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Research Project
REHABNET: NEUROSCIENCE BASED INTERACTIVE SYSTEMS FOR MOTOR REHABILITATION
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Publications
Comparing adaptive cognitive training in virtual reality and paper-pencil in a sample of stroke patients
Publication . Faria, Ana Lúcia; Paulino, Teresa; Bermúdez i Badia, Sergi
The growing number of people with cognitive
deficits creates an urgent need for new cognitive training
solutions. Paper-and-pencil tasks are still widely used for
cognitive rehabilitation despite the proliferation of new
computer-based methods, like VR-based simulations of ADL’s.
The health professionals’ resistance in adopting new tools
might be explained by the small number of validation trials.
Studies have established construct validity of VR assessment
tools with their paper-and-pencil versions by demonstrating
significant associations with their traditional construct-driven
measures. However, adaptive rehabilitation tools for
intervention are mostly not equivalent to their counterpart
paper-and-pencil versions, which makes it difficult to carry out
comparative studies. Here we present a 12-session intervention
study with 31 stroke survivors who underwent different
rehabilitation protocols based on the same content and
difficulty adaptation progression framework: 17 performed
paper-and-pencil training with the Task Generator and 14
performed VR-based training with the Reh@City. Results
have shown that both groups performed at the same level and
there was not an effect of the training methodology in overall
performance. However, the Reh@City enabled more intensive
training, which may translate in more cognitive improvements.
Reh@City v2.0: a comprehensive virtual reality cognitive training system based on personalized and adaptive simulations of activities of daily living
Publication . Paulino, Teresa; Faria, Ana Lúcia; Bermúdez i Badia, Sergi
Cognitive impairments are among the most
common age-related disabilities worldwide. Literature has
shown that cognitive training using Virtual Reality (VR)
systems can be a valid and effective solution for cognitive
rehabilitation. Virtual environments can be easily customized
to deliver very specific training by controlling the presentation
of stimuli and keeping track of the user responses. Reh@City
(RC) is a virtual reality simulation of a city where patients can
train a variety of cognitive skills while performing simulated
activities of daily living. An initial prototype of this city with
four environments was clinically validated with a stroke
sample, and the encouraging results motivated further
iterations and improvements in the RC, in terms of its tasks,
interaction with the content, and task adaptation. This paper
presents the efforts of creating RC v2.0, a VR-based software
system for cognitive rehabilitation that presents different
cognitive training tasks that take place in 8 realistically
modeled 3D environments, that are personalized to the patient
clinical profile and also implements automatic difficulty
adaptation.
A comparison of two personalization and adaptive cognitive rehabilitation approaches: a randomized controlled trial with chronic stroke patients
Publication . Faria, Ana Lúcia; Pinho, Maria Salomé; Bermúdez i Badia, Sergi
Background: Paper-and-pencil tasks are still widely used for cognitive rehabilitation despite the proliferation of
new computer-based methods, like VR-based simulations of ADL’s. Studies have established construct validity of VR
assessment tools with their paper-and-pencil version by demonstrating significant associations with their traditional
construct-driven measures. However, VR rehabilitation intervention tools are mostly developed to include
mechanisms such as personalization and adaptation, elements that are disregarded in their paper-and-pencil
counterparts, which is a strong limitation of comparison studies. Here we compare the clinical impact of a
personalized and adapted paper-and-pencil training and a content equivalent and more ecologically valid VR-based
ADL’s simulation.
Methods: We have performed a trial with 36 stroke patients comparing Reh@City v2.0 (adaptive cognitive training
through everyday tasks VR simulations) with Task Generator (TG: content equivalent and adaptive paper-and-pencil
training). The intervention comprised 12 sessions, with a neuropsychological assessment pre, post-intervention and
follow-up, having as primary outcomes: general cognitive functioning (assessed by the Montreal Cognitive
Assessment - MoCA), attention, memory, executive functions and language specific domains.
Results: A within-group analysis revealed that the Reh@City v2.0 improved general cognitive functioning, attention,
visuospatial ability and executive functions. These improvements generalized to verbal memory, processing speed
and self-perceived cognitive deficits specific assessments. TG only improved in orientation domain on the MoCA,
and specific processing speed and verbal memory outcomes. However, at follow-up, processing speed and verbal
memory improvements were maintained, and a new one was revealed in language. A between-groups analysis
revealed Reh@City v2.0 superiority in general cognitive functioning, visuospatial ability, and executive functions on
the MoCA. Conclusions: The Reh@City v2.0 intervention with higher ecological validity revealed higher effectiveness with
improvements in different cognitive domains and self-perceived cognitive deficits in everyday life, and the TG
intervention retained fewer cognitive gains for longer.
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Funding agency
European Commission
Funding programme
FP7
Funding Award Number
303891