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Brain & Heart                                                    VR for TBI memory and eye fixation recovery



            exist among TBI patients, often based on factors such   are common in about 30 – 60% of those with acute TBI
            as race, ethnicity, insurance status, and transportation   and 10 – 15% one year post-TBI. 19-20  A systematic review
            availability.  A recent study involving 106,708 TBI   of oculomotor deficit interventions for individuals with
                     1-6
            patients revealed that 77 – 88% of them did not receive any   brain injury found “few studies overall,” with only six of
            post-brain injury rehabilitation.  Hispanic TBI patients,   nine total studies having addressed fixation.  In another
                                      3
                                                                                                   21
            in particular, are less likely to receive rehabilitation than   systematic review of 22 studies of visual research on mild
            others, possibly due to cultural and language barriers.  In   TBI, fixation research was focused on the least (n = 3). 22
                                                       3-4
            addition, individuals with public or no insurance coverage   Immersive VR involves using a headset equipped with
            exhibit the lowest rates of discharge to rehabilitation   visual, audio, and body-tracking capabilities to immerse
            compared to those with private insurance.  Furthermore,   participants in virtual scenarios. Consider an individual
                                              3,5
            transportation is another environmental barrier to   putting on a headset in their living room. Before them, a
            rehabilitation for TBI patients. 6
                                                               virtual scene unfolds: sand on a beach, while the ocean
              Virtual reality (VR)  is  a  recommended  option   waves crash on the shore. As they look downward, they
            for rehabilitation, offering a solution that addresses   observe their feet sinking into the virtual sand. The
            geographic and financial constraints.  Since transportation   movements of their avatar’s feet correspond precisely to
                                         7
            to rehabilitation is a challenge for individuals with   their own, mirroring their physical actions. Neurologists
            brain injuries, VR can be conducted at home to prevent   posit that our brains process immersive VR scenarios like
            this barrier.  Studies have linked payer sources, such as   this in the same way that we process the real world. 23,24
                     6
            self-pay, worker’s compensation, and insurance type,   Essentially, the brain perceives the virtual environment
            to the length of rehabilitation stays, highlighting the   as genuine, fostering a sense of presence as if physically
            importance of tailoring rehabilitation to demographics   standing on the beach. This phenomenon offers distinctive
            and injury characteristics.  The length of rehabilitation   opportunities, enabling users  to explore virtual places
                                 5
            should be determined based on the specific rehabilitation   beyond their physical reach and providing the opportunity
            needs arising from injury characteristics, namely, injury   to practice physical or cognitive skills.
            severity and functional status at admission. Immersive,   As the brain perceives the individual’s body as the avatar
            interactive VR incorporating headsets, body trackers,   within the VR scenario, they may experience heightened
            and computers enables users to immerse themselves in
            a virtual world, engage with audio/visual stimuli, and   self-efficacy, believing they can move a body part or address
                                                               a problem that they could not have done without the VR
            enable eye and body movement tracking. VR has been   scenario. The skills practiced during the VR scenario
            employed for rehabilitative purposes for decades, but   can be applied in real-life situations. For example, if a
            recent technological developments have led to a reduction   participant can improve the range of motion of their hand
            in both the equipment required and associated costs.
                                                               in the VR scenario, they have strengthened their brain-
              Over a dozen studies have demonstrated the effectiveness   to-hand communication as well as their hand muscles.
            of immersive VR in improving outcomes for both adult   If the participant can improve their ability to remember
            and child TBI patients, including driving ability, executive   concepts in VR, they are building muscle memory skills in
            function, attention, memory, eye tracking, and visual-  their brain to apply in real life. However, the VR scenarios
            motor tasks. 8-16  While some studies found no significant   and equipment utilized in studies involving United States
            differences between VR and traditional rehabilitation,   veterans included bulky, expensive equipment, requiring
            which commonly consists of physical and occupational   participants to travel to specific locations to participate in
            therapy,  others recommend specific parameters for VR   VR activities. 11,25
                  7,17
            interventions, such as 10 – 12 sessions lasting 20 – 40 min
            each,  conducted 2  – 4  times/week  to improve cognitive   2. Methods
            outcomes for TBI patients.  8                      We received approval from the Institutional Review Board
              Visual impairment hinders patients’ ability to succeed   of the California State University Channel Islands before
            in physical and cognitive rehabilitation. Eye tracking   beginning the study (IO5625). This study is a community-
            is often assessed with VR, but scant interventions are   based participatory research project conducted in
            provided for eye tracking. 17-18  Eye tracking includes quickly   collaboration with TBI patients from a local nonprofit, a
            and accurately looking (fixations), visually following   trauma hospital, and interdisciplinary students and faculty
            an object (pursuits), and efficiently moving eyes  from   from a university. Participants provided informed consent
            point to point (saccades). Specifically, visual eye tracking   before participation. Two focus groups, comprising TBI
            (ocular motility and oculomotor function) impairments   patients (N = 12), were conducted to assess their interest


            Volume 2 Issue 2 (2024)                         2                                doi: 10.36922/bh.2685
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