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The attention atlas virtual reality platform maps three-dimensional (3D) attention in unilateral spatial neglect patients: a protocol

Published online by Cambridge University Press:  30 May 2022

Michael Francis Norwood*
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia
David Ross Painter
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia
Chelsea Hannah Marsh
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia School of Applied Psychology, Griffith University, Gold Coast, QLD, Australia
Connor Reid
Affiliation:
Technical Partners Health (TPH), Griffith University, Nathan, QLD, Australia
Trevor Hine
Affiliation:
School of Applied Psychology, Griffith University, Mt Gravatt, QLD, Australia
Daniel S. Harvie
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia Innovation, Implementation and Clinical Translation in Health (IIMPACT in Health), Allied Health and Human Performance, University of South Australia, Adelaide, SA, Australia
Susan Jones
Affiliation:
Neurosciences Rehabilitation Unit, Gold Coast University Hospital, Gold Coast, QLD, Australia
Kelly Dungey
Affiliation:
Neurosciences Rehabilitation Unit, Gold Coast University Hospital, Gold Coast, QLD, Australia
Ben Chen
Affiliation:
Allied Health and Rehabilitation, Emergency and Specialty Services, Gold Coast Health, Gold Coast, QLD, Australia
Marilia Libera
Affiliation:
Psychology Department, Logan Hospital, Logan, QLD, Australia
Leslie Gan
Affiliation:
Rehabilitation Unit, Logan Hospital, Meadowbrook, QLD, Australia
Julie Bernhardt
Affiliation:
Florey Institute of Neuroscience and Mental Health, Heidelberg, VIC, Australia
Elizabeth Kendall
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia
Heidi Zeeman
Affiliation:
The Hopkins Centre, Menzies Health Institute Queensland, Griffith University, Meadowbrook, QLD, Australia
*
Corresponding author. Email: m.norwood@griffith.edu.au

Abstract

Background:

Deficits in visuospatial attention, known as neglect, are common following brain injury, but underdiagnosed and poorly treated, resulting in long-term cognitive disability. In clinical settings, neglect is often assessed using simple pen-and-paper tests. While convenient, these cannot characterise the full spectrum of neglect. This protocol reports a research programme that compares traditional neglect assessments with a novel virtual reality attention assessment platform: The Attention Atlas (AA).

Methods/design:

The AA was codesigned by researchers and clinicians to meet the clinical need for improved neglect assessment. The AA uses a visual search paradigm to map the attended space in three dimensions and seeks to identify the optimal parameters that best distinguish neglect from non-neglect, and the spectrum of neglect, by providing near-time feedback to clinicians on system-level behavioural performance. A series of experiments will address procedural, scientific, patient, and clinical feasibility domains.

Results:

Analyses focuses on descriptive measures of reaction time, accuracy data for target localisation, and histogram-based raycast attentional mapping analysis; which measures the individual’s orientation in space, and inter- and intra-individual variation of visuospatial attention. We will compare neglect and control data using parametric between-subjects analyses. We present example individual-level results produced in near-time during visual search.

Conclusions:

The development and validation of the AA is part of a new generation of translational neuroscience that exploits the latest advances in technology and brain science, including technology repurposed from the consumer gaming market. This approach to rehabilitation has the potential for highly accurate, highly engaging, personalised care.

Information

Type
Research Protocol
Creative Commons
Creative Common License - CCCreative Common License - BYCreative Common License - NCCreative Common License - ND
This is an Open Access article, distributed under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives licence (https://creativecommons.org/licenses/by-nc-nd/4.0/), which permits non-commercial re-use, distribution, and reproduction in any medium, provided the original work is unaltered and is properly cited. The written permission of Cambridge University Press must be obtained for commercial re-use or in order to create a derivative work.
Copyright
© The Author(s), 2022. Published by Cambridge University Press on behalf of Australasian Society for the Study of Brain Impairment
Figure 0

