. However, there is a lack of information on side effects, especially health-related side effects, of head-mounted displays (HMDs) on the human body when using VR devices for nursing simulation. This study aims to validate the German version of the Virtual Reality Sickness Questionnaire (VRSQ) and to evaluate its associations with sex and age, as reflected in the VRSQG scores (total score, oculomotor, and disorientation) over time.
    METHODS: A longitudinal-sectional study was conducted. In addition to the VRSQG (pre-, post-, and 20 min post-intervention), participants (all nursing students) completed data on personal characteristics. Participants completed a VR simulation of a blood draw. Confirmatory factor analysis (CFA) was used to evaluate whether the measured construct was consistent with the original. In addition to the validity, internal consistency was analyzed and generalized linear models (GLMs) were used for data analysis.
    RESULTS: A total of 38 nursing students (mean age 26.8 years; SD = 7.1, 79.0% female) participated. The mean time spent in the VR simulation was 21 min. All participants completed the entire simulation. The CFA indicates (CFI = 0.981, SRMR = 0.040) VRSQG structure is given. Internal consistency showed low values for the subdomain Oculomotor (Cronbach alpha 0.670). For Disorientation and the Total score values showed a sufficient internal consistency. GLMs showed significant between subject associations with age over time with VRSQG total score, oculomotor, and disorientation. Older nursing students start with higher VRSQG-Scores. Over time, an approximation occurs, so that all participants reach a similar level by the final measurement point. No associations were found between sex (male/female) and VRSQG scores.
    CONCLUSIONS: The VRSQG is a reliable and valid self-assessment for measuring cybersickness in VR based nursing simulations, with cybersickness symptoms positively associated with age. However, in depth-evaluation regarding age-associations with cybersickness should be done. As well as studies to explore additional associations and emphasizes the importance of establishing cut-off values to assess the clinical relevance of the scores.
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  • 文章类型: Journal Article
    背景:神经心理学评估传统上包括执行功能(EF)的测试,因为它在日常活动中具有关键作用并与精神障碍有关。建立传统的EF评估,虽然健壮,缺乏生态有效性,仅限于单一的认知过程。这些方法,适合临床人群,在健康个体中,关于EF的信息较少。考虑到这些限制,基于沉浸式虚拟现实(VR)的EF评估已经引起了人们的兴趣,因为它们有可能提高测试灵敏度,生态有效性,和神经心理学评估可及性。
    目的:本系统综述旨在探索有关EF的沉浸式VR评估的文献,重点是(1)被评估的EF成分,(2)如何验证这些评估,和(3)监测潜在不良(网络疾病)和有益(沉浸)影响的策略。
    方法:EBSCOhost,Scopus,和WebofScience在2022年7月使用反映VR主要主题的关键字进行搜索,神经心理学测试,和EF。文章必须是用英语撰写的同行评审手稿,并在2013年之后发表,详细的经验,临床,或概念验证研究,其中使用头戴式显示器的虚拟环境来评估成人人群的EF。使用表格合成方法,其中每个研究的验证细节,包括比较评估和分数,被系统地组织在一张桌子上。对结果进行了总结和定性分析,以提供对研究结果的全面概述。
    结果:搜索检索到555篇独特文章,其中19人(3.4%)符合纳入标准。综述的研究包括EF和相关的高阶认知功能,如抑制控制,认知灵活性,工作记忆,规划,和注意。VR评估通常会针对黄金标准的传统任务进行验证。然而,观察到差异,由于一些研究缺乏报告的先验计划相关性,省略使用VR范式评估的EF构造的详细描述,经常报告不完整的结果。值得注意的是,19项研究中只有4项(21%)评估了网络疾病,19项研究中有5项(26%)包括用户体验评估。
    结论:尽管它承认VR范例评估EF的潜力,证据有局限性。纳入研究的方法学和心理计量学特性得到了不一致的解决,引起人们对其有效性和可靠性的担忧。对诸如网络疾病之类的不利影响的不频繁监测和样本量的相当大的差异可能会限制解释并阻碍心理评估。提出了一些建议,以改善EF沉浸式VR评估的理论和实践。未来的研究应该在空间导航评估的背景下探索生物传感器与VR系统的集成以及VR的功能。尽管有相当大的希望,VR评估的系统和经过验证的实施对于确保其在现实世界应用中的实际效用至关重要。
    BACKGROUND: Neuropsychological assessments traditionally include tests of executive functioning (EF) because of its critical role in daily activities and link to mental disorders. Established traditional EF assessments, although robust, lack ecological validity and are limited to single cognitive processes. These methods, which are suitable for clinical populations, are less informative regarding EF in healthy individuals. With these limitations in mind, immersive virtual reality (VR)-based assessments of EF have garnered interest because of their potential to increase test sensitivity, ecological validity, and neuropsychological assessment accessibility.
