Kun Qian1, Joseph V Hajnal1, Lucilio Cordero-Grande1,2, Jonathan O'Muircheartaigh1, A David Edwards1,3,4, and Tomoki Arichi1,3,4
1Department of Perinatal Imaging, Centre for the Developing Brain, School of Biomedical Engineering and Imaging Sciences, King's College London, London, United Kingdom, 2Biomedical Image Technologies, ETSI Telecomunicación, Universidad Politécnica de Madrid and CIBER-BBN, ISCIII, Madrid, Spain, 3Guy's and St Thomas' NHS Foundation Trust, London, United Kingdom, 4MRC Centre for Neurodevelopmental Disorders, King's College London, London, United Kingdom
Synopsis
Keywords: Normal development, New Devices
MRI examinations in
young children are typically performed during natural or induced sleep to
reduce distress and movement artefacts. However, those approaches have high
failure rate and/or carry risks. We describe a system for MR imaging in awake
children which combines immersive and interactive MR compatible virtual
reality, eye tracking, and robust post-acquisition motion correction. We
demonstrate effectiveness in a pilot study with a 2 year old child who used the
system on 3 occasions for average 19.5 minutes. The described approach opens
new possibilities for awake MR studies in young children for both clinical and research
purposes.
Introduction
A
major challenge for MRI is the noisy and claustrophobic environment which makes
it difficult to acquire images from specific populations, particularly young children
who may become distressed or struggle to keep still. Scans are therefore often
performed during sleep which is time-consuming and has high failure rates 1.
In clinical practice, an alternative approach is to use sedation or anesthesia,
both of which carry their own risks and require specialist resources 2. A
further consideration for developmental neuroscience research is that imaging
in induced or natural sleep precludes studies of the brain activity associated
with awake behavior with methods like fMRI. Approaches to overcome this have
included practice with mock scanners 3 or with in-bore video displays 4.
However, those approaches have mixed success and ultimately do not remove the
harsh realities of the MR examination itself, with the child still acutely
aware of their surroundings in the scanner 5.
With
these challenges in mind, we have recently developed a novel Virtual Reality
(VR) system which can immerse a child in an interactive virtual world during
scanning 6. A key property of the system is that unusual sensations during
scanning (such as scanner gradient noise or table movement) are incorporated
into the VR experience, to avoid surprise or distress. The system also uses eye
tracking and an adaptive calibration free gaze estimation algorithm that is
robust to subject movement, which facilitates continuous interaction with the
VR environment 6 and allows measurement of visual attention for fMRI analysis.
Although this interaction method aims to reduce a child’s tendency to move,
some degree of head movement will likely remain. To overcome the resulting
image degradation, we have recently developed the DISORDER method which
performs robust motion toleration image reconstruction 7. Putting these
innovations together enables creation of a new system that can acquire high
quality brain MR images from awake young children.Methods
The VR system consists
of a 3D printed coil top display (CTD) which mates precisely with the MR
scanner head coil and is light-tight, thus preventing visual reminders of the child’s
position in the scanner bore (figure 1). Two MR compatible video cameras
(12M-I, MRC systems, Heidelberg DE) with infrared illuminator diodes are
mounted inside the headset, and a wall mounted video camera in the MRI
examination room monitors the patient table position. Video content is projected
onto a diffuser screen in the CTD by a MRI compatible projector (SV-8000
MR-Mini, Avotec Inc, Florida USA) placed on the examination table behind the
headset. Audio content is presented via optical noise cancelling headphones
(OptoActive II, Optoacoustics Ltd, Israel).
Once
the child is positioned inside the head coil, they are immediately presented
with immersive content which remains continuous throughout the examination.
Content is developed using Unity (Unity Technologies) which enables easy
customization for the preferences of each child. To interact, the child simply
holds their gaze on items placed around the screen which trigger an action such
as playing a game, watching a video, or interacting with a character or object.
A progressive calibration algorithm which exploits the additional information from
each new visual fixation ensures accurate gaze estimation even during head
movement 8. To maintain congruence of the VR world with the child’s sensory
experience, scanner table movement is reflected by a moving visual perspective
in their VR experience and scanner gradient noise is matched by elements in the
visual scene (such as a construction site). Motion correction of acquired
images is performed retrospectively using the DISORDER framework which is based
on distributed and incoherent sampling orders, enabling resilience to head
motion by encoding redundancy in the data 7. Pilot data was collected using
the described system with a 2 year old healthy male child using a Philips
Achieva 3T scanner and a 32ch head coil (Phillips Healthcare, Best NL) (figure
2).
Results
The
child in our pilot study used the system inside the scanner bore in 2 sessions
lasting 17 and 22 minutes each. He did not require instruction for how to use
the system and was able to intuitively interact with and control it immediately
after entering the VR world. He was not distressed at any point during use, so
sessions were only stopped when it was noted that head movement had increased
suggesting that he had become bored.
In
each session a high resolution MPRAGE scans, and two TSE T2-weighted images
were acquired over ~16 minutes whilst the child used the system. Despite residual
head movement during image acquisition (maximum displacement: >5mm translation
and >5 degrees rotation), DISORDER reconstruction provided brain images
suitable for clinical reporting and volumetric analysis (figure 3). Discussion and Conclusions
We describe and
demonstrate effectiveness of a novel framework which enables MRI scanning of
awake young children based on an immersive VR experience and motion tolerant
imaging methods. Our approach opens new possibilities for awake MR studies in
young children for both clinical and research purposes, potentially reducing
the need for non-trivial interventions like anesthesia and enabling a new
generation of MR based studies of awake brain processing in this formative
period of life.Acknowledgements
This work was
supported by core
funding from the Wellcome/EPSRC Centre for Medical Engineering [WT203148/Z/16/Z]
and by the National Institute for Health Research (NIHR) Biomedical Research
Centre based at Guy’s and St Thomas’ NHS Foundation Trust and King’s College
London and/or the NIHR Clinical Research Facility. The views expressed are
those of the author(s) and not necessarily those of the NHS, the NIHR or the
Department of Health fand Social Care. TA was supported by funding from a
Medical Research Council (MRC) Translation Support Award [MR/V036874/1]. ADE
and TA received funding support from the MRC Centre for Neurodevelopmental
Disorders, King’s College London [MR/N026063/1].References
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