Background: Workplace mild traumatic brain injuries are frequently associated with persistent symptoms, leading to a reduction in productivity at work or even disability. People who sustain workplace injuries frequently need rehabilitation and support, and the challenges of delivering these services was heightened during the COVID-19 pandemic as injured workers had to be cared for remotely. Currently, clinicians are conducting both in-person and virtual (remote) concussion assessments; however, the measures that are being used to complete these assessments have undocumented psychometric properties.
Objective: This study will document the psychometric properties of the clinical measures that are being used remotely and their ability to produce similar results to in-person assessments. Specifically, through this method-comparison study, we aim to (1) evaluate the sensitivity of the measures included in a virtual assessment toolkit when compared to an in-person assessment and (2) determine the interrater and intrarater reliabilities of the measures included in a virtual assessment toolkit.
Methods: Patient participants (people living with acquired brain injuries) will attend two assessments (in person and virtual) at the Ottawa Hospital. The two assessments will be identical, consisting of the measures included in our previously developed virtual concussion assessment toolkit, which includes finger-to-nose testing, the Vestibular/Ocular Motor Screening tool, balance testing, cervical spine range of motion, saccades testing, and evaluation of effort. All virtual assessments will occur using the Microsoft Teams platform and will be audio/video-recorded. The clinician assessor and patient participant will complete a feedback form following completion of the assessments. A different clinician will also document the findings on observed videos of the virtual assessment shortly after completion of both in-person and virtual assessments and approximately 1 month later. Interrater reliability will be assessed by comparing the second clinician's observation with the first clinician's initial virtual assessment. Intrarater reliability will be evaluated by comparing the second clinician's observation with their own assessment approximately 1 month later. Sensitivity will be documented by comparing the findings (identification of abnormality) of the in-person assessment completed by the initial clinician assessor with those of the second clinician assessor on the observation of the recording of the virtual assessment.
Results: As of May 2024, we have recruited 7 clinician assessors and completed study assessments with 39 patient participants. The study recruitment is expected to be completed by September 2024.
Conclusions: Currently, it is unknown if completing concussion assessments virtually produces similar results to the in-person assessment. This work will serve as a first step to determining the similarity of the virtual assessment to the matching in-person assessment and will provide information on the reliability of the virtual assessment.
International Registered Report Identifier (irrid): DERR1-10.2196/57663.
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http://dx.doi.org/10.2196/57663 | DOI Listing |
Front Sports Act Living
December 2024
School of Sport and Exercise Sciences, Liverpool John Moores University, Liverpool, United Kingdom.
It is essential in combat sports such as boxing for athletes to perceive the relevant visual information that enables them to anticipate and respond to their opponent's attacking and defensive moves. Here, we used virtual reality (VR), which enables standardization and reproducibility while maintaining perception-action coupling, to assess the influence of a gaze-contingent blur on the visual processes that underpin these boxing behaviours. Eleven elite French boxers were placed in an immersive and adaptive first-person VR environment where they had to avoid by dodging one or two punches, and then counterattack to strike their opponent.
View Article and Find Full Text PDFCochrane Database Syst Rev
January 2025
Faculty of Physical Education and Physiotherapy, Rehabilitation Research Group, Vrije Universiteit Brussel, Brussels, Belgium.
Background: Multiple sclerosis (MS) is the most common neurological disease in young adults. Virtual reality (VR) offers a promising rehabilitation tool by providing controllable, personalised environments for safe, adaptable and engaging training. Virtual reality can be tailored to patients' motor and cognitive skills, enhancing motivation through exciting scenarios and feedback.
View Article and Find Full Text PDFInt J Eat Disord
January 2025
Research, Equip Health Inc, Carlsbad, USA.
Objective: Treatment outcomes research for avoidant/restrictive food intake disorder (ARFID) has been limited to small, mixed-age feasibility trials in face-to-face care settings. This study aims to examine clinical characteristics and treatment outcomes in a large sample of youth and adult patients receiving virtual multidisciplinary team treatment for ARFID.
Method: The sample included N = 783 patients (532 youth and 251 adults) diagnosed with ARFID.
PLoS One
December 2024
Department of Civil, Urban, Earth and Environmental Engineering, Ulsan National Institute of Science and Technology, Ulsan, South Korea.
This study explores the perceived walkability of one-way commercial streets by utilizing immersive 360-degree virtual reality (VR) videos. While one-way roads are often introduced to facilitate smooth traffic flow on narrow roads, providing safe and walkable environments for pedestrians on the one-way roads is crucial, especially in commercial areas with heavy pedestrian traffic. We recruited 40 students to assess the perceived walkability of one-way roads based on ten VR scenarios.
View Article and Find Full Text PDFPLoS One
December 2024
Department of Medical Engineering, The 960th Hospital of People's Liberation Army of China (PLA), Jinan, China.
Background: Puncture biopsy is a primary method for obtaining tissue or cell samples from tumors for histopathological diagnosis. However, patients often experience pain, anxiety, and discomfort during the procedure. Virtual reality is a novel technology developed through advancements in computer skill, and it is utilized in healthcare as a cognitive approach to relieve pain and relaxation.
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