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:这项研究旨在通过一系列基于使用生物技术虚拟光学模拟器(BIOVIT)的动态感官刺激的任务和规则,刺激大脑的行政功能,从而评价其保持和提高被诊断为超动综合症的患者的注意力水平的有用性;以纵向趋势设计为框架的定量方法,利用BIOVIT模拟器研究接触-结果关系的原因;利用脑电动活动和注意力水平的图形记录,测量对血管大脑活动的探索性分析;数据由来自n=18分别研究的参与者的77 566次观测组成;调查结果确定,BIOVIT模拟器保持并增加参与者的注意力水平,提高77.8%;此外,对虚拟现实浸泡技术严重影响8至12岁参与者的注意力水平的假设进行了测试;证据表明,BIOVIT模拟器是发展脆弱人群学习方法的替代办法;执行成本低和学术应用的多样性可能使发展中国家的学校解决这一问题,这一问题影响成千上万的儿童的注意力缺乏和高度行为障碍。