    OBJECTIVE: This systematic review aims to explore the literature on immersive VR assessments of EF focusing on (1) EF components being assessed, (2) how these assessments are validated, and (3) strategies for monitoring potential adverse (cybersickness) and beneficial (immersion) effects.
    METHODS: EBSCOhost, Scopus, and Web of Science were searched in July 2022 using keywords that reflected the main themes of VR, neuropsychological tests, and EF. Articles had to be peer-reviewed manuscripts written in English and published after 2013 that detailed empirical, clinical, or proof-of-concept studies in which a virtual environment using a head-mounted display was used to assess EF in an adult population. A tabular synthesis method was used in which validation details from each study, including comparative assessments and scores, were systematically organized in a table. The results were summed and qualitatively analyzed to provide a comprehensive overview of the findings.
    RESULTS: The search retrieved 555 unique articles, of which 19 (3.4%) met the inclusion criteria. The reviewed studies encompassed EF and associated higher-order cognitive functions such as inhibitory control, cognitive flexibility, working memory, planning, and attention. VR assessments commonly underwent validation against gold-standard traditional tasks. However, discrepancies were observed, with some studies lacking reported a priori planned correlations, omitting detailed descriptions of the EF constructs evaluated using the VR paradigms, and frequently reporting incomplete results. Notably, only 4 of the 19 (21%) studies evaluated cybersickness, and 5 of the 19 (26%) studies included user experience assessments.
    CONCLUSIONS: Although it acknowledges the potential of VR paradigms for assessing EF, the evidence has limitations. The methodological and psychometric properties of the included studies were inconsistently addressed, raising concerns about their validity and reliability. Infrequent monitoring of adverse effects such as cybersickness and considerable variability in sample sizes may limit interpretation and hinder psychometric evaluation. Several recommendations are proposed to improve the theory and practice of immersive VR assessments of EF. Future studies should explore the integration of biosensors with VR systems and the capabilities of VR in the context of spatial navigation assessments. Despite considerable promise, the systematic and validated implementation of VR assessments is essential for ensuring their practical utility in real-world applications.
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  • 文章类型: Journal Article
    加上对多发性硬化症(pwMS)和其他神经系统疾病患者的康复/训练的广泛可能益处,暴露于沉浸式虚拟现实(VR)通常与令人不快的症状有关,例如短暂的头晕,头痛,恶心,定向障碍和姿势控制受损(即,网络疾病)。由于这些症状会显著影响治疗的安全性和耐受性,正确估计它们的存在和大小似乎很重要。鉴于现有的数据稀缺,本研究旨在使用体位控制效果的客观测量和感知症状的主观评估,评估在pwMS队列中与沉浸式VR暴露相关的可能不良反应的存在和严重程度.为了这个目标,在直立安静姿势下(在有和没有视觉输入的情况下)56pwMS的姿势摇摆,扩展的残疾状态量表评分(EDSS)在0-6.5(平均EDSS2.3)范围内,在10分钟沉浸式VR会话之前和之后以及在10分钟随访时,根据压力中心(COP)轨迹测量了33个未受影响的个体.参与者还使用意大利语版的模拟器疾病问卷(SSQ)对与VR暴露相关的网络疾病症状的严重程度进行了自我评估。在VR会话之后,仅在轻度-中度残疾的pwMS中观察到姿势控制在摇摆区域显着增加方面的暂时损害(即,在存在视觉输入的情况下,EDSS在2.5-6.5的范围内)。在低残疾(EDSS0-2)和未受影响的个体的pwMS中未观察到变化。相比之下,当视觉输入被移除时,与使用VR有关的摇摆区域(轻度-中度残疾的pwMS)和COP路径长度(轻度-中度残疾和未受影响的个体的pwMS)减少,从而暗示了一种“平衡训练效果”。即使在这种情况下,基线值在随访时恢复.所有参与者,不管他们的身份,经历了显著的VR后副作用,尤其是视力模糊和恶心。一起来看,本研究的结果表明,短暂的沉浸式VR会话对pwMS的姿势控制产生负面影响(睁眼)和积极影响(闭眼),并导致明显的定向障碍。然而,这种影响持续时间有限。虽然可以合理地声明沉浸式VR足够安全且可以容忍,在pwMS的康复/训练中不会被禁忌,为了减少可能的负面影响,最大限度地提高疗效,治疗的安全性和舒适性,似乎有必要制定具体的指导方针,考虑诸如个体易感性之类的重要因素,根据模拟的特定特征的最大曝光时间,采取的姿势和评估对参与者的客观和感知影响的协议。
    Together with the wide range of possible benefits for the rehabilitation/training of people with multiple sclerosis (pwMS) and other neurologic conditions, exposure to immersive virtual reality (VR) has often been associated with unpleasant symptoms, such as transient dizziness, headache, nausea, disorientation and impaired postural control (i.e., cybersickness). Since these symptoms can significantly impact the safety and tolerability of the treatment, it appears important to correctly estimate their presence and magnitude. Given the existing data scarcity, this study aims to assess the existence and severity of possible adverse effects associated with exposure to immersive VR in a cohort of pwMS