Virtual Reality-assisted awake brain mapping. (Preprint)

2021 ◽  
Author(s):  
Florian Bernard ◽  
Morgane Casanova ◽  
Anne Clavreul ◽  
Ghislaine Aubin ◽  
Gwenaelle Soulard ◽  
...  

BACKGROUND Preserving major cognitive functions, such as visuo-spatial and social cognition in the surgical management of brain tumors could be decisive for the postoperative quality of life. Using virtual reality during awake brain surgery appears to be interesting for preserving complex cognitive functions. Developing neuropsychological tasks appropriate for use during awake brain surgery using virtual reality technology is challenging. OBJECTIVE In this paper, we describe our preliminary experience of extending progressively complex cognitive paradigms via dynamic VR environments during 68 peri-operative brain mapping. METHODS This is a single center, retrospective longitudinal study, concerning two cohorts. RESULTS A total of 65 patients (30 women, mean age 49.7, range 23-75) operated with VR-assisted Brain mapping were included. At least one VR task (VR-DO 80, VR Estermann or VR-TANGO task) during DES were done for all the patients. The mean duration of surgery was 4 h 30 min, the mean duration of the awake phase was 2 h 15 min. The mean intensity used for DES was 3 mA (Intensity from 0,5 to 8 mA). Mean total duration of VRH use per patient at 16 min (from 10 to 37 min). VR task allowed to preserve language, visual field, visuospatial and social cognition in our serie. CONCLUSIONS We show through illustrative cases how VR opens new possibilities for the mapping of complex cognitive functions within the operating theater. CLINICALTRIAL ClinicalTrials.gov NCT03010943Virtual reality; awake neurosurgery; visual field; social cognition; visuospatial cognition; unilateral spatial neglect. INTERNATIONAL REGISTERED REPORT RR2-10.2196/10332.

2009 ◽  
Vol 24 (S1) ◽  
pp. 1-1
Author(s):  
A. Tanet ◽  
A. Philippe ◽  
C. Cavezian ◽  
S. Chokron

In Pervasive Developmental Disorders, visual perception deficits, such as impaired face and object recognition, have been previously described. More particularly, Kracke (1994) as well as Pietz and colleagues (2003) reported prosopagnosia in individuals fulfilling criteria for Asperger Syndrome (AS). Moreover, anatomical or functional anomalies in the temporo-occipital areas have been observed in neuroimaging studies in autistic patients. Besides, this region is known to underlie visuo-attentional functions. Yet, the examination of such cognitive functions in autistic disorders is scarce, even in clinical practice.This poster presents the case study of a teenager (male, 14 years) diagnosed with AS on the basis of his developmental history and current presentation: marked social abnormalities, lack of ocular contact, good language although with verbal and non-verbal communication difficulties, circumscribed special interests and motor impairments.A neuropsychological and neuroophtalmological assessment of visuo-attentional cognitive functions revealed a visual field concentric reduction, signs of left unilateral spatial neglect, impaired visual pursuit, visuo-constructive apraxia and visual extinction. The anatomical MRI showed a mild enlargement of the left posterior ventricular horn (facing the occipital lobe), probably consecutive to a cortical atrophy (in the occipito-parietal parenchyma).This case study emphasizes that visuo-attentional cognitive difficulties such as visual recognition deficit, visual field defect and attentional bias may be associated to behavioural signs of AS. In addition to previous descriptions in the literature, our case study leads us to consider that neuropsychological assessments of visuo-attentional functions in children with autistic symptoms may provide invaluable clinical and theoretical information.


2016 ◽  
Vol 21 (4) ◽  
pp. 280
Author(s):  
Rabia Wajid ◽  
Ghazala Huma ◽  
Iram Mobusher

AbstractBackground:The incidence of Caesarean section is increasing day by day, which is usually conducted under spinal anesthesia. It is done on lower abdominal region and for this reason; the working of digestive system can slow down in the coming period. This is known as ileus, and is distressing for the patient but the way to prevent this problem, is there. One possible way of avoiding this consequence is chewing gum which tricks the body into thinking it is eating making the bowel start its function again.Objective:To compare the effect of chewing gum as compared to no intervention for early recovery of bowel system after lower segment caesarean section at term.Methodology:This randomized controlled trial was conducted on 100 females who were planned to undergo caesarean section. Informed consent was obtained and demographic details were noted. In group A, females were suggested to take chewing gum after 6 hours of surgery to chew for 60 minutes while in group B, females were not subjected to chewing gum. They were followedup in wards and time required for first bowel sound and first fecal discharge was noted and compared in both groups by using t-test.Results:The mean age of females was 24.48 1.99 years. The females presented at mean gestational age of 38.76 0.87 weeks. The mean BMI of females was 25.49 2.29 kg/m2. Total duration of surgery required for c-section including anesthesia time was 42.28 2.38 minutes. After surgery, the mean duration bet-ween c-section and first onset of feeling of hunger was 11.38 3.14 hours in chewing gum group and 16.84 0.49 hours in control group. The mean duration bet-ween c-section and first bowel sound was 21.39 0.68 hours in chewing gum group and in control group were 28.27 0.60 hours. The mean duration between c-section and first passage of flatus was 25.94 0.71 hours in chewing gum group and 32.00 0.77 hours in control group. The mean duration between c-section and first defecation was 31.56 0.81 hours in chewing gum group and 41.28 0.80 hours in control group. The difference was significant and chewing gum group required less duration for feel of hunger, first bowel sound, passage of flatus and defecation than control group (p < 0.05).Conclusion:In conclusion, use of chewing is effec-tive and beneficial in early recovery of females after caesarean section in terms of early return of bowel activities.Key words:Bowel Sound, Caesarean Section, Chew-ing Gum, Digestive System, Fecal Discharge, Ileus.


