1.Effects of virtual reality in phase I cardiac rehabilitation training for elderly coronary heart disease patients after percutaneous coronary intervention.
Ying WANG ; Sheng-Lan YANG ; Su-Xin LUO ; Hua TONG ; Qin FANG ; Yong-Zheng GUO
Acta Physiologica Sinica 2023;75(6):953-961
The study aimed to examine the effects of virtual reality (VR) technology-based phase I cardiac rehabilitation (CR) program in elderly coronary heart disease (CHD) patients after percutaneous coronary intervention (PCI). Thirty-six cases of elderly CHD patients who underwent PCI in the First Affiliated Hospital of Chongqing Medical University from June 2022 to April 2023 were recruited by convenience sampling method. The patients were randomly assigned by means of random digital table method to two study groups: control group (n = 18), which received conventional nursing intervention after PCI, and experimental group (n = 18), which received a combined program of conventional nursing intervention together with CR program based on VR technology. The 6 min walk test (6MWT), Simple Physical Performance Battery (SPPB), SF-36 scale, Hospital Anxiety and Depression Scale (HADS) and Impact of Events Scale-Revised (IES-R) were tested before and after rehabilitation. Moreover, the incidence of major adverse cardiovascular events (MACE) was recorded at 3 months after PCI. After VR-based CR, the 6MWT distance and SPPB scores of patients in the experimental group were higher than those in control group (P < 0.05). The HADS scores and IES-R scores of the patients in the experimental group were lower than those in control group (P < 0.01), and the difference in SF-36 scale scores was not statistically significant between two groups (P > 0.05). The incidence of MACE was not significantly different at 3 months after PCI (P > 0.05). These results suggest that VR-based phase I CR program mitigates the degree of PCI postoperative stress, anxiety, and depression in elderly CHD patients, however, enhances the resistance to fatigue and does not increase the risk of adverse cardiac events, suggesting it is a safe intervention.
Aged
;
Humans
;
Anxiety
;
Cardiac Rehabilitation/methods*
;
Coronary Disease/surgery*
;
Percutaneous Coronary Intervention/adverse effects*
;
Virtual Reality
2.Research Progress in Physiological Evaluation and Treatment of Visually Induced Motion Sickness in Virtual Reality.
Zhen-Qian SHEN ; Fei SUN ; Yao WANG ; Yong-Jun WANG
Acta Academiae Medicinae Sinicae 2023;45(6):980-986
Visually induced motion sickness(VIMS)is the major barrier to be broken in the development of virtual reality(VR)technology,which seriously affects the progress in the VR industry.Therefore,the detection and evaluation of VIMS has become a hot research topic nowadays.We review the progress in physiological assessment of VIMS in VR based on several physiological indicators,including electroencephalogram(EEG),postural sway,eye movements,heart rate variability,and skin electrical signals,and summarize the available therapies,aiming to provide an outlook on the future research directions of VIMS.
Humans
;
Motion Sickness/diagnosis*
;
Virtual Reality
;
Heart Rate
3.Application of electronic skin in healthcare and virtual reality.
Guangyao ZHAO ; Kuanming YAO ; Yiming LIU ; Xingcan HUANG ; Xinge YU
Journal of Biomedical Engineering 2023;40(6):1062-1070
Electronic skin has shown great application potential in many fields such as healthcare monitoring and human-machine interaction due to their excellent sensing performance, mechanical properties and biocompatibility. This paper starts from the materials selection and structures design of electronic skin, and summarizes their different applications in the field of healthcare equipment, especially current development status of wearable sensors with different functions, as well as the application of electronic skin in virtual reality. The challenges of electronic skin in the field of wearable devices and healthcare, as well as our corresponding strategies, are discussed to provide a reference for further advancing the research of electronic skin.
Humans
;
Wearable Electronic Devices
;
Virtual Reality
4.Research on the Progress of Applying Virtual Reality Technology in Preventing Falls in the Elderly.
Qian XIAO ; Xiulin WEN ; Xiaohong HU ; Mei HAN ; Yanchao CUI ; Jingrong WANG ; Liqun LUO
Chinese Journal of Medical Instrumentation 2023;47(5):539-544
The primary cause of injury and death in the elderly has been reflected in fall the elderly, so the application of reasonable and effective prevention strategies has great significance in reducing the risk of fall in the elderly. The research progress of virtual reality technology applied in preventing fall in the elderly at home and abroad over the years was systematically reviewed in this study. The mechanism of the technology in preventing fall in the elderly was mainly elaborated from five aspects of improving balance ability, gait disturbance, cognitive impairment, muscle strength and the fear psychology of falling. The purpose of this thesis is to broaden the research ideas of medical personnel on the prevention of fall of the elderly, provide more effective clinical practice plans, reduce the occurrence of fall, and guarantee the safety of the elderly.
