Application of virtual reality graphics in assessment of concussion

Application of virtual reality graphics in assessment of concussion
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DOI:
10.1089/cpb.2006.9.188
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发表时间:
2006-04-01
期刊:
CYBERPSYCHOLOGY & BEHAVIOR
影响因子:
--
通讯作者:
Newell, Karl
Newell, Karl
中科院分区:
其他
文献类型:
--
作者:
Slobounov, Semyon;Slobounov, Elena;Newell, Karl

文献摘要

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创伤性脑损伤(TBI)患者的异常平衡在最近的许多研究中都有记录。然而,导致平衡赤字的具体机制尚未得到系统的研究。本文证明了视野运动的不稳定性影响,引起脑震荡的个人,而不是在正常对照组的虚拟现实图形。55名有脑震荡风险的学生运动员在受伤前参加了这项研究,其中10名遭受MTBI的受试者在事件发生后的第3天,第10天和第30天再次接受测试。使用虚拟现实(VR)环境结合平衡(AMTI测力板)和运动跟踪(鸟群)技术记录对视野运动的姿势反应。两个实验条件下,受试者被动地观看VR场景或主动操纵视野运动。视野运动的长期不稳定效应被揭示出来,尽管当引入标准平衡测试时受试者没有症状。研究结果表明,先进的VR技术可以在受伤后至少30天内检测到脑震荡的残留症状。
Abnormal balance in individuals suffering from traumatic brain injury (TBI) has been documented in numerous recent studies. However, specific mechanisms causing balance deficits have not been systematically examined. This paper demonstrated the destabilizing effect of visual field motion, induced by virtual reality graphics in concussed individuals but not in normal controls. Fifty five student-athletes at risk for concussion participated in this study prior to injury and 10 of these subjects who suffered MTBI were tested again on day 3, day 10, and day 30 after the incident. Postural responses to visual field motion were recorded using a virtual reality (VR) environment in conjunction with balance (AMTI force plate) and motion tracking (Flock of Birds) technologies. Two experimental conditions were introduced where subjects passively viewed VR scenes or actively manipulated the visual field motion. Long-lasting destabilizing effects of visual field motion were revealed, although subjects were asymptomatic when standard balance tests were introduced. The findings demonstrate that advanced VR technology may detect residual symptoms of concussion at least 30 days post-injury.