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88 REASmash: A serious game in immersive virtual reality for the evaluation of spatial and non-spatial attention impairments in post-stroke individuals.

Published online by Cambridge University Press:  21 December 2023

Khawla Ajana*
Affiliation:
Psychological Sciences Research Institute (IPSY, Louvain-la-neuve, Belgium.
Gauthier Everard
Affiliation:
Institut de Recherche Experimentale et Clinique, Brussels, Belgium.
Thierry Lejeune
Affiliation:
Institut de Recherche Experimentale et Clinique, Brussels, Belgium. Service de Medecine Physique et Read-aptation, Cliniques Universitaires Saint-Luc,, Brussels, Belgium
Martin Gareth Edwards
Affiliation:
Psychological Sciences Research Institute (IPSY, Louvain-la-neuve, Belgium.
*
Correspondence: Khawla AJANA PSY-NAPS Group Psychological Sciences Research Institute (IPSY), Universite Catholique deLouvain. Email address: [email protected]
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Abstract

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Objective:

Stroke results in various cognitive and motor impairments. The most frequent cognitive problem is spatial and non-spatial attention, typically caused by unilateral brain lesion. Attention is typically assessed with several different paper-and-pencil tests, which have long been criticized for their lack of theoretical basis, their limited ecological validity to deficits experienced in daily life, and their lack of measurement sensitivity (Appelros et al., 2004; Azouvi, 2017). Here, our global aim was to develop an innovative integrative serious game in an immersive environment. The REASmash, combines the evaluation of spatial attention, non-spatial attention, and motor performance. We present the spatial and non-spatial cognitive attention evaluation results.

Participants and Methods:

Eighteen first stroke individuals and 40 age-match healthy controls were assessed on the REASmash. They were instructed to find a target mole presented amongst distractor moles. The stimulus array consisted of a grid of 6 columns and 4 rows of molehills, from which the target and 11, 17 and 23 distractors moles could randomly appear, in two search conditions (single feature condition and saliency condition). Responses were made with the ipsilesional hand for individuals with stroke and with the dominant hand for the healthy controls. Participants were evaluated also with two standardized clinical tests of attention; the hearts cancellation task of the Oxford Cognitive Screen, and the visual scanning subtest of the Test for Attentional Performance.

Results:

Validation results showed significant and strong correlations between the REASmash and the two reference tests, with the REASmash showing high sensitivity and specificity (i.e., the correct identification of the post-stroke vs. control individuals). The REASmash also showed significant and strong test/re-test reliability. We additionally evaluated user experience using the UEQ, and the results showed excellent attractiveness and novelty, and good stimulation and efficiency.

Conclusions:

In conclusion, the REASmash is a novel immersive virtual environment serious game that is valid, sensitive, and usable. It provides a new diagnosis measure spatial and non-spatial attention impairment.

Type
Poster Session 05: Neuroimaging | Neurophysiology | Neurostimulation | Technology | Cross Cultural | Multiculturalism | Career Development
Copyright
Copyright © INS. Published by Cambridge University Press, 2023