An immersive virtual reality game to train spatial attention orientation after stroke: A feasibility study.
Hanne Huygelier, Brenda Schraepen, Christophe Lafosse, Nathalie Vaes, Fabienne Schillebeeckx, Karla Michiels, Eline Note, Vero Vanden Abeele, Raymond van Ee, Céline R Gillebert
Author Information
Hanne Huygelier: Brain and Cognition, KU Leuven, Leuven, Belgium. ORCID
Brenda Schraepen: Brain and Cognition, KU Leuven, Leuven, Belgium.
Christophe Lafosse: Scientific Unit, Rehabilitation Hospital RevArte, Antwerp, Belgium.
Nathalie Vaes: Scientific Unit, Rehabilitation Hospital RevArte, Antwerp, Belgium.
Fabienne Schillebeeckx: Rehabilitation centre Pellenberg, University Hospital Leuven, Leuven, Belgium. ORCID
Karla Michiels: Rehabilitation centre Pellenberg, University Hospital Leuven, Leuven, Belgium.
Eline Note: Rehabilitation centre Pellenberg, University Hospital Leuven, Leuven, Belgium.
Vero Vanden Abeele: HCI/eMedia, Department of Computer Science, KU Leuven, Leuven, Belgium. ORCID
Raymond van Ee: Brain and Cognition, KU Leuven, Leuven, Belgium. ORCID
Céline R Gillebert: Brain and Cognition, KU Leuven, Leuven, Belgium. ORCID
Immersive virtual reality (IVR) may boost neglect recovery, as it can provide an engaging experience in a 3D environment. We designed an IVR rehabilitation game for neglect patients using the Oculus Rift. Multisensory cues were presented in the neglected visual field in a patient-tailored way. We acquired pilot data in 15 neurologically healthy controls and 7 stroke patients. First, we compared cybersickness before and after VR exposure. Second, we assessed the user experience through a questionnaire. Third, we tested whether neglect symptoms corresponded between the VR game and a computerized cancelation task. Fourth, we evaluated the effect of the multisensory cueing on target discrimination. Last, we tested two algorithms to tailor the game to the characteristics of the neglected visual field. Cybersickness significantly reduced after VR exposure in six stroke patients and was low in healthy controls. Patients rated the user experience neutral to positive. In addition, neglect symptoms were consistent between a computerized cancelation and VR rehabilitation task. The multisensory cue positively affected target discrimination in the game and we successfully presented sensory stimulation to the neglected visual field in a patient-tailored way. Our results show that it is promising to use gamified patient-tailored immersive VR for neglect rehabilitation.