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Behaviour Research and Therapy Jun 2024Self-compassion training has been shown to deliver mental health benefits and preliminary evidence suggests it might also be possible to deliver these benefits...
Self-compassion training has been shown to deliver mental health benefits and preliminary evidence suggests it might also be possible to deliver these benefits effectively via virtual reality (VR) technology. However, which features of the VR training environment influence these training benefits remains poorly understood. This study was designed to provide the first empirical test of the potential value of visual biofeedback during self-compassion training. It was theorised that the provision of biofeedback may increase the benefits of training by increasing mindfulness, a core component of self-compassion. Sixty participants were randomly allocated to one of two experimental conditions, both of which comprised VR-based self-compassion training, but only one of which included visual biofeedback (a red pulsating light representing heart rate). Relative to scores at baseline, participants reported greater self-compassion, and lower self-criticism, anxiety, and stress after VR self-compassion training. However, the provision of biofeedback did not influence the strength of these training effects. These data provide further evidence that VR administered self-compassion training may deliver potentially important mental health benefits, but also meaningfully extends this literature by proving the first evidence that visual biofeedback does not influence the strength of these benefits.
PubMed: 38896949
DOI: 10.1016/j.brat.2024.104596 -
Journal of Glaucoma Jun 2024Wang et al compare an FDA-registered head-mounted smartphone device (PalmScan VF2000) with standard automated perimetry (SAP) in glaucoma patients and find that the...
PRECIS
Wang et al compare an FDA-registered head-mounted smartphone device (PalmScan VF2000) with standard automated perimetry (SAP) in glaucoma patients and find that the head-mounted device may not fully recapitulate SAP testing.
PURPOSE
This study prospectively compared visual field testing using the PalmScan VF2000 Visual Field Analyzer, a head-mounted smartphone device, with standard automated perimetry (SAP).
METHODS
Patients with glaucoma undergoing Humphrey Field Analyzer SAP testing were asked to complete in-office PalmScan testing using a Samsung S5 smartphone in a virtual reality-style headset. Glaucoma severity was defined as SAP mean deviation (MD) >-6 dB for mild, between -6 and -12 dB for moderate, and <-12 dB for severe. Global parameters MD and pattern standard deviation (PSD) from PalmScan and SAP were compared using t-tests and Bland-Altman analyses. Bland-Altmann analyses of PalmScan and SAP MD were conducted for the superonasal, superotemporal, inferonasal, and inferotemporal visual field quadrants. The repeatability of PalmScan was assessed using Spearman's correlations and intraclass correlation coefficients (ICCs).
RESULTS
Fifty-one patients (51 eyes) completed both SAP and PalmScan testing and met criteria for analysis. Compared to SAP, global MD and PSD measurements from PalmScan differed by an average of +0.62±0.26 dB (range: -3.25 to +4.60 dB) and -1.00±0.24 dB (range: -6.03 to +2.77 dB), respectively, while MD scores from individual visual field quadrants differed by as much as -6.58 to +11.43 dB. Agreement of PalmScan and SAP in classifying glaucoma severity was 86.3% across all eyes. PalmScan and SAP identified the same quadrant as having the worst visual field defect in 66.7% of eyes.
CONCLUSIONS
Despite advantages in cost and accessibility, the PalmScan head-mounted perimetry device may not be able to fully recapitulate SAP testing.
PubMed: 38884623
DOI: 10.1097/IJG.0000000000002452 -
Neurology and Therapy Jun 2024Persons with Parkinson's disease (PwPD) suffer from motor and non-motor symptoms which significantly affect their quality of life (QoL), and the QoL of their care...
INTRODUCTION
Persons with Parkinson's disease (PwPD) suffer from motor and non-motor symptoms which significantly affect their quality of life (QoL), and the QoL of their care partners (CP). Tandem cycling reduces PwPD motor symptoms; however, no studies have examined other benefits or included PwPD CP. We conducted an 8-week community virtual reality (VR) tandem cycling intervention to assess the feasibility and efficacy for PwPD and their CP (i.e., PD dyads). We hypothesized that dyadic tandem cycling would improve (1) PwPD motor and non-motor symptoms and (2) dimensions of PD dyads' QoL and physiologic health.
