2017 International Conference on Virtual Rehabilitation (ICVR) 2017
DOI: 10.1109/icvr.2017.8007530
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Motion-based virtual reality cognitive training targeting executive functions in acquired brain injury community-dwelling individuals: A feasibility and initial efficacy pilot

Abstract: Acquired brain injury (ABI) is a leading cause of long-term cognitive disability, often involving deficits in executive functions (EF). ABI patients usually stop receiving cognitive treatment when leaving the rehabilitation facility or shortly thereafter, due to the high cost of therapy sessions and the mobility requirement to access therapy. Software solutions offer a promising tool for accessible and affordable cognitive rehabilitation in the home environment. However, research provides limited evidence for … Show more

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Cited by 9 publications
(12 citation statements)
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“…Interestingly, participants reported enjoyment and satisfaction from training without adverse effects, declaring interest in including it in their treatment. Indeed, subjects supported that this training allowed them to be engaged in increasingly challenging EF activities, with a high impact on their motivation and adherence (Shochat et al, 2017 ). These findings are crucial because patients with ABI usually stop receiving cognitive treatment when they leave the rehabilitation due to the high cost of therapy sessions and mobility to access therapy.…”
Section: Virtual Reality Toolmentioning
confidence: 97%
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“…Interestingly, participants reported enjoyment and satisfaction from training without adverse effects, declaring interest in including it in their treatment. Indeed, subjects supported that this training allowed them to be engaged in increasingly challenging EF activities, with a high impact on their motivation and adherence (Shochat et al, 2017 ). These findings are crucial because patients with ABI usually stop receiving cognitive treatment when they leave the rehabilitation due to the high cost of therapy sessions and mobility to access therapy.…”
Section: Virtual Reality Toolmentioning
confidence: 97%
“…To work on EFs through games in multiple realistic contexts, Shochat et al decided to implement a novel exergames platform, the Active Brain Trainer (ABT) (Intendu Ltd., Herzliya, Israel) (Shochat et al, 2017 ). This software adapts to the patient's behaviour in real-time and provides feedback and rewards, improving usability and compliance.…”
Section: Virtual Reality Toolmentioning
confidence: 99%
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“…The most common assessment method used by researchers is the existing clinical scale. Before the execution of SGER, [27] used the Montreal Cognitive Assessment(MoCA) to assess the patient's level of cognitive impairment. After the execution of SGER, [24] used Cognitive Abilities Screening Instrument Chinese version (CASI C-2.0) and Berg Balance Scale (BBS) to assess the status of patients' cognitive rehabilitation; [31] used subtests of the Illinois Test for Psycholinguistic Aptitudes (ITPA) to evaluate the patient's visual comprehension, visual association, visual integration, and visual-motor sequential memory; [27] used Executive Function Performance Test (EFPT), Executive Abilities: Measures and Instruments for Neurobehavioral Evaluation and Research (NIH-EXAMINER), and Dysexecutive Questionnaire (DEX) to assess the patient's executive functions.…”
Section: Assessmentmentioning
confidence: 99%
“…VR and AR environments are suitable for players to perform SGER for cognitive rehabilitation. Active Brain Trainer (ABT) [27] was a platform based on VR. Shochat et al used the platform's games to treat patients with acquired brain injury.…”
Section: Game Environmentmentioning
confidence: 99%