Evidence map›Paper›PMID 41341240›Full record

ArticleJMIR neurotechnology2024

Virtual Reality-Based Neurorehabilitation Support Tool for People With Cognitive Impairments Resulting From an Acquired Brain Injury: Usability and Feasibility Study.

Alba Prats-Bisbe, Jaume López-Carballo, Alberto García-Molina, David Leno-Colorado, Alejandro García-Rudolph, Eloy Opisso, Raimon Jané

Abstract read
In one paragraph

Article in JMIR neurotechnology, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Trial
  2. Review
  3. Review
  4. Article
  5. Article
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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Alba Prats-BisbeInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0009-0004-0213-9871
Jaume López-CarballoInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0000-0002-0614-0798
Alberto García-MolinaInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0000-0002-5014-7591
David Leno-ColoradoInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0009-0005-2153-3847
Alejandro García-RudolphInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0000-0003-0853-8334
Eloy OpissoInstitut Guttmann Institut Universitari de Neurorehabilitació adscrit a la Universitat Autònoma de Barcelona Badalona Spain.ORCID https://orcid.org/0000-0002-6868-6737
Raimon JanéDepartment of Automatic Control Universitat Politècnica de Catalunya (UPC)-BarcelonaTech Barcelona Spain.ORCID https://orcid.org/0000-0002-6541-8729

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Acquired brain injury (ABI) is a prominent cause of disability globally, with virtual reality (VR) emerging as a promising aid in neurorehabilitation. Nonetheless, the diversity among VR interventions can result in inconsistent outcomes and pose challenges in determining efficacy. Recent reviews offer best practice recommendations for designing and implementing therapeutic VR interventions to evaluate the acceptance of fully immersive VR interventions. Objective: This study aims to evaluate the usability and feasibility of a co-designed VR-based neurorehabilitation support tool by conducting multiple proof-of-concept trials in a sample of patients with ABI within a hospital setting. Methods: A single session deploying custom immersive serious games to train cognitive functions using a new-generation head-mounted display was conducted among a sample of inpatients with ABI. Structured questionnaires were administered at the end of the session to evaluate the usability of the system and the intervention, participants' familiarity with the technology, and any adverse effects related to cybersickness. Additionally, the training duration while wearing the headset and the demographic characteristics of the participants were considered. Results: A total of 20 patients with ABI participated in a 1-hour proof-of-concept trial. The mean usability score was 37 (SD 2.6) out of 40, the technology familiarity level was 9.2 (SD 2.9) out of 12, and the Simulator Sickness Questionnaire total score was 1.3 (SD 2). On average, participants wore the headset for approximately 25.6 (SD 4.7) minutes during the intervention. There were no substantial differences in usability and technology familiarity levels based on patients' etiology or age, with no notable symptoms of cybersickness reported. Significantly strong correlations were noted between cybersickness symptoms and various usability categories, including exposure, motivation, interactivity, task specificity, and immersion aspects. Further, there was a significant association between the intervention time and the number of tasks performed ( Conclusions: Through a collaborative approach, this study showcases the usability and feasibility of a VR-based support tool for cognitive rehabilitation among inpatients with ABI. Key components of such interventions encompass a multidisciplinary array of immersive experiences integrating neurorehabilitation principles and serious games techniques.

Indexed as

acquired brain injuryco-designfeasibilityhead-mounted displayimmersive serious gamesmultidisciplinary experiencesneurorehabilitationusabilityvirtual reality

Identifiers

PMID41341240
PMCPMC12671297

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.