METHODS
Ten PD dyads were recruited to complete 8 weeks of progressive intensity, bi-weekly tandem cycling. At pre- and post-testing, PwPD were assessed using the Movement Disorder Society-Unified Parkinson's Disease Rating Scale-III (MDS-UPDRS-III), functional gait assessment (FGA), and 10-m gait speed test. PD dyads also completed emotional and cognitive status questionnaires [e.g., Geriatric Depression Scale-Short Form (GDS-SF)], and wore BodyGuard 2 heart rate (HR) monitors for 48 h to assess surrogate measures of heart rate variability. Statistical analyses were conducted using Student's t tests with significance set at p ≤ 0.05.
RESULTS
Eight PD dyads and one PwPD completed the intervention. Retention of PwPD (90%) and CP (80%) was adequate, and PD dyad adherence ranged from 91.67 to 97.91%. PwPD demonstrated significant clinical improvements in MDS-UPDRS-III scores (- 7.38, p < 0.01), FGA scores (+ 3.50, p < 0.01), and 10-m gait speed times (+ 0.27 m/s, p < 0.01), in addition to significant self-reported improvements in mobility (- 13.61, p = 0.02), fatigue (- 5.99, p = 0.02), and social participation (+ 4.69, p < 0.01). CP depressive symptoms significantly decreased (- 0.88, p = 0.02), and PD dyads shared a significant increase in root mean square of the successive differences (RMSSD; p = 0.04).
CONCLUSION
Our pilot study demonstrated feasibility and multiple areas of efficacy supporting further investigation of community VR tandem cycling as a therapeutic intervention for PD dyads.
PubMed: 38878129
DOI: 10.1007/s40120-024-00636-3 -
Communicative & Integrative Biology 2024Biological theory assumes the organized appearance of life and the reliable recurrence of traits are due to inheritance. Natural selection acting on blind variations...
Biological theory assumes the organized appearance of life and the reliable recurrence of traits are due to inheritance. Natural selection acting on blind variations produces phenotypes with heritable traits, one of which may be natural learning. The aim of learning, then, is solving problems related to survival and reproduction. But what if these views confuse cause with effect? Perhaps a learning algorithm is required for any phenotype at all to arise. If so, evolution proceeds learning-first, with individuals pursuing another telos entirely. I argue that this aim may be epistemological, the drive to understand the world through an umwelt. By "understand" I mean neither association nor prediction but Karl Popper's concept of explanation through conjecture and refutation. I propose that if only genetic materials are truly heritable, not traits, then testing a successful physical theory of life will depend on building abiotic machines which can perform natural learning without the presence of any inherited materials or conditions. I name this process "epistolution," combining "epistemology" and "evolution," to distinguish it from other concepts. Epistolution is an integral consequence of any learning-first view of life, such as the Cellular Basis of Consciousness theory. This type of theory suggests that in all cells during the history of life full-blown agency, involving beliefs, intentions, and desires, generated all the phenotypes that have then been winnowed by natural selection. Unlike in other versions, I posit that the aim of agential living systems is the explanation of reality rather than inductive prediction or survival/reproduction.
PubMed: 38873336
DOI: 10.1080/19420889.2024.2366249 -
Journal of Neural Engineering Jun 2024. We intend to chronically restore somatosensation and provide high-fidelity myoelectric control for those with limb loss via a novel, distributed, high-channel-count,...
. We intend to chronically restore somatosensation and provide high-fidelity myoelectric control for those with limb loss via a novel, distributed, high-channel-count, implanted system.We have developed the implanted Somatosensory Electrical Neurostimulation and Sensing (iSens®) system to support peripheral nerve stimulation through up to 64, 96, or 128 electrode contacts with myoelectric recording from 16, 8, or 0 bipolar sites, respectively. The rechargeable central device has Bluetooth® wireless telemetry to communicate to external devices and wired connections for up to four implanted satellite stimulation or recording devices. We characterized the stimulation, recording, battery runtime, and wireless performance and completed safety testing to support its use in human trials.The stimulator operates as expected across a range of parameters and can schedule multiple asynchronous, interleaved pulse trains subject to total charge delivery limits. Recorded signals in saline show negligible stimulus artifact when 10 cm from a 1 mA stimulating source. The wireless telemetry range exceeds 1 m (direction and orientation dependent) in a saline torso phantom. The bandwidth supports 100 Hz bidirectional update rates of stimulation commands and data features or streaming select full bandwidth myoelectric signals. Preliminary first-in-human data validates the bench testing result.We developed, tested, and clinically implemented an advanced, modular, fully implanted peripheral stimulation and sensing system for somatosensory restoration and myoelectric control. The modularity in electrode type and number, including distributed sensing and stimulation, supports a wide variety of applications; iSens® is a flexible platform to bring peripheral neuromodulation applications to clinical reality. ClinicalTrials.gov ID NCT04430218.