2020 ◽  
Author(s):  
Morgane Casanova ◽  
Anne Clavreul ◽  
Gwénaëlle Soulard ◽  
Matthieu Delion ◽  
Ghislaine Aubin ◽  
...  

BACKGROUND Language mapping during awake brain surgery is currently a standard procedure. However, mapping is rarely performed for other cognitive functions that are important for social interaction, such as visuospatial cognition and nonverbal language, including facial expressions and eye gaze. The main reason for this omission is the lack of tasks that are fully compatible with the restrictive environment of an operating room and awake brain surgery procedures. OBJECTIVE This study aims to evaluate the feasibility and safety of a virtual reality headset equipped with an eye-tracking device that is able to promote an immersive visuospatial and social virtual reality (VR) experience for patients undergoing awake craniotomy. METHODS We recruited 15 patients with brain tumors near language and/or motor areas. Language mapping was performed with a naming task, DO 80, presented on a computer tablet and then in 2D and 3D via the VRH. Patients were also immersed in a visuospatial and social VR experience. RESULTS None of the patients experienced VR sickness, whereas 2 patients had an intraoperative focal seizure without consequence; there was no reason to attribute these seizures to virtual reality headset use. The patients were able to perform the VR tasks. Eye tracking was functional, enabling the medical team to analyze the patients’ attention and exploration of the visual field of the virtual reality headset directly. CONCLUSIONS We found that it is possible and safe to immerse the patient in an interactive virtual environment during awake brain surgery, paving the way for new VR-based brain mapping procedures. CLINICALTRIAL ClinicalTrials.gov NCT03010943; https://clinicaltrials.gov/ct2/show/NCT03010943.


10.2196/24373 ◽  
2021 ◽  
Vol 23 (3) ◽  
pp. e24373
Author(s):  
Morgane Casanova ◽  
Anne Clavreul ◽  
Gwénaëlle Soulard ◽  
Matthieu Delion ◽  
Ghislaine Aubin ◽  
...  

Background Language mapping during awake brain surgery is currently a standard procedure. However, mapping is rarely performed for other cognitive functions that are important for social interaction, such as visuospatial cognition and nonverbal language, including facial expressions and eye gaze. The main reason for this omission is the lack of tasks that are fully compatible with the restrictive environment of an operating room and awake brain surgery procedures. Objective This study aims to evaluate the feasibility and safety of a virtual reality headset equipped with an eye-tracking device that is able to promote an immersive visuospatial and social virtual reality (VR) experience for patients undergoing awake craniotomy. Methods We recruited 15 patients with brain tumors near language and/or motor areas. Language mapping was performed with a naming task, DO 80, presented on a computer tablet and then in 2D and 3D via the VRH. Patients were also immersed in a visuospatial and social VR experience. Results None of the patients experienced VR sickness, whereas 2 patients had an intraoperative focal seizure without consequence; there was no reason to attribute these seizures to virtual reality headset use. The patients were able to perform the VR tasks. Eye tracking was functional, enabling the medical team to analyze the patients’ attention and exploration of the visual field of the virtual reality headset directly. Conclusions We found that it is possible and safe to immerse the patient in an interactive virtual environment during awake brain surgery, paving the way for new VR-based brain mapping procedures. Trial Registration ClinicalTrials.gov NCT03010943; https://clinicaltrials.gov/ct2/show/NCT03010943.


