Virtual reality (VR), a rapidly evolving technology that simulates three-dimensional virtual environments for users, has been proven to activate brain functions. However, the continuous alteration pattern of the functional small-world network in response to comprehensive three-dimensional stimulation rather than realistic two-dimensional media stimuli requires further exploration. Here, we aimed to validate the effect of VR on the pathways and network parameters of a small-world organization and interpret its mechanism of action. Fourteen healthy volunteers were selected to complete missions in an immersive VR game. The changes in the functional network in six different frequency categories were analyzed using graph theory with electroencephalography data measured during the pre-, VR, and post-VR stages. The mutual information matrix revealed that interactions between the frontal and posterior areas and those within the frontal and occipital lobes were strengthened. Subsequently, the betweenness centrality (BC) analysis indicated more robust and extensive pathways among hubs. Furthermore, a specific lateralized channel (O1 or O2) increment in the BC was observed. Moreover, the network parameters improved simultaneously in local segregation, global segregation, and global integration. The overall topological improvements of small-world organizations were in high-frequency bands and exhibited some degree of sustainability.
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http://dx.doi.org/10.3390/brainsci12121630 | DOI Listing |
J Integr Neurosci
December 2024
Department of Clinical Medicine, Baoying People's Hospital, 225800 Yangzhou, Jiangsu, China.
Background: Recently, there has been a surge in virtual reality (VR)-based training for upper limb (UL) rehabilitation, which has yielded mixed results. Therefore, we aimed to explore the effects of conventional therapy combined with VR-based training on UL dysfunction during post-stroke rehabilitation.
Methods: Studies published in English before May 2023 were retrieved from PubMed, Embase, and the Cochrane Library.
Virtual Real
December 2024
Department of Computer Science and Software Engineering, Concordia University, Montreal, Québec Canada.
Epilepsy is a neurological disorder characterized by recurring seizures that can cause a wide range of symptoms. Stereo-electroencephalography (SEEG) is a diagnostic procedure where multiple electrodes are stereotactically implanted within predefined brain regions to identify the seizure onset zone, which needs to be surgically removed or disconnected to achieve remission of focal epilepsy. This procedure is complex and challenging due to two main reasons.
View Article and Find Full Text PDFHeliyon
December 2024
Amsterdam UMC Location University of Amsterdam, Surgery, De Boelelaan 1117, Amsterdam, the Netherlands.
Cureus
November 2024
Community Medicine, Sree Balaji Medical College and Hospital, Chennai, IND.
The development of serious video games using gamification techniques and applying them to the management of mental health problems has emerged as one of the significant innovations in technology and mental health. However, various issues exist from the design stage of video games to the implementation stage, which can lead to problems with usability and accessibility and have non-beneficial effects on the individual. This review article provides an overview of various gamification technologies currently used in video games and virtual reality-based video games.
View Article and Find Full Text PDFJ Med Imaging (Bellingham)
November 2024
Children's National Hospital, Sheikh Zayed Institute for Pediatric Surgical Innovation, Washington, DC, United States.
The editorial introduces the JMI Special Section on Augmented and Virtual Reality in Medical Imaging.
View Article and Find Full Text PDFEnter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!