Topics: Humans; Electromyography; Electrodes, Implanted; Wireless Technology; Telemetry; Equipment Design; Muscle, Skeletal
PubMed: 38861967
DOI: 10.1088/1741-2552/ad56c9 -
Journal of Strength and Conditioning... Jun 2024Buga, A, Decker, DD, Robinson, BT, Crabtree, CD, Stoner, JT, Arce, LF, El-Shazly, X, Kackley, ML, Sapper, TN, Anders, JPV, Kraemer, WJ, and Volek, JS. The VirTra V-100...
The VirTra V-100 Is a Test-Retest Reliable Shooting Simulator for Measuring Accuracy/Precision, Decision-Making, and Reaction Time in Civilians, Police/SWAT, and Military Personnel.
Buga, A, Decker, DD, Robinson, BT, Crabtree, CD, Stoner, JT, Arce, LF, El-Shazly, X, Kackley, ML, Sapper, TN, Anders, JPV, Kraemer, WJ, and Volek, JS. The VirTra V-100 is a test-retest reliable shooting simulator for measuring accuracy/precision, decision-making, and reaction time in civilians, police/SWAT, and military personnel. J Strength Cond Res XX(X): 000-000, 2024-Law-enforcement agencies and the military have increasingly used virtual reality (VR) to augment job readiness. However, whether VR technology captures consistent data for shooting performance evaluation has never been explored. We enrolled 30 adults (24 M/6 F) to examine test-retest reliability of the VirTra shooting simulator. Approximately 30% of the sample had a tactical background (PD/SWAT and military). Trained research staff familiarized subjects with how to shoot the infrared-guided M4 rifle at digitally projected targets. Subjects then performed 3 identical experimental shooting sessions (consecutive or separated by 1-2 days) that assessed accuracy/precision, decision-making, and reaction time. Key metrics comprised projectile Cartesian position ( x , y ), score, time, and throughput (score or accuracy divided by time). Test-retest reliability was measured with intraclass correlation coefficients (ICC). After each visit, subjects completed a perceptual survey to self-evaluate their shooting performance and perceived VR realism. The simulator captured 21 ballistic variables with good to excellent test-retest agreement, producing a global ICC of 0.78. Notable metrics were the individual projectile distances to the center of the target (0.81), shot group radius (0.91), time-to-first decision (0.97), decision-making throughput (0.95), and target transition reaction time (0.91). Subjects had positive self-evaluations about their shooting performance, with "confidence" increasing from baseline to the end of the study ( p = 0.014). The VirTra V-100 virtual ballistic shooting simulator captures data with a high degree of test-retest reliability and is easy to familiarize regardless of starting expertise levels, making it appropriate for use as a method to objectively track progress or a tactical research testing tool.
PubMed: 38857438
DOI: 10.1519/JSC.0000000000004875 -
Journal of Neuroengineering and... Jun 2024This scoping review aims to explore published literature testing Virtual Reality (VR) interventions for improving upper limb motor performance in children and... (Review)
Review
Evaluating the impact of virtual reality game training on upper limb motor performance in children and adolescents with developmental coordination disorder: a scoping review using the ICF framework.
OBJECTIVE
This scoping review aims to explore published literature testing Virtual Reality (VR) interventions for improving upper limb motor performance in children and adolescents with Developmental Coordination Disorder (DCD). Our primary focus was on the types of VR systems used and the measurement tools employed within the International Classification of Functioning, Disability and Health Children and Youth Version (ICF-CY) domains in these studies.
METHODS
A comprehensive search of six electronic databases up to 11th January 2024 was conducted using predefined terms. Inclusion and exclusion criteria were applied to determine study eligibility, with two authors independently assessing titles, abstracts, and full-text articles.
