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Romeas T, Goujat M, Faubert J, Labbé D. No transfer of 3D-Multiple Object Tracking training on game performance in soccer: A follow-up study. PSYCHOLOGY OF SPORT AND EXERCISE 2025; 76:102770. [PMID: 39427852 DOI: 10.1016/j.psychsport.2024.102770] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 05/20/2024] [Revised: 10/14/2024] [Accepted: 10/16/2024] [Indexed: 10/22/2024]
Abstract
The impact of domain-general cognitive 'brain' training on improving sports performance is highly debated. This study sought to follow-up on research that showcased the benefits of perceptual-cognitive 3D-Multiple Object Tracking (3D-MOT) training in enhancing the on-field performance of soccer players. Additionally, it explored the correlation between athletes' cognitive performance and early career success. Sixty-two males from a professional soccer academy were randomly divided into a dual-task 3D-MOT training group (n = 30) and a control group (n = 32). Participants underwent a 3D-MOT test, a cognitive test of attention, and small-sided games at pre- and post-training. Pre-post-test performances were compared using ANCOVAs. A Chi-squared test evaluated the association between the training regimen and early career success. A Spearman test assessed the correlation between performance on the 3D-MOT, attention test, and early career success. The dual-task 3D-MOT trained group significantly improved its performance on 3D-MOT compared to the control group (p < 0.001). However, no significant pre-post-test differences were observed between the groups in the near-transfer cognitive test and on-field performance (ps > 0.05). There were no associations between the athletes' early career success and the training regimen, and no associations between cognitive test performances and early career success (ps > 0.05). This follow-up study failed to replicate previous findings with dual-task 3D-MOT training unable to produce near or far transfer on soccer performance. In addition, cognitive performance was not related to early career success in this study. The value of cognitive screening and training in sport is discussed.
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Affiliation(s)
- Thomas Romeas
- École d'optométrie, Université de Montréal, Montréal, Québec, Canada; Institut national du sport du Québec, Montréal, Québec, Canada.
| | - Maëlle Goujat
- École de technologie supérieure, Montréal, Québec, Canada
| | - Jocelyn Faubert
- École d'optométrie, Université de Montréal, Montréal, Québec, Canada
| | - David Labbé
- École de technologie supérieure, Montréal, Québec, Canada
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Agostini F, Conti M, Morone G, Iudicelli G, Fisicaro A, Savina A, Mangone M, Paoloni M. The Role of Virtual Reality in Postural Rehabilitation for Patients with Parkinson's Disease: A Scoping Review. Brain Sci 2024; 15:23. [PMID: 39851391 PMCID: PMC11764033 DOI: 10.3390/brainsci15010023] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/18/2024] [Revised: 12/23/2024] [Accepted: 12/26/2024] [Indexed: 01/26/2025] Open
Abstract
Parkinson's disease is the second most common neurodegenerative disease worldwide, characterized by bradykinesia, rigidity, tremor, and postural instability. These symptoms often lead to significant postural deformities and an increased risk of falls, severely impacting the quality of life. Conventional rehabilitation methods have shown benefits, but recent advancements suggest that virtual reality (VR) could offer a promising alternative. This scoping review aims to analyze the current literature to evaluate the effectiveness of VR in the postural rehabilitation of patients with PD. A scientific literature search was performed using the following databases: PubMed, PEDro, Cochrane, and Google Scholar, focusing on randomized controlled trials (RCTs) published in English. Our selection criteria included studies that compared VR-based rehabilitation to traditional methods regarding posture-related outcomes. We identified and analyzed nine RCTs that met our inclusion criteria. The results consistently demonstrated that VR-based rehabilitation leads to greater improvements in balance and gait compared to conventional therapy. Key findings include significant enhancements in balance confidence and postural control and a reduction in fall rates. The superior efficacy of VR-based rehabilitation can be attributed to its engaging and immersive nature, which enhances patient motivation and adherence to therapy. VR allows for precise, repeatable training scenarios tailored to individual patient needs, providing a safe environment to practice and improve motor skills. In conclusion, VR-based rehabilitation represents an innovative approach with substantial potential to improve the quality of life for PD patients. However, limitations such as small sample sizes and short intervention durations in existing studies highlight the need for larger multicenter trials with longer follow-up periods to confirm these findings.
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Affiliation(s)
- Francesco Agostini
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Marco Conti
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Giovanni Morone
- San Raffaele Institute of Sulmona, 67039 Sulmona, Italy;
- Department of Life, Health and Environmental Sciences, University of L’Aquila, 67100 L’Aquila, Italy
| | - Giovanni Iudicelli
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Andrea Fisicaro
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Alessio Savina
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Massimiliano Mangone
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
| | - Marco Paoloni
- Department of Anatomical and Histological Sciences, Legal Medicine and Orthopedics, Sapienza University, 00185 Rome, Italy; (F.A.); (G.I.); (A.F.); (A.S.); (M.M.); (M.P.)
