RESUMEN
Methamphetamine use disorder (MUD) is an illness associated with severe health consequences. Virtual reality (VR) is used to induce the drug-cue reactivity and significant EEG and ECG abnormalities were found in MUD patients. However, whether a link exists between EEG and ECG abnormalities in patients with MUD during exposure to drug cues remains unknown. This is important from the therapeutic viewpoint because different treatment strategies may be applied when EEG abnormalities and ECG irregularities are complications of MUD. We designed a VR system with drug cues and EEG and ECG were recorded during VR exposure. Sixteen patients with MUD and sixteen healthy subjects were recruited. Statistical tests and Pearson correlation were employed to analyze the EEG and ECG. The results showed that, during VR induction, the patients with MUD but not healthy controls showed significant [Formula: see text] and [Formula: see text] power increases when the stimulus materials were most intense. This finding indicated that the stimuli are indiscriminate to healthy controls but meaningful to patients with MUD. Five heart rate variability (HRV) indexes significantly differed between patients and controls, suggesting abnormalities in the reaction of patient's autonomic nervous system. Importantly, significant relations between EEG and HRV indexes changes were only identified in the controls, but not in MUD patients, signifying a disruption of brain-heart relations in patients. Our findings of stimulus-specific EEG changes and the impaired brain-heart relations in patients with MUD shed light on the understanding of drug-cue reactivity and may be used to design diagnostic and/or therapeutic strategies for MUD.
Asunto(s)
Metanfetamina , Realidad Virtual , Humanos , Metanfetamina/efectos adversos , Señales (Psicología) , Encéfalo , Frecuencia Cardíaca/fisiologíaRESUMEN
Early diagnosis and treatment can reduce the symptoms of Attention Deficit/Hyperactivity Disorder (ADHD) in children, but medical diagnosis is usually delayed. Hence, it is important to increase the efficiency of early diagnosis. Previous studies used behavioral and neuronal data during GO/NOGO task to help detect ADHD and the accuracy differed considerably from 53% to 92%, depending on the employed methods and the number of electroencephalogram (EEG) channels. It remains unclear whether data from a few EEG channels can still lead to a good accuracy of detecting ADHD. Here, we hypothesize that introducing distractions into a VR-based GO/NOGO task can augment the detection of ADHD using 6-channel EEG because children with ADHD are easily distracted. Forty-nine ADHD children and 32 typically developing children were recruited. We use a clinically applicable system with EEG to record data. Statistical analysis and machine learning methods were employed to analyze the data. The behavioral results revealed significant differences in task performance when there are distractions. The presence of distractions leads to EEG changes in both groups, indicating immaturity in inhibitory control. Importantly, the distractions additionally enhanced the between-group differences in NOGO α and γ power, reflecting insufficient inhibition in different neural networks for distraction suppression in the ADHD group. Machine learning methods further confirmed that distractions enhance the detection of ADHD with an accuracy of 85.45%. In conclusion, this system can assist in fast screenings for ADHD and the findings of neuronal correlates of distractions can help design therapeutic strategies.
RESUMEN
Virtual reality (VR) has been widely adopted by therapists to provide rich motor training tasks. Time series data of motion trajectory accompanied with the interaction of VR system may contain important clues in regard to the assessment of motor function, however, clinical evaluation scales such as Fugl-Meyer Assessment (FMA), Wolf Motor Function Test (WMFT), and Test D'évaluation Des Membres Supérieurs Des Personnes Âgées (TEMPA) are highly depended in clinic. Further, there is not yet an assessment method that simultaneously consider motion trajectory and clinical evaluation scales. The objective of this study is to establish an evidence-based assessment model by machine-learning method that integrated motion trajectory of a VR task with clinical evaluation scales. In this study, a VR system for upper-limb motor training was proposed for stroke rehabilitation. Clinical trials with 20 stroke patients were performed. A variety of motor indicators that derived via motion trajectory were proposed. The correlations between motor indicators and clinical evaluation scales were examined. Further, motor indicators were integrated with evaluation scales to develop a machine-learning based model that represents an evidence-based motor assessment approach. Clinical evaluation scales, FMA, TEMPA and WMFT, were significantly progressed. A few motor indicators were found significantly correlated with clinical evaluation scales. The accuracy of machine-learning based assessment model was up to 86%. The proposed VR system is validated to be effective in motor rehabilitation. Motor indicators derived from motor trajectory were with potential for clinical motor assessment. Machine learning could be a promising tool to perform automatic assessment. Clinical and Translational Impact Statement-A VR task for motor rehabilitation was exanimated via clinical trials. Integrating motor indices with clinical assessment, a machine-learning model with accuracy of 86% was developed to evaluate motor function.
Asunto(s)
Rehabilitación de Accidente Cerebrovascular , Accidente Cerebrovascular , Realidad Virtual , Humanos , Extremidad Superior , Interfaz Usuario-ComputadorRESUMEN
Methamphetamine use disorder (MUD) is a brain disease that leads to altered regional neuronal activity. Virtual reality (VR) is used to induce the drug cue reactivity. Previous studies reported significant frequency-specific neuronal abnormalities in patients with MUD during VR induction of drug craving. However, whether those patients exhibit neuronal abnormalities after VR induction that could serve as the treatment target remains unclear. Here, we used an integrated VR system for inducing drug related changes and investigated the neuronal abnormalities after VR exposure in patients. Fifteen patients with MUD and ten healthy subjects were recruited and exposed to drug-related VR environments. Resting-state EEG were recorded for 5 minutes twice-before and after VR and transformed to obtain the frequency-specific data. Three self-reported scales for measurement of the anxiety levels and impulsivity of participants were obtained after VR task. Statistical tests and machine learning methods were employed to reveal the differences between patients and healthy subjects. The result showed that patients with MUD and healthy subjects significantly differed in Θ, α, and γ power changes after VR. These neuronal abnormalities in patients were associated with the self-reported behavioral scales, indicating impaired impulse control. Our findings of resting-state EEG abnormalities in patients with MUD after VR exposure have the translational value and can be used to develop the treatment strategies for methamphetamine use disorder.