RESULTS
Out of 788 potential studies, 14 met the eligibility criteria. Studies predominantly utilized non-immersive VR (nVR) systems, for example, commercial platforms such as Nintendo Wii. Most interventions targeted general motor coordination or balance, with only four studies specifically focusing on upper limb motor performance. The Movement Assessment Battery for Children-2 was the predominant assessment tool. However, the use of game scores and trial durations raised concerns about the accuracy of assessments. The majority of studies reported no significant improvement in upper limb motor performance following VR interventions, though some noted improvements in specific tasks or overall outcomes.
CONCLUSION
The findings suggest that, while nVR interventions are being explored for paediatric motor rehabilitation, their impact on enhancing upper limb motor performance in children with DCD is unclear. The variability in intervention designs, outcome measures, and the predominant focus on general motor skills rather than specific upper limb improvements highlight the need for more targeted research in this area.
IMPACT
This review underscores the importance of developing precise and clinically relevant measurement tools in a broader range of VR technologies to optimize the use of VR in therapy for children with DCD. Future research should aim for more rigorous study designs and emerging immersive technologies to maximize therapeutic benefits.
Topics: Humans; Motor Skills Disorders; Child; Adolescent; Upper Extremity; Virtual Reality; Video Games; International Classification of Functioning, Disability and Health; Motor Skills; Virtual Reality Exposure Therapy
PubMed: 38840217
DOI: 10.1186/s12984-024-01393-y -
Respiratory Research Jun 2024The concurrent circulation of SARS-CoV-2 with other respiratory viruses is unstoppable and represents a new diagnostic reality for clinicians and clinical microbiology...
BACKGROUND
The concurrent circulation of SARS-CoV-2 with other respiratory viruses is unstoppable and represents a new diagnostic reality for clinicians and clinical microbiology laboratories. Multiplexed molecular testing on automated platforms that focus on the simultaneous detection of multiple respiratory viruses in a single tube is a useful approach for current and future diagnosis of respiratory infections in the clinical setting.
METHODS
Two time periods were included in the study: from February to April 2022, an early 2022 period, during the gradual lifting of COVID-19 prevention measures in the country, and from October 2022 to April 2023, the 2022/23 respiratory infections season. We analysed a total of 1,918 samples in the first period and 18,131 respiratory samples in the second period using a multiplex molecular assay for the simultaneous detection of Influenza A (Flu-A), Influenza B (Flu-B), Human Respiratory Syncytial Virus (HRSV) and SARS-CoV-2.
RESULTS
The results from early 2022 showed a strong dominance of SARS-CoV-2 infections with 1,267/1,918 (66.1%) cases. Flu-A was detected in 30/1,918 (1.6%) samples, HRSV in 14/1,918 (0.7%) samples, and Flu-B in 2/1,918 (0.1%) samples. Flu-A/SARS-CoV-2 co-detections were observed in 11/1,267 (0.9%) samples, and HRSV/SARS-CoV-2 co-detection in 5/1,267 (0.4%) samples. During the 2022/23 winter respiratory season, SARS-CoV-2 was detected in 1,738/18,131 (9.6%), Flu-A in 628/18,131 (3.5%), Flu-B in 106/18,131 (0.6%), and HRSV in 505/18,131 (2.8%) samples. Interestingly, co-detections were present to a similar extent as in early 2022.
CONCLUSION
The results show that the multiplex molecular approach is a valuable tool for the simultaneous laboratory diagnosis of SARS-CoV-2, Flu-A/B, and HRSV in hospitalized and outpatients. Infections with Flu-A/B, and HRSV occurred shortly after the COVID-19 control measures were lifted, so a strong reoccurrence of various respiratory infections and co-detections in the post COVID-19 period was to be expected.
Topics: Humans; COVID-19; Influenza B virus; Influenza, Human; SARS-CoV-2; Respiratory Syncytial Virus Infections; Respiratory Syncytial Virus, Human; Influenza A virus; Male; Female; Coinfection; Middle Aged; Adult; Molecular Diagnostic Techniques; Seasons; Aged
PubMed: 38840154
DOI: 10.1186/s12931-024-02862-7 -
Journal of Electrical Bioimpedance Jan 2024The goal of this study was to explore the development and implementation of a protocol for real-time fMRI neurofeedback (rtfMRI-nf) and to assess the potential for...
