Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine
Abstract
1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Procedures
2.3. Measures
2.3.1. Baseline Measures
2.3.2. In-Clinic Post Experience Surveys
2.3.3. Home Trial Post Experience Survey
2.4. Analyses
3. Results
3.1. Participant Characteristics
3.2. In-Clinic Testing Results
3.3. Home Trial Results
3.4. Side Effect Results
3.4.1. Side Effects during In-Clinic Testing
3.4.2. Side Effects during the Home Trial
4. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Condition | Description | Hardware Used |
|---|---|---|
| (1) VR-bio: Immersive virtual reality relaxation training without use of a paired wearable sensor for biofeedback | Participants were instructed to relax and look all around (360 degrees) as desired while wearing a virtual reality headset. Virtual reality content included choice of: (a) an underwater scene; (b) a forest and waterfall scene; or (c) a beach scene. Audio of calming music and/or nature sounds, along with instruction in relaxed breathing, autogenic relaxation, or mindfulness, were simultaneously played through the headset. | (1) Pico G2 4K all-in-one virtual reality headset |
| (2) VR+bio: Immersive virtual reality with use of a paired wearable sensor for biofeedback | Participants were instructed to relax while wearing a virtual reality headset combined with a consumer electroencephalography (EEG) sensor headband. Virtual reality content included choice of: (a) a snow and streaming water scene; (b) a waterfall scene; or (c) a rainfall scene. Overlaid on the virtual reality imagery is a thin horizontal line representing the patient’s baseline EEG activity, along with a glowing firefly that moves up or down off the horizontal line depending on the user’s calmness level. Calmness level is calculated by an algorithm applied to near-real time brainwave frequency band data (delta, theta, low-alpha, high-alpha, low-beta, high-beta, low-gamma, and mid-gamma) from the single-channel EEG headband. Additionally, the virtual environment changes based on the brainwave data (e.g., rain stops, clouds clear, and a rainbow appears when brainwave data are interpreted to indicate success in sustaining reduced stress/calmness based on reduction in high beta/low gamma EEG activity). Audio instruction in relaxation strategies (relaxed breathing, autogenic relaxation, or mindfulness), along with calming music, is simultaneously played through the virtual reality headset. | (1) Pico G2 4K all-in-one virtual reality headset (2) Macrotellect Brainlink Lite EEG headband |
| (3) AR+bio: Augmented reality with use of a paired wearable sensor for biofeedback | Participants were instructed to wear the EEG headband while engaging with audio-visual content via an app on a tablet (iPad). Virtual content comprised the choice of (a) a butterfly scene; (b) a solar system scene; or (c) a flowers scene. This visual content viewed by users in the app is overlaid on top of live video input from the tablet’s camera. The virtual content changes depending on level of relaxation, based on processed calmness data from the EEG headband (e.g., flowers grow, the sun grows bigger and brighter, or butterflies start to hatch when brainwave data are interpreted to indicate success in sustaining reduced stress/calmness based on reduction in high beta/low gamma EEG activity). Audio instruction in relaxed breathing, autogenic relaxation, or mindfulness, along with calming music, is played as part of the content. | (1) Apple iPad tablet (2) Macrotellect Brainlink Lite EEG headband |
| Variable | Sample Value |
|---|---|
| Sex, n (%) | |
| Male | 7 (46.7%) |
| Female | 8 (53.3%) |
