1,720,972 research outputs found
Virtual reality in neurorehabilitation: a review of its effects on multiple cognitive domains
Biosensors and Biofeedback in Clinical Psychology
The present chapter describes the main features of biosensors and biofeedback, with particular attention to their definitions, main properties, classifications and a general overview of their implementation within several contexts. Subsequently, their application within the field of clinical psychology will be critically discussed, in light of recent research evidence. This examination will follow a developmental rationale, beginning with conditions affecting early ages and adolescence, proceeding to adulthood and senescence. Recommendations for future researches will be pointed out, tracing the path for the next steps for the advancement in clinical applications of biofeedback and biosensors
How do emotions elicited in virtual reality affect our memory? A systematic review
Emotion has been shown to have a significant influence on memory. However, most of the investigations that led to this conclusion used non-virtual reality procedures. Virtual reality, as an emotional medium, is suitable for the study of the interplay between emotion and cognition as it has the potential to induce complex emotions. Employing VR could further enhance the intensity of the emotions elicited, which in turn might improve and expand the quality and the possibility of paradigms involving both emotions and cognition. This manuscript systematically reviewed studies investigating the relationship between memory and emotions using immersive technologies. PRISMA and PICO guidelines were applied to carry out the systematic search. The 22 studies reviewed show a complex panorama: research areas range from basic research, with studies regarding episodic, spatial, traumatic, autobiographical, and emotional memories, to applied research in the field of cinema, education, and rehabilitation. Navigation and interaction, embodiment, presence and immersion, semantic aspects, sounds or music, narration were the elements that characterized the VR experience across the studies and might work as a trigger for emotions. These findings can contribute to enhancing knowledge of either how VR works as an affective medium and how emotions elicited affect memory
360° immersive photos and videos, an ecological approach to memory assessment: the ObReco-2
In recent years, the efficacy of psychometric tests in evaluating life-like abilities has become one of the central topics in the neuropsychological assessment field. Considering that many of the classic available tools show low to moderate levels of ecological validity, researchers emphasize the need to collect data that are more similar to what is observed in realistic settings. Virtual reality emerges as a promising instrument to provide life-like experiences in a controlled and safe way that might enhance the ecological assessment compared to standard paper-and-pencil tests. Particularly, an innovative trend in virtual reality technologies are 360° spherical photos and videos which allow for keeping high levels of graphical realism and immersivity. These features appear to be crucial elements to solve the issue of validity. In this scenario, we present a protocol exploiting a 360° technology for the neuropsychological assessment of memory. Retracing the structure of the Rivermead Behavior Memory Test, the ecological device ObReco-2 recreates a daily environment. During the task, patients will be immersed in a house and asked to memorize some objects that need to be moved for a relocation
Transcranial Magnetic Stimulation Meets Virtual Reality: The Potential of Integrating Brain Stimulation With a Simulative Technology for Food Addiction
The aim of this perspective is to propose and discuss the integration of transcranial magnetic stimulation (TMS) over the dorsolateral prefrontal cortex with virtual reality (VR) food exposure for therapeutic interventions for food addiction. “Food addiction” is a dysfunctional eating pattern which is typically observed in eating disorders (ED) such as bulimia nervosa and binge eating disorder. Food addiction has been compared to substance use disorder due to the necessity of consuming a substance (food) and the presence of a dependence behavior. In recent years, VR has been applied in the treatment of ED because it triggers psychological and physiological responses through food exposure in place of real stimuli. Virtual reality-Cue exposure therapy has been proven as a valid technique for regulating anxiety and food craving in ED. More, TMS has been proven to modulate circuits and networks implicated in neuropsychiatric disorders and is effective in treating addiction such as nicotine craving and consumption and cocaine use disorder. The combination of a simulative technology and a neurostimulation would presumably provide better improvement compared to a single intervention because it implies the presence of both cognitive and neuropsychological techniques. The possible advantage of this approach will be discussed in the perspective
Virtual Reality Meets Non-invasive Brain Stimulation: Integrating Two Methods for Cognitive Rehabilitation of Mild Cognitive Impairment
Mild cognitive impairment (MCI) refers to a subtle, general cognitive decline with a detrimental impact on elderlies' independent living and quality of life. Without a timely diagnosis, this condition can evolve into dementia over time, hence the crucial need for early detection, prevention, and rehabilitation. For this purpose, current neuropsychological interventions have been integrated with (i) virtual reality, which immerses the user in a controlled, ecological, and safe environment (so far, both virtual reality-based cognitive and motor rehabilitation have revealed promising positive outcomes); and (ii) non-invasive brain stimulation, i.e., transcranial magnetic or electric brain stimulation, which has emerged as a promising cognitive treatment for MCI and Alzheimer's dementia. To date, these two methods have been employed separately; only a few studies (limited to motor rehabilitation) have suggested their integration. The present paper suggests to extend this integration to cognitive rehabilitation as well as to provide a multimodal stimulation that could enhance cognitive training, resulting in a more efficient rehabilitation
