Virtual Reality Attention Management Program for Improving Attention in Children
Virtual Reality Attention Management Program for Improving Attention in Children
批准号:
10442641
负责人:
JULIE B. SCHWEITZER
金额:
$62.92万
依托单位国家:
美国
项目类别:
财政年份:
2017
资助国家:
美国
项目状态:
已结题
起止时间:
2017-02-01 至 2024-06-30
关键词:
3-DimensionalAccidentsAdherenceAdultAffectAgeAnxietyApplications GrantsAttentionAttention deficit hyperactivity disorderAuditoryAutomobile DrivingBehavioralBehavioral SciencesChildClinicalClinical TrialsCognitionCognitiveCombined Modality TherapyComputersControl GroupsDataDiseaseDistalDoseEnvironmentExerciseEye MovementsFailureFamilyFrequenciesFundingFutureGeneral PopulationGoalsGraduation RatesHead MovementsHomeImpairmentIncidenceInterventionLaboratoriesLearningLinkLiteratureLongevityMaintenanceMathematicsMeasuresMental disordersMethodsModelingMonitorNational Institute of Mental HealthNeurosciencesOutcomeOutcome MeasureParentsParticipantPerformancePersonsPhasePhysiologicalPrecision therapeuticsPreventionProcessProductivityPublic HealthRandomizedRandomized Controlled TrialsResearchResearch Domain CriteriaSaccadesSamplingSchoolsSeveritiesSocietiesSportsStrategic PlanningSubstance Use DisorderSuicide attemptSurgeonSymptomsSystemTask PerformancesTechnologyTestingText MessagingTimeTrainingUnited States National Institutes of HealthVisualWaiting ListsWalkingWorkplacearmattentional controlbasebehavioral responsecognitive controlcognitive functioncognitive testingcontrol trialcostcost estimatecriminal behaviordaily functioningdistracted drivingdistractioneducational atmosphereefficacy clinical trialexperiencefirst responderfollow-upfunctional outcomeshabituationhealth disparityhigh schoolimprovedinattentioninterestlight weightnoveloculomotorpeerphysical conditioningpost-traumatic stressprogramsrelating to nervous systemresponseskillssocialsocial mediasuccesstargeted treatmentteachertreatment adherencevirtual realityvirtual reality gamevirtual reality headsetvirtual reality simulation
中文摘要
分心是一个日益严重的公共卫生问题,估计由于分心而造成的社会危害
1.独自驾驶1230亿美元。在短信、社交媒体和电脑弹出窗口盛行的时代,
不可避免没有专门开发的已知干预措施来减少干扰
关注该项目将测试一种将虚拟现实(VR)技术与习惯化学习相结合的治疗方法
和暴露疗法,以减少干扰物干扰儿童学习和注意力的能力,
很容易分心我们会在有注意力不集中症状的孩子身上测试这种疗法-
缺陷/多动障碍(ADHD),因为他们代表了一个丰富的样本经历损害分心
干扰他们的日常功能我们假设患有严重注意力不集中的儿童
学会忽略干扰因素,并在虚拟现实治疗中提高他们的注意力,
集中注意力。我们的神经目标是主动和被动的控制机制,用于抑制
分心物加工我们将评估VR疗法在通过扫视调节分心抑制方面的效果
指标和测量干扰器的眼球捕获频率以及干扰器的效率
治疗前后的抑制。注意力分散者、家长和教师的头部运动变化
评分量表和在需要注意力的任务上的表现改善将进一步评估治疗的成功
以及它对新环境的概括能力。孩子们将在家里使用VR进行电脑练习
这款头戴式耳机模拟了具有高干扰因素的教室环境。孩子们将表演
注意力要求的任务,如果他们是在一个教室的强度和速度的介绍,
个性化的干扰(例如,同伴谈话,老师走过)根据孩子的表现进行调整。
有了今天的低成本VR游戏技术,孩子们将能够参加习惯化治疗会议
在家里,每周几次,使用轻便舒适的VR游戏耳机。
在VR治疗的“快速失败”测试中,R61阶段将评估初步的成功和可行性。
在适应性训练与等待名单对照试验中,R33阶段
如果R61试验结果表明扫视指标响应于VR治疗而改变,则将开始。
与RFA一致,R33将测试VR治疗的目标参与程度之间的联系
和功能成果(家长和教师评级)和可行性。R33将比较自适应牵引器
训练,非适应性分心训练和候补控制臂的儿童与高分心率。
本试验的数据将决定是否在更大的R 01中进行后续确证性研究
项目未来的研究将包括除了教室之外的新VR场景和更长时间的维护测试
治疗的效果。该项目符合国家卫生研究所战略计划:目标3:努力预防
和治疗,”通过开发基于神经科学和行为科学的新的精确治疗。
英文摘要
Distraction is a growing and large public health problem with estimated societal harm due to distracted
driving alone at $123 billion 1. In the age of texting, social media and computer pop-ups, distractions are
unavoidable. There are no known interventions specifically developed to reduce distractions from interfering with
attention. This project will test a treatment that combines virtual reality (VR) technology with habituation learning
and exposure therapy to reduce the ability of distractors to interfere with learning and attention in children who
are highly susceptible to being distracted. We will test the treatment in children with symptoms of attention-
deficit/hyperactivity disorder (ADHD) as they represent an enriched sample experiencing impairing distractibility
that interferes with their daily functioning. We hypothesize that children who suffer from severe distractibility can
learn to ignore the distractors and improve their attention in VR therapy that simulates environments requiring
focused attention. Our neural targets are both proactive and reactive control mechanisms used to suppress
distractor processing. We will assess how well VR therapy is at modulating distractor suppression via saccade
metrics and measure the frequency of oculomotor capture by distractors as well as the efficiency of distractor
suppression before and after therapy. Changes in head movement toward distractors, parent and teacher ADHD
rating scales and improved performance on attention-demanding tasks will further assess success of the therapy
and its ability to generalize to novel environments. Children will practice computer exercises at home using a VR
headset that simulates a classroom environment with a high rate of distractors. Children will be performing
attention-demanding tasks as if they were in a classroom with the intensity and rate of presentation of the
personalized distractions (e.g., peers talking, teacher walking by) adapted according to the child’s performance.
With today’s low-cost VR-gaming technology, children will be able to participate in habituation treatment sessions
at-home, several times a week, using a lightweight and comfortable VR gaming headset.
In this “fast fail” test of the VR therapy, the R61 phase will assess the preliminary success and feasibility
of VR training to modify saccades to distractors in an adaptive training versus waitlist control trial. The R33 phase
will commence if the R61 trial results indicate saccade metrics change in response to the VR treatment.
Consistent with the RFA, the R33 will test the link between the degree of the VR therapy’s target engagement
and functional outcomes (parent & teacher ratings) and feasibility. The R33 will compare an adaptive distractor
training, non-adaptive distractor training and a waitlist control arm in children with high rates of distractibility.
Data from this trial will determine whether to go forward for a subsequent confirmatory study in a larger, R01
project. Future studies will include new VR scenarios besides the classroom and a longer test of maintenance
effects of the therapy. This project is consistent with the NIMH Strategic Plan: Objective 3: Strive for Prevention
and Cures,” by developing new precision treatments based on neuroscience and behavioral science.
期刊论文(1)
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科研奖励(0)
会议论文
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