Aged
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Humans
;
Gait
;
Muscle Strength
;
Technology
;
Virtual Reality
5.A Virtual Reality Platform for Context-Dependent Cognitive Research in Rodents.
Xue-Tong QU ; Jin-Ni WU ; Yunqing WEN ; Long CHEN ; Shi-Lei LV ; Li LIU ; Li-Jie ZHAN ; Tian-Yi LIU ; Hua HE ; Yu LIU ; Chun XU
Neuroscience Bulletin 2023;39(5):717-730
Animal survival necessitates adaptive behaviors in volatile environmental contexts. Virtual reality (VR) technology is instrumental to study the neural mechanisms underlying behaviors modulated by environmental context by simulating the real world with maximized control of contextual elements. Yet current VR tools for rodents have limited flexibility and performance (e.g., frame rate) for context-dependent cognitive research. Here, we describe a high-performance VR platform with which to study contextual behaviors immersed in editable virtual contexts. This platform was assembled from modular hardware and custom-written software with flexibility and upgradability. Using this platform, we trained mice to perform context-dependent cognitive tasks with rules ranging from discrimination to delayed-sample-to-match while recording from thousands of hippocampal place cells. By precise manipulations of context elements, we found that the context recognition was intact with partial context elements, but impaired by exchanges of context elements. Collectively, our work establishes a configurable VR platform with which to investigate context-dependent cognition with large-scale neural recording.
Animals
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Mice
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Rodentia
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Virtual Reality
;
Cognition
;
Recognition, Psychology
6.The Value of VR-PVEP in Objective Evaluation of Monocular Refractive Visual Impairment.
Hong-Xia HAO ; Jie-Min CHEN ; Rong-Rong WANG ; Xiao-Ying YU ; Meng WANG ; Zhi-Lu ZHOU ; Yan-Liang SHENG ; Wen-Tao XIA
Journal of Forensic Medicine 2023;39(4):382-387
OBJECTIVES:
To study the virtual reality-pattern visual evoked potential (VR-PVEP) P100 waveform characteristics of monocular visual impairment with different impaired degrees under simultaneous binocular perception and monocular stimulations.
METHODS:
A total of 55 young volunteers with normal vision (using decimal recording method, far vision ≥0.8 and near vision ≥0.5) were selected to simulate three groups of monocular refractive visual impairment by interpolation method. The sum of near and far vision ≤0.2 was Group A, the severe visual impairment group; the sum of near and far vision <0.8 was Group B, the moderate visual impairment group; and the sum of near and far vision ≥0.8 was Group C, the mild visual impairment group. The volunteers' binocular normal visions were set as the control group. The VR-PVEP P100 peak times measured by simultaneous binocular perception and monocular stimulation were compared at four spatial frequencies 16×16, 24×24, 32×32 and 64×64.
RESULTS:
In Group A, the differences between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at 24×24, 32×32 and 64×64 spatial frequencies were statistically significant (P<0.05); and the P100 peak time of normal vision eyes at 64×64 spatial frequency was significantly different from the simulant visual impairment eyes (P<0.05). In Group B, the differences between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at 16×16, 24×24 and 64×64 spatial frequencies were statistically significant (P<0.05); and the P100 peak time of normal vision eyes at 64×64 spatial frequency was significantly different from the simulant visual impairment eyes (P<0.05). In Group C, there was no significant difference between P100 peak times of simulant visual impairment eyes and simultaneous binocular perception at all spatial frequencies (P>0.05). There was no significant difference in the P100 peak times measured at all spatial frequencies between simulant visual impairment eyes and simultaneous binocular perception in the control group (P>0.05).
CONCLUSIONS
VR-PVEP can be used for visual acuity evaluation of patients with severe and moderate monocular visual impairment, which can reflect the visual impairment degree caused by ametropia. VR-PVEP has application value in the objective evaluation of visual function and forensic clinical identification.
Humans
;
Evoked Potentials, Visual
;
Vision, Ocular
;
Vision, Binocular/physiology*
;
Vision Disorders/diagnosis*
;
Virtual Reality
7.Current status and prospect of virtual reality technique's application in wound repair.
Heng Chang LI ; Jie Hui LI ; Wei LU ; Xuan HE
Chinese Journal of Burns 2022;38(5):486-490
As a new technology of drug-free treatment, virtual reality technique has been used in various medical fields, and is being increasingly applied in the field of wound repair. Virtual reality technology can alleviate the pain caused by acute and chronic wounds, relieve the psychological anxiety of patients with wounds, and then facilitate the recovery of patients. This paper reviews the research progress of virtual reality technique's application as a clinical adjuvant therapy in wound repair in three aspects: pain treatment, psychological treatment, and functional rehabilitation, analyzes the advantages and disadvantages of this technique, and discusses the prospects of its further application in the field of wound repair.