Egocentric and Allocentric Spatial Memory in Mild Cognitive Impairment with Real-World and Virtual Navigation Tasks: A Systematic Review
Background: Spatial navigation is the ability to estimate one's position on the basis of environmental and self-motion cues. Spatial memory is the cognitive substrate underlying navigation and relies on two different reference frames: egocentric and allocentric. These spatial frames are prone to decline with aging and impairment is even more pronounced in Alzheimer's disease (AD) or in mild cognitive impairment (MCI). Objective: To conduct a systematic review of experimental studies investigating which MCI population and tasks are used to evaluate spatial memory and how allocentric and egocentric deficits are impaired in MCI after navigation. Methods: PRISMA and PICO guidelines were applied to carry out the systematic search. Down and Black checklist was used to assess methodological quality. Results: Our results showed that amnestic MCI and AD pathology are the most investigated typologies; both egocentric and allocentric memory are impaired in MCI individuals, and MCI due to AD biomarkers has specific encoding and retrieval impairments; secondly, spatial navigation is principally investigated with the hidden goal task (virtual and real-world version), and among studies involving virtual reality, the privileged setting consists of non-immersive technology; thirdly, despite subtle differences, real-world and virtual versions showed good overlap for the assessment of MCI spatial memory. Conclusion: Considering that MCI is a subclinical entity with potential risk for conversion to dementia, investigating spatial memory deficits with navigation tasks might be crucial to make accurate diagnosis and rehabilitation
Beyond traditional training: Integrating data from semi-immersive VR dual-task intervention in Parkinsonian Syndromes. A study protocol
Completing cognitive and motor tasks simultaneously requires a high level of cognitive control in terms of executive processes and attentional abilities. Most of the daily activities require a dual-task performance. While walking, for example, it may be necessary to adapt gait to obstacles of the environment or simply participate in a conversation; all these activities involve more than one ability at the same time. This parallel performance may be critical in the cognitive or motor load, especially for patients with neurological diseases such as Parkinsonian Syndromes. Patients are often characterized by a crucial impairment in performing both tasks concurrently, showing a decrease in attention skills and executive functions, thus leading to increased negative outcomes. In this scenario, the accurate assessment of the components involved in dual-task performance is crucial, and providing an early specific training program appears to be essential. The objective of this protocol is to assess cognitive and motor components involved in dual-task performance and create a training program based on ecological activities focusing on executive and motor functions. Thus, we will employ Virtual Reality to provide semi-immersive, multisensory, ecological, standardized, and realistic experiences for rehabilitative purposes in patients with Parkinsonian Syndromes, considering its high prevalence in aging and the incidence of motor and cognitive dysfunctions in this population. Moreover, we propose to integrate the great amount of different data provided by dual-task and Virtual Reality system, using machine learning techniques. These integrations may increase the treatment's reliability in terms of better prognostic indexes and individualized training
Brain M-App’s Structure and Usability: A New Application for Cognitive Rehabilitation at Home
Cognitive frailty is defined as a clinical condition characterized by both physical frailty and cognitive impairment, without reaching the criteria for dementia. The major goal of rehabilitation intervention is to assist patients in performing ordinary personal duties without the assistance of another person, or at the very least to remove the need for additional support, using adaptive approaches and facilities. In this regard, home-based rehabilitation allows patients to continue an intervention begun in a hospital setting while also ensuring support and assistance when access to healthcare systems is limited, such as during the present pandemic situation. We thus present Brain m-App, a tablet-based application designed for home-based cognitive rehabilitation of frail subjects, addressing spatial memory, attention, and executive functions. This app exploits the potential of 360° videos which are well-suited to home-based rehabilitation. The Brain m-app is made up of 10 days of activities that include a variety of exercises. The activities were chosen based on those patients used to do during their clinical practice in the hospital with the aim to improve their independence and autonomy in daily tasks. The preliminary usability test, which was conducted on five older people, revealed a sufficient level of usability, however, the sample size was modest. Results from the clinical study with 10 patients, revealed that Brain m-App improved especially executive functions and memory performances
Manipulating body size distortions and negative body-related memories in patients with Anorexia Nervosa: A virtual reality-based pilot study
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