| Race, n (%) | |
| White | 14 (93.3%) |
| Black/African-American | 1 (6.7%) |
| Ethnicity, n (%) | |
| Not Hispanic or Latino | 14 (93.3%) |
| Hispanic or Latino | 1 (6.7%) |
| Age, M ± SD (min - max) | 12.9 ± 2.0 (10–17) |
| Grade in school, M ± SD (min – max) | 7.6 ± 2.1 (4–11) |
| Diagnoses, n (%) | |
| Chronic migraine without aura | 7 (46.7%) |
| Migraine without aura | 4 (26.7%) |
| Migraine with aura | 3 (20.0%) |
| Chronic migraine with aura | 1 (6.7%) |
| Technology ownership, n (%) | |
| Smartphone | 13 (86.7%) |
| Desktop computer | 8 (53.3%) |
| Tablet | 4 (26.7%) |
| Laptop | 4 (26.7%) |
| Game console | 2 (13.3%) |
| Wearable device | 2 (13.3%) |
| Prior experience with XR, n (%) | |
| No | 10 (66.7%) |
| Yes | 5 (33.3%) |
| Hours per day of technology use, M ± SD (min to max) | 6.87 ± 4.81 (0–21) |
| Item | VR-bio (M ± SD) | VR+bio (M ± SD) | AR+bio (M ± SD) | Overall (M ± SD) | Home Trial (M ± SD) |
|---|---|---|---|---|---|
| It was simple to use this system. | 4.33 ± 0.49 | 4.13 ± 0.35 | 4.00 ± 0.38 | 4.16 ± 0.42 | 4.09 ± 0.54 |
| The display quality was distracting. * | 2.13 ± 0.83 | 2.20 ± 0.94 | 2.60 ± 1.06 | 2.31 ± 0.95 | 2.36 ± 0.81 |
| I felt I controlled the situation. | 3.73 ± 0.80 | 3.40 ± 1.18 | 3.33 ± 0.82 | 3.49 ± 0.94 | 4.00 ± 0.63 |
| The experience gave me a sense of well-being. | 4.07 ± 0.59 | 3.73 ± 0.80 | 3.53 ± 0.74 | 3.78 ± 0.74 | 4.18 ± 0.74 |
| I enjoyed being in the virtual environment. | 4.33 ± 0.62 | 4.07 ± 0.80 | 3.73 ± 0.80 | 4.04 ± 0.77 | 4.55 ± 0.52 |
| I got tense in the virtual environment. * | 2.07 ± 0.80 | 2.07 ± 0.80 | 2.60 ± 0.91 | 2.24 ± 0.86 | 2.18 ± 0.98 |
| I feel confident I could learn skills using this type of program. | 3.80 ± 0.94 | 3.33 ± 0.82 | 3.13 ± 0.83 | 3.42 ± 0.89 | 3.64 ± 1.03 |
| I found this virtual environment was lame. * | 1.60 ± 0.83 | 2.07 ± 0.88 | 2.53 ± 1.19 | 2.07 ± 1.03 | 2.09 ± 0.70 |
| I liked the interface of this system. | 4.07 ± 0.88 | 3.80 ± 0.78 | 3.60 ± 0.83 | 3.82 ± 0.83 | 3.82 ± 0.40 |
| I would use the system again. | 4.33 ± 0.62 | 4.13 ± 0.74 | 3.40 ± 0.74 | 3.96 ± 0.80 | 4.27 ± 0.65 |
| The system would be useful for my health and well-being. | 4.00 ± 0.66 | 3.67 ± 0.90 | 3.53 ± 0.74 | 3.73 ± 0.78 | 3.91 ± 0.70 |
| Overall, I am satisfied with the system. | 4.47 ± 0.67 | 4.20 ± 0.56 | 3.60 ± 0.83 | 4.09 ± 0.76 | 4.27 ± 0.47 |
| Total acceptability score (mean of all items) | 4.11 ± 0.49 | 3.84 ± 0.57 | 3.51 ± 0.62 | 3.82 ± 0.60 | 3.94 ± 0.44 |
| Variable | r (95% CI) | p |
|---|---|---|
| Age | −0.17 (−0.63 to 0.37) | 0.54 |
| Sex | −0.43 (−0.76 to 0.14) | 0.14 |
| PVSQ Total Score | −0.43 (−0.77 to 0.11) | 0.11 |
| Hours per day of technology use | −0.17 (−0.63 to 0.38) | 0.55 |
| Technology Attitudes Scale Score | −0.44 (−0.09 to 0.78) | 0.10 |
| Technology Comfort Score | 0.22 (−0.33 to 0.66) | 0.43 |
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Connelly, M.; Boorigie, M.; McCabe, K. Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine. Children 2023, 10, 329. https://doi.org/10.3390/children10020329
Connelly M, Boorigie M, McCabe K. Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine. Children. 2023; 10(2):329. https://doi.org/10.3390/children10020329
Chicago/Turabian StyleConnelly, Mark, Madeline Boorigie, and Klanci McCabe. 2023. "Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine" Children 10, no. 2: 329. https://doi.org/10.3390/children10020329
APA StyleConnelly, M., Boorigie, M., & McCabe, K. (2023). Acceptability and Tolerability of Extended Reality Relaxation Training with and without Wearable Neurofeedback in Pediatric Migraine. Children, 10(2), 329. https://doi.org/10.3390/children10020329

