This study aimed to stimulate the brain's executive function through a series of tasks and rules based on dynamic perceptual stimuli using the Biotechnology Virtual Immersion Simulator (BIOVIT) and thus evaluate its usefulness to maintain and increase attention levels in subjects diagnosed with hyperkinetic syndrome. With a quantitative methodology framed in a longitudinal trend design, the cause of the exposure-outcome relationships was studied using the BIOVIT simulator. Exploratory analysis of oscillatory brain activity was measured using a graphical recording of brain electrical activity and attention levels. Data consisted of 77,566 observations from n = 18 separately studied participants. The findings established that the BIOVIT simulator maintained and increased the attention levels of the participants by 77.8%. Furthermore, the hypothesis was tested that virtual reality immersion technologies significantly affect attention levels in participants aged 8 to 12. The evidence shows that the BIOVIT simulator is an alternative to developing learning methodologies in vulnerable populations. The low implementation costs and the diversity of academic applications may allow schools in developing countries to solve this problem that afflicts thousands of children with attention deficit and hyperactivity disorder.
翻译:本研究旨在通过基于动态感知刺激的一系列任务和规则,利用生物技术虚拟沉浸模拟器(BIOVIT)刺激大脑执行功能,从而评估其在维持和提升多动综合征患者注意力水平方面的有效性。采用纵向趋势设计的定量研究方法,通过BIOVIT模拟器探究暴露-结局关系的因果关系。通过脑电活动图形记录和注意力水平测量进行振荡性脑活动的探索性分析。数据包含来自n=18名单独研究参与者的77,566个观测值。研究结果表明,BIOVIT模拟器使参与者的注意力水平维持并提升了77.8%。此外,验证了虚拟现实沉浸技术对8至12岁参与者注意力水平具有显著影响的假设。证据显示,BIOVIT模拟器是开发弱势群体学习方法的可行替代方案。其低实施成本与多元化学术应用场景,可能使发展中国家学校得以解决困扰数千名注意缺陷多动障碍儿童的问题。