using both objective measurements of postural control effectiveness and subjective evaluations of perceived symptoms. To this aim, postural sway under upright quiet posture (in the presence and absence of visual input) of 56 pwMS with an Expanded Disability Status Scale score (EDSS) in the range of 0-6.5 (mean EDSS 2.3) and 33 unaffected individuals was measured before and after a 10-min immersive VR session and at 10 min follow-up on the basis of center of pressure (COP) trajectories. The severity of cybersickness symptoms associated with VR exposure was also self-rated by the participants using the Italian version of the Simulator Sickness Questionnaire (SSQ). Temporary impairments of postural control in terms of significantly increased sway area were observed after the VR session only in pwMS with mild-moderate disability (i.e., EDSS in the range of 2.5-6.5) in the presence of visual input. No changes were observed in pwMS with low disability (EDSS 0-2) and unaffected individuals. In contrast, when the visual input was removed, there was a decrease in sway area (pwMS with mild-moderate disability) and COP path length relating to the use of VR (pwMS with mild-moderate disability and unaffected individuals), thus suggesting a sort of \"balance training effect\". Even in this case, the baseline values were restored at follow-up. All participants, regardless of their status, experienced significant post-VR side effects, especially in terms of blurred vision and nausea. Taken together, the findings of the present study suggest that a short immersive VR session negatively (eyes open) and positively (eyes closed) impacts the postural control of pwMS and causes significant disorientation. However, such effects are of limited duration. While it is reasonable to state that immersive VR is sufficiently safe and tolerable to not be contraindicated in the rehabilitation/training of pwMS, in order to reduce possible negative effects and maximize the efficacy, safety and comfort of the treatment, it appears necessary to develop specific guidelines that consider important factors like individual susceptibility, maximum exposure time according to the specific features of the simulation, posture to adopt and protocols to assess objective and perceived effects on participants.
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  • 文章类型: Journal Article
    沉浸式虚拟现实(VR)系统正在扩展为老年人的感觉运动重读工具。然而,这一目的可能会受到可能由感官冲突引起的网络疾病事件的挑战。这项研究旨在分析大脑中的老化和多感官数据融合过程对网络疾病的影响以及暴露于沉浸式VR时姿势反应的适应。
    方法:我们反复暴露了75名参与者,21至86岁,身临其境的VR,同时记录他们的压力中心(CoP)的轨迹。参与者在第一次和第五次暴露后对他们的网络疾病进行了评分。
    结果:重复暴露增加了网络疾病,并使第二次重复的姿势反应减少,即,增加稳定性。我们没有发现生物年龄和网络疾病得分之间有任何显著的相关性。相反,即使一些姿势反应是年龄依赖性的,显著的姿势适应独立于年龄。前后轴上的CoP轨迹长度和平均速度是受年龄和重复影响最大的姿势参数。
    结论:这项研究表明,网络疾病和沉浸式VR的姿势适应不是年龄依赖性的,并且网络疾病与姿势适应或年龄不足无关。年龄似乎不会影响多感官数据融合的特性。
    Immersive Virtual Reality (VR) systems are expanding as sensorimotor readaptation tools for older adults. However, this purpose may be challenged by cybersickness occurrences possibly caused by sensory conflicts. This study aims to analyze the effects of aging and multisensory data fusion processes in the brain on cybersickness and the adaptation of postural responses when exposed to immersive VR.
    METHODS: We repeatedly exposed 75 participants, aged 21 to 86, to immersive VR while recording the trajectory of their Center of Pressure (CoP). Participants rated their cybersickness after the first and fifth exposure.
    RESULTS: The repeated exposures increased cybersickness and allowed for a decrease in postural responses from the second repetition, i.e., increased stability. We did not find any significant correlation between biological age and cybersickness scores. On the contrary, even if some postural responses are age-dependent, a significant postural adaptation occurred independently of age. The CoP trajectory length in the anteroposterior axis and mean velocity were the postural parameters the most affected by age and repetition.
    CONCLUSIONS: This study suggests that cybersickness and postural adaptation to immersive VR are not age-dependent and that cybersickness is unrelated to a deficit in postural adaptation or age. Age does not seem to influence the properties of multisensory data fusion.
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