Cognitive · vrneurocountgame

NeuroCount

Visual Attention, Numerical/Quantitative Processing, Executive Function

Live Included in CognitionVR
NeuroCount is a cognitive task based on counting, comparison, and the processing of visual and numerical information. In this task, the client is required to identify a specific quantity or characteristic of stimuli based on various missions.
NeuroCount

Introduction video

Gameplay

NeuroCount begins by presenting a series of visual and numerical stimuli, where the client must identify, compare, and count relevant information based on the assigned task. Examples include counting objects along a path, identifying items larger or smaller than a reference point, or counting objects situated in specific locations.

At higher levels, tasks become more complex, potentially involving simultaneous conditions or multiple processing stages, along with the introduction of moving objects, visual distractors, and time constraints. Furthermore, in advanced stages, tasks change randomly, requiring the client to rapidly identify the task type and adapt their strategy accordingly.

Therapeutic purpose

NeuroCount is designed with a focus on visuospatial precision, quantitative counting and comparison, and visual attention. The client must identify relevant information amidst distractor stimuli in busy environments, recognize the relationship between objects and numbers, and in higher levels, execute multiple processing stages or task types sequentially. This systematically challenges visual attention, selective attention, quantitative processing, working memory, and executive functions. The inclusion of spatial tasks—such as above/below, left/right, and path-following counts—makes it highly effective for training visuospatial perception and organization.

Target Populations:

This exercise is suitable for individuals with attentional deficits and visual carelessness, visuospatial perception disorders, post-stroke cognitive impairments, traumatic brain injury (TBI) recovery, and older adults experiencing mild cognitive decline or subjective cognitive complaints. It is also effective for those struggling with numerical processing, counting, comparing, holding information during tasks, and cognitive shifting (task-switching). In post-stroke rehabilitation, where attention and executive function are critical areas of intervention, these visual-cognitive exercises have demonstrated significant therapeutic potential.

Suitable Settings:

This tool is appropriate for hospitals, cognitive rehabilitation centers, psychology clinics, neurofeedback and neurotherapy centers, occupational therapy clinics, neurological and post-stroke rehabilitation facilities, and elderly assessment and rehabilitation centers.

Clinician guide

Position the headset properly on the client’s head and set up the training environment for the session. Begin the exercise from level one or the simplest available level.

Recorded metrics

  1. Accuracy and speed per mission type, separately
  2. Shows exactly which processing type (counting, comparison, orientation…) is strong or weak
  3. Error patterns and how much of the visual field is used
  4. Performance in trials where the correct answer is ‘zero’.

Science & evidence

NeuroCount trains visuospatial processing, counting and number sense, and selective attention in busy scenes — the abilities behind navigation, handling money and grasping quantity.

Scientific basis

The mind has two enumeration mechanisms: subitizing, the instant apprehension of 1–4 items, and step-by-step counting for larger sets (Mandler & Shebo, 1982). These rest on an innate "number sense" (Dehaene, 1997). NeuroCount's wide-field tasks also recruit spatial attention and visual search — the very system impaired in hemispatial neglect.

Use in the cognitive treatment pathway

Acalculia and enumeration deficits after brain injury, and visuospatial neglect after stroke, are direct targets. Work starts with simple counts near the centre and progresses, as the field widens, toward head turning and active scanning; the error pattern (one-sided under-counting, comparison errors) gives the clinician a clue to the type of deficit.

VR & digital evidence

Systematic reviews of VR for assessing and rehabilitating neglect judge it a promising, sensitive tool (Pedroli et al., 2015; Martino Cinnera et al., 2022), though samples are small and larger trials are needed.

This exercise is a rehabilitation aid, not a substitute for clinical assessment or therapy; program selection and interpretation of results remain with the care team.

References

  1. Mandler G, Shebo BJ. Subitizing: an analysis of its component processes. Journal of Experimental Psychology: General. 1982;111(1):1–22. doi:10.1037/0096-3445.111.1.1
  2. Dehaene S. The Number Sense: How the Mind Creates Mathematics. Oxford University Press; 1997.
  3. Pedroli E, Serino S, Cipresso P, Pallavicini F, Riva G. Assessment and rehabilitation of neglect using virtual reality: a systematic review. Frontiers in Behavioral Neuroscience. 2015;9:226. doi:10.3389/fnbeh.2015.00226
  4. Martino Cinnera A, et al. Exploring the potential of immersive virtual reality in the treatment of unilateral spatial neglect due to stroke: a comprehensive systematic review. Brain Sciences. 2022;12(11):1589. doi:10.3390/brainsci12111589

Gallery

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