TY - GEN
T1 - Measuring Changes in Cortical Processes during VR-aided Physical Exercise - An EEG-based Approach
AU - O'Keeffe, Rory
AU - Mehta, Neha
AU - Shahar, Yair
AU - Mehrdad, Sarmad
AU - Lubetzky, Anat
AU - Atashzar, S. Farokh
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - The application of virtual reality (VR) technologies during physical therapy is gaining popularity due to enhanced outcomes and increased patient engagement. However, the neurological mechanisms responsible for the observed advantages of VR devices in clinical rehabilitation are poorly understood. In this study, we attempted to quantify the changes in cortical biometrics associated with immersion in VR during a physical task. Five healthy young adults performed boxing exercises with guidance from either a VR-based game (with VR) or an instructional video (without VR). The exercises were performed either at moderate or advanced intensity levels while 64-channel electroencephalography (EEG) was recorded. The EEG power spectral density (PSD) quantified the level of cortical activation. The cortical activation was higher with VR versus without VR at the advanced intensity level (p < 0.001). Additionally, the cortical activation increased in proportion to the task intensity, with both VR and video guidance (p < 0.001). The demonstrated trends in cortical activation show potential for such EEG biomarkers in clinical settings, for example, tracking patient engagement during VR-based physical therapy or rehabilitation. The study also suggested more cortical activity through the use of VR at higher intensities.
AB - The application of virtual reality (VR) technologies during physical therapy is gaining popularity due to enhanced outcomes and increased patient engagement. However, the neurological mechanisms responsible for the observed advantages of VR devices in clinical rehabilitation are poorly understood. In this study, we attempted to quantify the changes in cortical biometrics associated with immersion in VR during a physical task. Five healthy young adults performed boxing exercises with guidance from either a VR-based game (with VR) or an instructional video (without VR). The exercises were performed either at moderate or advanced intensity levels while 64-channel electroencephalography (EEG) was recorded. The EEG power spectral density (PSD) quantified the level of cortical activation. The cortical activation was higher with VR versus without VR at the advanced intensity level (p < 0.001). Additionally, the cortical activation increased in proportion to the task intensity, with both VR and video guidance (p < 0.001). The demonstrated trends in cortical activation show potential for such EEG biomarkers in clinical settings, for example, tracking patient engagement during VR-based physical therapy or rehabilitation. The study also suggested more cortical activity through the use of VR at higher intensities.
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U2 - 10.1109/EMBC53108.2024.10781577
DO - 10.1109/EMBC53108.2024.10781577
M3 - Conference contribution
C2 - 40038931
AN - SCOPUS:85214970485
T3 - Proceedings of the Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBS
BT - 46th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2024 - Proceedings
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 46th Annual International Conference of the IEEE Engineering in Medicine and Biology Society, EMBC 2024
Y2 - 15 July 2024 through 19 July 2024
ER -