Anxiety
;
Humans
;
Pain
;
Pain Management/methods*
;
Technology
;
Virtual Reality
8.Virtual reality-assisted management of communicated solitary fibrous tumor in skull base: a case report.
Wang Hu ZHENG ; Chao LI ; Yu Qiu ZHOU ; Yong Cong CAI ; Teng LI ; Jian JIANG ; Rong Hao SUN ; Chun Yan SHUI ; Xu WANG ; Tian Qi HE ; Yu Dong NING ; Gang QIN
Chinese Journal of Otorhinolaryngology Head and Neck Surgery 2022;57(1):65-68
9.Jiao's scalp acupuncture combined with virtual reality rehabilitation training for motor dysfunction in patients with Parkinson's disease: a randomized controlled trial.
Zhen-Mei HONG ; Ji-Fang QIU ; Shu-Qing ZHANG ; Yan-Bo WANG ; Ke-Lin HE ; Rui-Jie MA
Chinese Acupuncture & Moxibustion 2022;42(7):726-730
OBJECTIVE:
To compare the clinical efficacy between Jiao's scalp acupuncture combined with virtual reality (VR) rehabilitation training and VR rehabilitation training alone for motor dysfunction in patients with Parkinson's disease (PD).
METHODS:
A total of 52 patients with PD were randomly divided into an observation group and a control group, 26 cases in each group. The patients in both groups were treated with routine basic treatment, and the patients in the control group were treated with VR rehabilitation training. The patients in the observation group were treated with Jiao's scalp acupuncture on the basis of the control group. The scalp points included the movement area, balance area and dance tremor control area. Both groups were treated once a day, 5 times a week for a total of 8 weeks. Before treatment and 4 and 8 weeks into treatment, the gait parameters (step distance, step width, step speed and step frequency), timed "up and go" test (TUGT) time and unified Parkinson's disease rating scale part Ⅲ (UPDRS-Ⅲ) score were compared between the two groups, and the clinical efficacy was evaluated.
RESULTS:
Four weeks into treatment, except for the step width in the control group, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01, P<0.05); the step distance in the observation group was better than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05). Eight weeks into treatment, the gait parameters of the two groups were improved, the TUGT time was shortened, and the UPDRS-Ⅲ scores were reduced (P<0.01); the step distance and step speed in the observation group were better than those in the control group, the TUGT time in the observation group was shorter than that in the control group, and the UPDRS-Ⅲ score in the observation group was lower than that in the control group (P<0.05, P<0.01). The total effective rate was 92.3% (24/26) in the observation group, which was higher than 69.2% (18/26) in the control group (P<0.05).
CONCLUSION
Jiao's scalp acupuncture combined with VR rehabilitation training could improve the gait parameters, walking ability and motor function in patients with PD. The clinical effect is better than VR rehabilitation training alone.
Acupuncture Therapy/adverse effects*
;
Gait
;
Humans
;
Parkinson Disease/therapy*
;
Scalp
;
Virtual Reality
10.Electrophysiological characteristics of emotion arousal difference between stereoscopic and non-stereoscopic virtual reality films.
Feng TIAN ; Wenrui ZHANG ; Yingjie LI
Journal of Biomedical Engineering 2022;39(1):56-66
There are two modes to display panoramic movies in virtual reality (VR) environment: non-stereoscopic mode (2D) and stereoscopic mode (3D). It has not been fully studied whether there are differences in the activation effect between these two continuous display modes on emotional arousal and what characteristics of the related neural activity are. In this paper, we designed a cognitive psychology experiment in order to compare the effects of VR-2D and VR-3D on emotional arousal by analyzing synchronously collected scalp electroencephalogram signals. We used support vector machine (SVM) to verify the neurophysiological differences between the two modes in VR environment. The results showed that compared with VR-2D films, VR-3D films evoked significantly higher electroencephalogram (EEG) power (mainly reflected in α and β activities). The significantly improved β wave power in VR-3D mode showed that 3D vision brought more intense cortical activity, which might lead to higher arousal. At the same time, the more intense α activity in the occipital region of the brain also suggested that VR-3D films might cause higher visual fatigue. By the means of neurocinematics, this paper demonstrates that EEG activity can well reflect the effects of different vision modes on the characteristics of the viewers' neural activities. The current study provides theoretical support not only for the future exploration of the image language under the VR perspective, but for future VR film shooting methods and human emotion research.
Arousal
;
Electroencephalography
;
Emotions/physiology*
;
Humans
;
Motion Pictures
;
Virtual Reality

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