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Wei X, Zhou P, Wei Y, Wu D, Qin P, Zhang Y, Zhu J, Ren Z, Li H, Zhang Y. Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study. JMIR Serious Games 2024; 12:e58388. [PMID: 39545803 PMCID: PMC11583515 DOI: 10.2196/58388] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/17/2024] [Revised: 09/15/2024] [Accepted: 09/19/2024] [Indexed: 11/17/2024] Open
Abstract
Background Conventional rehabilitation approaches involve therapists simulating various occupational tasks in health care settings or recreating real-life situations to assess and train patients in instrumental activities of daily living (IADLs). As an alternative, immersive virtual reality (IVR) has been widely used in stroke rehabilitation for years, but research comparing occupational performance between virtual and real environments is limited. Objective This study aims to introduce a novel IVR shopping system designed for patients with stroke and to investigate the correlation of occupational performance in virtual and real environments among patients with stroke. Methods Ten patients with stroke were recruited from the Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, who met the inclusion and exclusion criteria for this observational, randomized crossover study; the patients were predominantly male (n=7), had experienced ischemic stroke (n=9), were aged 14 to 73 years, and had a time since stroke of 1 to 42 months. All patients attempted shopping tasks in virtual and real environments. The Mini-Mental State Examination (MMSE), Timed Up and Go Test (TUGT), modified Barthel index (MBI), and Lawton index (LI) were used to assess cognition, ambulation, and activities of daily living. Memory capacity and duration in the virtual and real environments were recorded as the primary parameters of occupational performance. The Wilcoxon test and Spearman correlation coefficients were used to analyze the differences and correlations between the 2 environments. Results The Wilcoxon test showed no significant differences between the virtual and real environments in memory capacity and duration of task completion (P>.99 and P=.99), and memory capacity in both environments correlated with the LI (ρ=0.81; P=.005). Memory duration had a relationship with the TUGT in the virtual environment (ρ=0.68; P=.03) and a borderline negative correlation with MMSE in the real environment (ρ=-0.58; P=.08). Conclusions Considering the small sample size used in this study and the study's limitations, despite the significant correlation between shopping performance in IVR and the real world, it is still too early to conclude that IVR is a noninferior approach, but it presents the potential to be an alternative for assessment and training in IADLs when resources are limited. However, further research is needed to investigate the psychometric properties, clinical effects, and impact of virtual training on real-world performance. The implications for practice might include the following: (1) occupational performance in virtual shopping might be the same as real-world shopping, and more virtual IADLs could thus be developed; (2) virtual IADL assessment and training systems could be used in remote locations or locations with limited resources; and (3) more objective parameters of IADLs could be extracted from virtual environments.
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Affiliation(s)
- Xijun Wei
- Department of Rehabilitation Medicine, Beijing Tiantan Hospital, Capital Medical University, Beijing, China
- Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Ping Zhou
- Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Yixi Wei
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Gynecology, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Dashuang Wu
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Ping Qin
- Department of Rehabilitation Sciences, Faculty of Health and Social Sciences, The Hong Kong Polytechnic University, Kowloon, China (Hong Kong)
| | - Yingying Zhang
- Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Jing Zhu
- Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
- Rehabilitation Lab of Mix Reality, Shenzhen Hospital, Southern Medical University, Shenzhen, China
| | - Zhanbing Ren
- College of Physical Education, Shenzhen University, Shenzhen, China
| | - Hai Li
- Department of Rehabilitation Medicine, Shenzhen Hospital, Southern Medical University, Shenzhen, China
- Department of Occupational Therapy, School of Rehabilitation Sciences, Southern Medical University, Shenzhen, China
| | - Yumei Zhang
- Department of Rehabilitation Medicine, Beijing Tiantan Hospital, Capital Medical University, Beijing, China
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Hogg JA, Wilkerson GB, Acocello SN, Schlink BR, Liang Y, Wu D, Myer GD, Diekfuss JA. Either Autonomy Support or Enhanced Expectancies Delivered Via Virtual-Reality Benefits Frontal-Plane Single-Leg Squatting Kinematics. Percept Mot Skills 2024; 131:687-706. [PMID: 38657202 PMCID: PMC11148811 DOI: 10.1177/00315125241246361] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 04/26/2024]
Abstract
Our purpose in this study was to determine the effects of a virtual reality intervention delivering specific motivational motor learning manipulations of either autonomy support (AS) or enhanced expectancies (EE) on frontal plane single-leg squatting kinematics. We allocated 45 participants (21 male, 24 female) demonstrating knee, hip, and trunk frontal plane mechanics associated with elevated anterior cruciate ligament injury risk to one of three groups (control, AS, or EE). Participants mimicked an avatar performing five sets of eight repetitions of exemplary single-leg squats. AS participants were given the added option of choosing the color of their avatar. EE participants received real-time biofeedback in the form of green highlights on the avatar that remained on as long as the participant maintained pre-determined 'safe' frontal plane mechanics. We measured peak frontal plane knee, hip, and trunk angles before (baseline) and immediately following (post) the intervention. The control group demonstrated greater increases in knee abduction angle (Δ = +2.3°) than did the AS (Δ = +0.1°) and EE groups (Δ = -0.4°) (p = .003; η2p = .28). All groups demonstrated increased peak hip adduction (p = .01, ηp2 = .18) (control Δ = +1.5°; AS Δ = +3.2°; EE Δ = +0.7°). Hip adduction worsened in all groups. AS and EE motivation strategies appeared to mitigate maladaptive frontal plane knee mechanics.
