↓ Skip to main content

The impact of positive, negative and neutral stimuli in a virtual reality cognitive-motor rehabilitation task: a pilot study with stroke patients

Overview of attention for article published in Journal of NeuroEngineering and Rehabilitation, August 2016
Altmetric Badge

About this Attention Score

  • Average Attention Score compared to outputs of the same age

Mentioned by

facebook
1 Facebook page
googleplus
1 Google+ user

Citations

dimensions_citation
26 Dimensions

Readers on

mendeley
292 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
The impact of positive, negative and neutral stimuli in a virtual reality cognitive-motor rehabilitation task: a pilot study with stroke patients
Published in
Journal of NeuroEngineering and Rehabilitation, August 2016
DOI 10.1186/s12984-016-0175-0
Pubmed ID
Authors

Mónica S. Cameirão, Ana Lúcia Faria, Teresa Paulino, Júlio Alves, Sergi Bermúdez i Badia

Abstract

Virtual Reality (VR) based methods for stroke rehabilitation have mainly focused on motor rehabilitation, but there is increasing interest in integrating motor and cognitive training to increase similarity to real-world settings. Unfortunately, more research is needed for the definition of which type of content should be used in the design of these tools. One possibility is the use of emotional stimuli, which are known to enhance attentional processes. According to the Socioemotional Selectivity Theory, as people age, the emotional salience arises for positive and neutral, but not for negative stimuli. For this study we developed a cognitive-motor VR task involving attention and short-term memory, and we investigated the impact of using emotional images of varying valence. The task consisted of finding a target image, shown for only two seconds, among fourteen neutral distractors, and selecting it through arm movements. After performing the VR task, a recall task took place and the patients had to identify the target images among a valence-matched number of distractors. Ten stroke patients participated in a within-subjects experiment with three conditions based on the valence of the images: positive, negative and neutral. Eye movements were recorded during VR task performance with an eye tracking system. Our results show decreased attention for negative stimuli in the VR task performance when compared to neutral stimuli. The recall task shows significantly more wrongly identified images (false memories) for negative stimuli than for neutral. Regression and correlation analyses with the Montreal Cognitive Assessment and the Geriatric Depression Scale revealed differential effects of cognitive function and depressive symptomatology in the encoding and recall of positive, negative and neutral images. Further, eye movement data shows reduced search patterns for wrongly selected stimuli containing emotional content. The results of this study suggest that it is feasible to use emotional content in a VR based cognitive-motor task for attention and memory training after stroke. Stroke survivors showed less attention towards negative information, exhibiting reduced visual search patterns and more false memories. We have also shown that the use of emotional stimuli in a VR task can provide additional information regarding patient's mood and cognitive status.

Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 292 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Slovakia 1 <1%
Unknown 291 100%

Demographic breakdown

Readers by professional status Count As %
Student > Master 51 17%
Student > Bachelor 38 13%
Researcher 27 9%
Student > Ph. D. Student 26 9%
Student > Doctoral Student 22 8%
Other 33 11%
Unknown 95 33%
Readers by discipline Count As %
Psychology 54 18%
Nursing and Health Professions 36 12%
Neuroscience 21 7%
Computer Science 20 7%
Medicine and Dentistry 19 7%
Other 37 13%
Unknown 105 36%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 2. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 28 September 2017.
All research outputs
#16,721,208
of 25,373,627 outputs
Outputs from Journal of NeuroEngineering and Rehabilitation
#885
of 1,413 outputs
Outputs of similar age
#238,363
of 376,045 outputs
Outputs of similar age from Journal of NeuroEngineering and Rehabilitation
#14
of 20 outputs
Altmetric has tracked 25,373,627 research outputs across all sources so far. This one is in the 32nd percentile – i.e., 32% of other outputs scored the same or lower than it.
So far Altmetric has tracked 1,413 research outputs from this source. They typically receive a little more attention than average, with a mean Attention Score of 7.3. This one is in the 34th percentile – i.e., 34% of its peers scored the same or lower than it.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 376,045 tracked outputs that were published within six weeks on either side of this one in any source. This one is in the 34th percentile – i.e., 34% of its contemporaries scored the same or lower than it.
We're also able to compare this research output to 20 others from the same source and published within six weeks on either side of this one. This one is in the 25th percentile – i.e., 25% of its contemporaries scored the same or lower than it.