OBJECTIVE
The goal of this study was to explore the development and implementation of a protocol for real-time fMRI neurofeedback (rtfMRI-nf) and to assess the potential for enhancing the selective brain activation using stimuli from Virtual Reality (VR). In this study we focused on two specific brain regions, supplementary motor area (SMA) and right inferior frontal gyrus (rIFG). Publications by other study groups have suggested impaired function in these specific brain regions in patients with the diagnoses Attention Deficit Hyperactivity Disorder (ADHD) and Tourette's Syndrome (TS). This study explored the development of a protocol to investigate if attention and contextual memory may be used to systematically strengthen the procedure of rtfMRI-nf.
METHODS
We used open-science software and platforms for rtfMRI-nf and for developing a simulated repetition of the rtfMRI-nf brain training in VR. We conducted seven exploratory tests in which we updated the protocol at each step. During rtfMRI-nf, MRI images are analyzed live while a person is undergoing an MRI scan, and the results are simultaneously shown to the person in the MRI-scanner. By focusing the analysis on specific regions of the brain, this procedure can be used to help the person strengthen conscious control of these regions. The VR simulation of the same experience involved a walk through the hospital toward the MRI scanner where the training sessions were conducted, as well as a subsequent simulated repetition of the MRI training. The VR simulation was a 2D projection of the experience.The seven exploratory tests involved 19 volunteers. Through this exploration, methods for aiming within the brain (e.g. masks/algorithms for coordinate-system control) and calculations for the analyses (e.g. calculations based on connectivity versus activity) were updated by the project team throughout the project. The final procedure involved three initial rounds of rtfMRI-nf for learning brain strategies. Then, the volunteers were provided with VR headsets and given instructions for one week of use. Afterward, a new session with three rounds of rtfMRI-nf was conducted.
RESULTS
Through our exploration of the indirect effect parameters - brain region activity (directed oxygenated blood flow), connectivity (degree of correlated activity in different regions), and neurofeedback score - the volunteers tended to increase activity in the reinforced brain regions through our seven tests. Updates of procedures and analyses were always conducted between pilots, and never within. The VR simulated repetition was tested in pilot 7, but the role of the VR contribution in this setting is unclear due to underpowered testing.
CONCLUSION
This proof-of-concept protocol implies how rtfMRI-nf may be used to selectively train two brain regions (SMA and rIFG). The method may likely be adapted to train any given region in the brain, but readers are advised to update and adapt the procedure to experimental needs.
PubMed: 38827812
DOI: 10.2478/joeb-2024-0006 -
Ear, Nose, & Throat Journal May 2024The vestibular system not only supports reflex function at the brainstem level, but is also associated with higher levels of cognitive function. Vertigo due to...
The vestibular system not only supports reflex function at the brainstem level, but is also associated with higher levels of cognitive function. Vertigo due to vestibular disorders may lead to or be associated with cognitive dysfunction. Patients with deficits of both vestibular as well as cognitive function may be at particularly high risk for events like falls or certain diseases, such as Alzheimer's. To analyze the current state of research and trends in the global research literature regarding the correlation between vestibular disorders, vertigo, and cognitive impairment. We utilized Bibliometrix package to search databases including PubMed, Web of Science, etc for search terms. Databases were searched up to December 15, 2022, and a total of 2222 publications were retrieved. Ultimately, 53 studies were included. A total of 261 authors published in 38 journals and conferences with an overall increasing annual growth rate of 6.94%. The most-published journal was . The most-published country was the United States, followed by Italy and Brazil. The most-published institution was Johns Hopkins University with a total of 13 articles. On performing trend analysis, we found that the most frequent focus of research in this field include the testing of vestibular perception, activation of the brain-related cortex, and the influence of stimulus-triggered vestibular snail reflex on visual space. The potential focal points are the risk of falling and the ability to extract spatial memory information, and the focus of research in recent decades has revolved around balance, falling, and Alzheimer's disease. Vestibular impairment in older adults affects cognitive function, particularly immediate memory, visuospatial cognition, and attention, with spatial cognition being the most significantly affected. In the future, virtual reality-based vestibular rehabilitation techniques and caloric stimulation could be potential interventions for the treatment of cognitive impairment.
PubMed: 38818829
DOI: 10.1177/01455613241257396