Background: Virtual reality (VR) Serious Games (SG) offer greater sensitivity and specificity than traditional diagnostics. The playfulness of the SG reduces stress, enhancing motivation and reliability. We developed immersive (iVR) and non-immersive (niVR) versions of REAsmash, a SG based on Feature Integration Theory (FIT) to assess distractor inhibition attention.
Aim: The aim of this study was to verify the transfer of the REAsmash FIT diagnostic properties across VR devices with different degrees of immersion.
Design: Cross-sectional clinical study.
Setting: Inpatient, outpatient and healthy controls.
Population: Post-stroke and healthy individuals.
Methods: The REAsmash involves searching for a (target) mole with a red miner's helmet. The target is either presented alone (baseline), or presented with distractors (11, 17 or 23) that contrast the target by high or low saliency (moles with blue miner's and horned helmets vs blue miner's and red horned helmets). Stimuli appeared randomly from a 24-molehill grid. Participants (15 with and history of cortical-subcortical stroke and 15 age matched controls) hit the target with their response hand in niVR and with a virtual hammer in iVR. Post-stroke participants used their less impaired hand, controls their dominant hand. ANOVA tested VR type (niVR vs iVR), group (post-stroke vs healthy), saliency (high vs low) and distractor number (11, 17, 23), with the interaction between saliency and distractor number defining FIT. The dependent variable was relative mean response time, calculated by subtracting the mean baseline response time from each response to targets presented with distractors, for each participant. This variable exemplifies the costs to response time cause by the manipulation of independent variables.
Results: We found significant main effects and an interaction for saliency and distractor number, confirming FIT. Group and VR type main effects were significant, with slower responses for post-strokes and for iVR, but with no interactions.
Conclusions: To evaluate performance across acute to chronic post-stroke phases, diagnostic measures must be transferable between test devices, ensuring compatibility from hospital to outpatient settings.
Clinical Rehabilitation Impact: Our results demonstrated that the REAsmash diagnostic properties were consistent across immersive and non-immersive VR, as well as within both groups of participants.
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http://dx.doi.org/10.23736/S1973-9087.25.08680-0 | DOI Listing |
Eur J Phys Rehabil Med
March 2025
Psychological Sciences Research Institute (IPSY), Université Catholique de Louvain, Louvain-la-Neuve, Belgium.
Background: Virtual reality (VR) Serious Games (SG) offer greater sensitivity and specificity than traditional diagnostics. The playfulness of the SG reduces stress, enhancing motivation and reliability. We developed immersive (iVR) and non-immersive (niVR) versions of REAsmash, a SG based on Feature Integration Theory (FIT) to assess distractor inhibition attention.
View Article and Find Full Text PDFBMC Psychol
March 2025
Department of Psychology, Guangzhou University, Guangzhou, 510006, China.
Background: In most theoretical frameworks, the effectiveness of attentional selection relies significantly on the perceptual similarity between the target template and visual input. Nevertheless, ambiguity exists surrounding whether attentional capture triggered by irrelevant representations in Working Memory (WM) is influenced by the perceptual similarity levels of features between WM content and its matching distractors.
Methods: We designed a hybrid WM and visual search task, varying such perceptual similarity of colors across three levels: exact, high-similar, and low-similar matching.
Epilepsy Res
February 2025
Department of Neurology, Harvard Medical School, Boston, USA; Department of Neurology, Beth Israel Deaconess Medical Center, Boston, USA. Electronic address:
Introduction: To investigate the potential of using artificial intelligence (AI), specifically large language models (LLMs), for synthesizing information in a simulated randomized clinical trial (RCT) for an anti-seizure medication, cenobamate, demonstrating the feasibility of inductive reasoning via medical chart review.
Methods: An LLM-generated simulated RCT was conducted, featuring a placebo arm and a full-strength drug arm with a cohort of 240 patients divided 1:1. Seizure counts were simulated using a realistic seizure diary simulator.
Atten Percept Psychophys
February 2025
School of Psychology, The University of Queensland, Brisbane, QLD, Australia.
Attention can be attracted to salient items in a visual scene. Recent studies have shown that when the feature of an irrelevant salient item is known, it can be suppressed below baseline leading to facilitated search. Wang and Theeuwes (Experimental Psychology: Human Perception and Performance, 46(10), 1051-1057, 2020) criticised previous inhibition studies by claiming that the sparse displays attenuated the salience of the distractors.
View Article and Find Full Text PDFFront Neurosci
January 2025
Systems Neuroscience and Neurotechnology Unit, Faculty of Medicine, Saarland University & htw saar, Homburg/Saar, Germany.
Recently, electromyographic (EMG) signals of auricular muscles have been shown to be an indicator of spatial auditory attention in humans, based on a vestigial pinna-orienting system. Because spatial auditory attention in a competing speaker task is closely related to the more generalized concept of attentional effort in listening, the current study investigated the possibility that the EMG activity of auricular muscles could also reflect correlates of effortful listening in general. Twenty participants were recruited.
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