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虚拟现实对健康年轻成人短期前庭眼动和姿势的影响。

Short-term vestibulo-ocular and postural effects of virtual reality in healthy young adults.

临床研究耳科IF 3.1Q3

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中文摘要

背景: 虚拟现实可以通过模拟环境来模拟认知、感觉和运动技能的测试。在快速头部运动期间,需要眼稳定来维持视觉 acuity;这是通过前庭眼反射等机制实现的。
目的: 本研究旨在探讨被动、非交互式虚拟现实刺激对健康年轻成人动态视觉 acuity 和姿势摇摆的短期影响。
方法: 24名健康年轻成人(9名男性,15名女性),年龄20-39岁,平均年龄26.08 ± 4.14岁,被纳入研究。所有参与者接受了感觉组织测试(SOT)、静态视觉 acuity 测试(SVAT)、感知时间测试(PTT)、动态视觉 acuity 测试(DVAT)、凝视稳定测试(GST)和视觉模拟量表(VAS),以评估虚拟现实可能引起的症状。所有参与者在虚拟现实体验后重复这些测试,并在同一天完成。
结果: 在虚拟现实体验前后的比较中,SOT的平衡分数(COMP,平均下降2.29分,95% CI 0.49-4.10,p = 0.015,Cohen's d = 0.54)和左侧GST(平均增加24.7 ms,95% CI -45.82至-3.64,p = 0.024,Cohen's d = -0.52)获得了统计学显著差异。虚拟现实对SOT条件1-6单独没有统计学显著影响(所有p > 0.05),尽管CON6和PTT处于临界值(CON6:p = 0.095,r = 0.34;PTT:p = 0.053,r = 0.40)。在PTT和DVAT中,治疗前后未发现统计学显著差异(均p > 0.05)。
结论: 已证明,被动、非交互式虚拟现实刺激可能在短期、同一天的时间范围内通过增加姿势摇摆来影响平衡和凝视稳定。临床医生和研究人员在使用类似的基于VR的范式进行前庭评估和康复时,应意识到这些可能的短期影响。

英文摘要

BackgroundVirtual reality can simulate the testing of cognitive, sensory, and motor skills using simulated environments. Eye stabilization is necessary to maintain visual acuity during rapid head movements; this is achieved through mechanisms such as the vestibulo-ocular reflex.ObjectiveThis study aimed to investigate the short-term effect of a passive, non-interactive virtual reality stimulus on dynamic visual acuity and postural sway in healthy young adults.Methods24 healthy young adults (9 males, 15 females) aged 20-39, with an average age of 26.08 ± 4.14 were included in the study. All participants underwent the Sensory Organization Test (SOT), Static Visual Acuity Test (SVAT), Perception Time Test (PTT), Dynamic Visual Acuity Test (DVAT), Gaze Stabilization Test (GST), and Visual Analogue Scale (VAS) to assess symptoms that may arise from virtual reality. These tests were repeated for all participants after the virtual reality experience, and completed on the same day.ResultsStatistically significant differences were obtained in the balance score of the SOT (COMP, mean decrease 2.29 points, 95% CI 0.49-4.10, p = 0.015, Cohen's d = 0.54) and the left-side GST (mean increase 24.7 ms, 95% CI -45.82 to -3.64, p = 0.024, Cohen's d = -0.52) in the pre/post virtual reality experience comparison. Virtual reality had no statistically significant effect on SOT conditions 1-6 individually (all p > 0.05), although CON6 and PTT were borderline (CON6: p = 0.095, r = 0.34; PTT: p = 0.053, r = 0.40). No statistically significant differences were found between pre- and post-treatment in PTT and DVAT (both p > 0.05).ConclusionIt has been demonstrated that a passive, non-interactive virtual reality stimulus may affect balance and gaze stabilization by increasing postural sway over a short, same-day time frame. Clinicians and researchers should be aware of these possible short-term effects when using similar VR-based paradigms for vestibular assessment and rehabilitation.