Figure 1. The attention atlas. Note. This diagram depicts various search arrays with varying parameters and an icosphere raycast surface positioned with a radius of 1.5 m with respect to the origin (headset position). (a) Trial structure. Cues and arrays are presented until they are selected by the user via pointing and a button press. (b) Visual search paradigm and (c) raycast surface and sources viewed from the third person perspective. The raycast surface is an icosphere (recursion [i.e., subdivision] level = 3) mesh defined by triangular faces and vertices located at the intersections of edges. During the game, the raycast surface is invisible. (d) Raycast surface viewed from a variety of angles. (e) Coordinate systems for array element positioning. (f) Depth configurations. (g) Search modes based on colour variation. (h) Preconfigured stimulus options. Arrays in panels b, e–f have an element inclusion angle of 50.0°. Arrays in panels g–h have an element inclusion angle of 12.5°. Panels e–h are viewed from the first-person perspective. All materials are publicly available: the X bot character model depicted is from Mixamo (https://www.mixamo.com/#/?page=3&type=Character); letters and numbers are from the OpenDyslexic typeface (https://opendyslexic.org/); Georgian symbols are from i2symbol (https://www.i2symbol.com/abc-123/georgian); shapes and balloons are custom-made; playing cards are from Google (https://code.google.com/archive/p/vector-playing-cards/).

Figure 1

Figure 2. Instructions for players and element selection. Note. The player indicates that they have found the target by pointing using the controller and pressing the thumb button.

Figure 2

Figure 3. Origin calibration. Note. (a) Origin targets and VR camera rig shown from a top-down perspective. (b) Origin target raycast depicted from the first-person VR perspective.

Figure 3

Figure 4. Game and level progression. Note. (a) This example game is based on the spherical coordinate system. Black scatter points reflect array element positions, with a minimal and even spacing of 12.5° on latitude and longitude axes. (b) Example level progression. The game starts with a tutorial and then progresses through a series of four levels, with later levels tending to be more difficult than those proceeding. Each level is comprised of one or more conditions that can be presented in a random order.

Figure 4

Figure 5. Near-time attention maps and behavioural performance. Note. (a) Game start time. (b) Level descriptor. Each level is plotted with all conditions combined (shown here) and for each condition separately (not shown). (c) Raycast scatterplot of raw (x, y, z) data converted to spherical coordinates. The results are presented from the player’s forward-facing perspective. Red reflects headset raycasts, blue reflects controller raycasts, and black reflects eye gaze raycasts. (d) Target detection performance (accuracy and RT). (e) System performance. (f–h) Trial counts and overall behavioural performance as a function of target position. (f) Trials count by target position map. Whiter shades reflect higher counts. (g) Accuracy by target position map. Whiter shades reflect higher accuracy. (h) RT by target position map. Whiter shades reflect faster RTs. (i-k) Raycast heatmaps (2D histograms) for each attentional source. Brighter colours reflect more frequently attended locations. Horizontal and vertical bin size is set to 1°. (i) Raycast headset heatmap. (j) Raycast controller heatmap. (k) Raycast gaze heatmap. (l–n) Latitudinal attentional distribution and symmetry tests for the raycast sources (headset: l, controller: m, gaze: n). Raycast positions are represented as kernel density functions (upper subplots), with inlaid boxplots reflecting the median, interquartile range (IQR), and 1.5 × IQR (whiskers). The significance test for latitudinal symmetry (i.e., a mean central attention not significantly different from zero; lower subplots), is a one sample permutation test, with the sign of latitudinal raycasts randomised on each of N = 100 permutations (α = 0.05, two-tailed). The blue kernel density function reflects the permutation distribution, and the red line indicates the mean obtained value. Significance values are shown in the subplot title, with p < 0.05 indicating significant asymmetries. (o–q) Longitudinal attentional distribution and symmetry tests for the raycast sources (headset: o, controller: p, gaze: q). The procedure is identical to the latitude tests, and the orientation of the plots has been switched to depict vertical attention. (r) Level options. The stimulus configuration that produced the results is reported for evaluation and reference.

Figure 5

Table 1. The Key Game Classes

Figure 6

Table 2. The Key Analyser Modules

Figure 7

Figure 6. Data and results folder and file structure. Note: (a) Game data structure. (b) Level data structure. (c) Game results structure. (d) Level results structure.

Figure 8

Table 3. Aims and Studies

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