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Affiliation(s)
- Jennifer A. Hogg
- Department of Health and Human Performance, University of Tennessee Chattanooga, Chattanooga, TN, USA
| | - Gary B. Wilkerson
- Department of Health and Human Performance, University of Tennessee Chattanooga, Chattanooga, TN, USA
| | - Shellie N. Acocello
- Department of Health and Human Performance, University of Tennessee Chattanooga, Chattanooga, TN, USA
| | | | - Yu Liang
- Department of Computer Science and Engineering, The University of Tennessee Chattanooga, Chattanooga, TN, USA
| | - Dalei Wu
- Department of Computer Science and Engineering, The University of Tennessee Chattanooga, Chattanooga, TN, USA
| | - Gregory D. Myer
- Emory Sports Performance And Research Center (SPARC), Flowery Branch, GA, USA
- Emory Sports Medicine Center, Atlanta, GA, USA
- Department of Orthopaedics, Emory University School of Medicine, Atlanta, GA, USA
- The Micheli Center for Sports Injury Prevention, Waltham, MA, USA
- Youth Physical Development Center, Cardiff Metropolitan University, Wales, UK
- Wallace H. Coulter Department of Biomedical Engineering, Georgia Institute of Technology & Emory University, Atlanta, GA, USA
| | - Jed A. Diekfuss
- Emory Sports Performance And Research Center (SPARC), Flowery Branch, GA, USA
- Emory Sports Medicine Center, Atlanta, GA, USA
- Department of Orthopaedics, Emory University School of Medicine, Atlanta, GA, USA
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Sokołowska B. Being in Virtual Reality and Its Influence on Brain Health-An Overview of Benefits, Limitations and Prospects. Brain Sci 2024; 14:72. [PMID: 38248287 PMCID: PMC10813118 DOI: 10.3390/brainsci14010072] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/08/2023] [Revised: 12/17/2023] [Accepted: 01/08/2024] [Indexed: 01/23/2024] Open
Abstract
BACKGROUND Dynamic technological development and its enormous impact on modern societies are posing new challenges for 21st-century neuroscience. A special place is occupied by technologies based on virtual reality (VR). VR tools have already played a significant role in both basic and clinical neuroscience due to their high accuracy, sensitivity and specificity and, above all, high ecological value. OBJECTIVE Being in a digital world affects the functioning of the body as a whole and its individual systems. The data obtained so far, both from experimental and modeling studies, as well as (clinical) observations, indicate their great and promising potential, but apart from the benefits, there are also losses and negative consequences for users. METHODS This review was conducted according to the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) framework across electronic databases (such as Web of Science Core Collection; PubMed; and Scopus, Taylor & Francis Online and Wiley Online Library) to identify beneficial effects and applications, as well as adverse impacts, especially on brain health in human neuroscience. RESULTS More than half of these articles were published within the last five years and represent state-of-the-art approaches and results (e.g., 54.7% in Web of Sciences and 63.4% in PubMed), with review papers accounting for approximately 16%. The results show that in addition to proposed novel devices and systems, various methods or procedures for testing, validation and standardization are presented (about 1% of articles). Also included are virtual developers and experts, (bio)(neuro)informatics specialists, neuroscientists and medical professionals. CONCLUSIONS VR environments allow for expanding the field of research on perception and cognitive and motor imagery, both in healthy and patient populations. In this context, research on neuroplasticity phenomena, including mirror neuron networks and the effects of applied virtual (mirror) tasks and training, is of interest in virtual prevention and neurogeriatrics, especially in neurotherapy and neurorehabilitation in basic/clinical and digital neuroscience.
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Affiliation(s)
- Beata Sokołowska
- Bioinformatics Laboratory, Mossakowski Medical Research Institute, Polish Academy of Sciences, 02-106 Warsaw, Poland
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