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Metanfetamina , Realidad Virtual , Ansia/fisiología , Señales (Psicología) , Humanos , Interfaz Usuario-ComputadorRESUMEN
Alzheimer's disease (AD) is a neurodegenerative disorder. Though it is not yet curable or reversible, research has shown that clinical intervention or intensive cognitive training at an early stage may effectively delay the progress of the disease. As a result, screening populations with mild cognitive impairment (MCI) or early AD via efficient, effective and low-cost cognitive assessments is important. Currently, a cognitive assessment relies mostly on cognitive tests, such as the Mini-Mental State Examination (MMSE) or the Montreal Cognitive Assessment (MoCA), which must be performed by therapists. Also, cognitive functions can be divided into a variety of dimensions, such as memory, attention, executive function, visual spatial and so on. Executive functions (EF), also known as executive control or cognitive control, refer to a set of skills necessary to perform higher-order cognitive processes, including working memory, planning, attention, cognitive flexibility, and inhibitory control. Along with the fast progress of virtual reality (VR) and artificial intelligence (AI), this study proposes an intelligent assessment method aimed at assessing executive functions. Utilizing machine learning to develop an automatic evidence-based assessment model, behavioral information is acquired through performing executive-function tasks in a VR supermarket. Clinical trials were performed individuals with MCI or early AD and six healthy participants. Statistical analysis showed that 45 out of 46 indices derived from behavioral information were found to differ significantly between individuals with neurocognitive disorder and healthy participants. This analysis indicates these indices may be potential bio-markers. Further, machine-learning methods were applied to build classifiers that differentiate between individuals with MCI or early AD and healthy participants. The accuracy of the classifier is up to 100%, demonstrating the derived features from the VR system were highly related to diagnosis of individuals with MCI or early AD.
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Enfermedad de Alzheimer , Disfunción Cognitiva , Enfermedad de Alzheimer/diagnóstico , Inteligencia Artificial , Disfunción Cognitiva/diagnóstico , Humanos , Aprendizaje Automático , Pruebas de Estado Mental y Demencia , Pruebas Neuropsicológicas , SupermercadosRESUMEN
Methamphetamine abuse is getting worse amongst the younger population. While there is methadone or buprenorphine harm-reduction treatment for heroin addicts, there is no drug treatment for addicts with methamphetamine use disorder (MUD). Recently, non-medication treatment, such as the cue-elicited craving method integrated with biofeedback, has been widely used. Further, virtual reality (VR) is proposed to simulate an immersive virtual environment for cue-elicited craving in therapy. In this study, we developed a VR system equipped with flavor simulation for the purpose of inducing cravings for MUD patients in therapy. The VR system was integrated with multi-model sensors, such as an electrocardiogram (ECG), galvanic skin response (GSR) and eye tracking to measure various physiological responses from MUD patients in the virtual environment. The goal of the study was to validate the effectiveness of the proposed VR system in inducing the craving of MUD patients via the physiological data. Clinical trials were performed with 20 MUD patients and 11 healthy subjects. VR stimulation was applied to each subject and the physiological data was measured at the time of pre-VR stimulation and post-VR stimulation. A variety of features were extracted from the raw data of heart rate variability (HRV), GSR and eye tracking. The results of statistical analysis found that quite a few features of HRV, GSR and eye tracking had significant differences between pre-VR stimulation and post-VR stimulation in MUD patients but not in healthy subjects. Also, the data of post-VR stimulation showed a significant difference between MUD patients and healthy subjects. Correlation analysis was made and several features between HRV and GSR were found to be correlated. Further, several machine learning methods were applied and showed that the classification accuracy between MUD and healthy subjects at post-VR stimulation attained to 89.8%. In conclusion, the proposed VR system was validated to effectively induce the drug craving in MUD patients.
Asunto(s)
Metanfetamina , Realidad Virtual , Ansia , Señales (Psicología) , Humanos , Interfaz Usuario-ComputadorRESUMEN
Attention-deficit/Hyperactivity disorder(ADHD) is a common neurodevelopmental disorder among children. Traditional assessment methods generally rely on behavioral rating scales (BRS) performed by clinicians, and sometimes parents or teachers. However, BRS assessment is time consuming, and the subjective ratings may lead to bias for the evaluation. Therefore, the major purpose of this study was to develop a Virtual Reality (VR) classroom associated with an intelligent assessment model to assist clinicians for the diagnosis of ADHD. In this study, an immersive VR classroom embedded with sustained and selective attention tasks was developed in which visual, audio, and visual-audio hybrid distractions, were triggered while attention tasks were conducted. A clinical experiment with 37 ADHD and 31 healthy subjects was performed. Data from BRS was compared with VR task performance and analyzed by rank-sum tests and Pearson Correlation. Results showed that 23 features out of total 28 were related to distinguish the ADHD and non-ADHD children. Several features of task performance and neuro-behavioral measurements were also correlated with features of the BRSs. Additionally, the machine learning models incorporating task performance and neuro-behavior were used to classify ADHD and non-ADHD children. The mean accuracy for the repeated cross-validation reached to 83.2%, which demonstrated a great potential for our system to provide more help for clinicians on assessment of ADHD.