2020 ◽  
Author(s):  
Almira Osmanovic Thunström ◽  
Iris Sarajlic Vuković ◽  
Lilas Ali ◽  
Tomas Larson ◽  
Steinn Steingrimsson

BACKGROUND Immersive virtual reality (VR) games are increasingly becoming part of everyday life. Several studies support immersive VR technology as a treatment method for mental health problems. There is however minimal research into the feasibility, prevalence, and quality of commercially available VR games on commercial platforms as tools for treatment or add on to treatment of mental health problems. OBJECTIVE The aim of this study was to explore the prevalence, feasibility and quality of commercially available games related to psychotherapy on a commercially available platform. METHODS We performed a search for keywords related to diagnosis and treatment strategies of mental health problems. The search was performed during March 27th on STEAM (VR content and gaming platform). A usability scale was used as a tool to look at the interaction and usability of the games, the VR-UI-UX-8. The tool contains 8 statements about usability scored 0-10, 0 indicating “Not at all” and 10 indicating “very much so”. The score ranges from 0-80 with a higher score indicating worse usability. RESULTS In total, 516 hits were found, 371 unique games. After the games were reviewed, 83 games passed the inclusion criteria, were purchased and played. Majority of the games which were excluded were either not connected to mental health, contained violence, adult content or were in other ways irrelevant or inappropriate. The mean score for the games on the VR-UI-UX-8 was 16.5 (standard deviation 15.8) with a range from 0-68. Most relevant and feasible games were found in the search words meditation, mindfulness, and LSD. CONCLUSIONS Commercial platforms hold great potential for VR games with psychotherapeutic components. The platforms are only at the beginning of the development towards serious games, e-learning and psychotherapeutic treatments. Currently the quality and usability for clinical and at home applicability are scarce, but hold great potential.


2021 ◽  
Vol 11 (1) ◽  
Author(s):  
Satoru Kanda ◽  
Takumi Hara ◽  
Ryosuke Fujino ◽  
Keiko Azuma ◽  
Hirotsugu Soga ◽  
...  

AbstractThis study aimed to investigate the relationship between autofluorescence (AF) signal measured with ultra-wide field imaging and visual functions in patients with cone-rod dystrophy (CORD). A retrospective chart review was performed for CORD patients. We performed the visual field test and fundus autofluorescence (FAF) measurement and visualized retinal structures with optical coherence tomography (OCT) on the same day. Using binarised FAF images, we identified a low FAF area ratio (LFAR: low FAF/30°). Relationships between age and logMAR visual acuity (VA), central retinal thickness (CRT), central choroidal thickness (CCT), mean deviation (MD) value, and LFAR were investigated. Thirty-seven eyes of 21 CORD patients (8 men and 13 women) were enrolled. The mean patient age was 49.8 years. LogMAR VA and MD were 0.52 ± 0.47 and − 17.91 ± 10.59 dB, respectively. There was a significant relationship between logMAR VA and MD (p = 0.001). LogMAR VA significantly correlated with CRT (p = 0.006) but not with other parameters. Conversely, univariate analysis suggested a significant relationship between MD and LFAR (p = 0.001). In the multivariate analysis, LFAR was significantly associated with MD (p = 0.002). In conclusion, it is useful to measure the low FAF area in patients with CORD. The AF measurement reflects the visual field deterioration but not VA in CORD.


Author(s):  
Gennadiy A. Katsevman ◽  
Walter Greenleaf ◽  
Ricardo García-García ◽  
Maria Victoria Perea ◽  
Valentina Ladera ◽  
...  

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Jung-Hee Kim ◽  
Seonmin Park ◽  
Hyeongji Lim

Abstract Background The purpose of this study was (1) to develop a virtual reality (VR) intervention program based on the psychological needs of patients residing in nursing facilities in South Korea to alleviate their behavioral and psychological symptoms and (2) to confirm the possibility of utilizing VR in patients with dementia. Methods In the first phase, patients with dementia residing in nursing homes and experiencing behavioral and psychological symptoms were recruited. Surveys and questionnaires were used to identify activities that alleviated the behavioral and psychological symptoms of dementia (BPSD) among the patients. These activities were classified into five types of psychological needs. In the second phase, a fully immersive, interactive, easy-to-use VR platform was developed that reflected these psychological needs. Patients with dementia experienced the VR content. The researchers assessed the level of the participants’ immersion, preference, and interaction with the VR using a 5-point Likert scale. Results In the feasibility test, 10 nursing home residents were recruited. The mean immersion score was 4.93 ± 0.16 points, the mean preference score was 4.35 ± 0.41 points, and the mean interaction score was 3.84 ± 0.43 points using a 5-point Likert scale. Higher mean scores indicated a more positive outcome. Six of the 10 participants required assistance while using the VR. The mean VR experience duration was 10.00 ± 3.46 min. Conclusions The VR-based intervention program that was developed to reduce BPSD was feasible for the participants and provided them with a high degree of satisfaction and immersion. Furthermore, this study also confirmed the convenience and safety of the program. These findings support the potential use of VR-based BPSD intervention programs to treat patients with dementia.


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