Augmented Reality Exergames for Upcoming Cognitive-Motor Rehabilitation: User-Centered Design Approach and User Experience of Healthy Children.

Q2 Medicine
Maxime Balloufaud, Arnaud Boujut, Romain Marie, Aurélie Guinaldo, Laurent Fourcade, Julia Hamonet-Torny, Anaick Perrochon
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引用次数: 0

Abstract

Background: Traditional rehabilitation programs for children with cerebral palsy and acquired brain injuries aim to enhance motor and cognitive abilities through repetitive exercises, which are often perceived as tedious and demotivating. Extended reality technologies, including augmented reality (AR) and virtual reality, offer more engaging methods through exergames. However, to date, no AR exergames simultaneously integrate cognitive and motor aspects within navigational tasks. Developing these exergames necessitates rigorous methodological steps, especially when using emerging technologies such as AR. The MIDE (Multidisciplinary Iterative Design of Exergames) framework advocates a participatory design approach, involving users from the outset, the objective being to optimize the interface and validate game mechanics through user experience (UX) assessment. Some researchers initially test these mechanisms on healthy children before applying them to clinical populations.

Objective: This study aims to evaluate the UX of our AR exergames, consisting of two games (AR Corsi and AR Zoo), in typically developing children.

Methods: Typically developing children participated in two 1.5-hour sessions. During each session, they played one of two AR games using the Microsoft HoloLens 2 headset: AR Corsi and AR Zoo, both of which are designed to engage executive functions and motor skills through navigational capabilities. UX was assessed after each session using the following measures: System Usability Scale scores for usability, AttrakDiff for attractiveness and game quality, MeCue for emotional experience, and Rating scale of Perceived Exertion for Children for pre- and postsession mental and physical fatigue.

Results: A total of 27 participants (mean age 11.9, SD 1.2 years) were included in the study. Mean System Usability Scale scores were 79.9 (SD 11.4) for AR Corsi and 76.3 (SD 12.1) for AR Zoo, indicating good usability. The AttrakDiff questionnaire yielded favorable results, with scores between 1 and 3 for overall attractiveness, pragmatic quality, and stimulation for both AR games. However, the hedonic quality "identity" received neutral scores (mean 0.6, SD 0.5 for AR Corsi and mean 0.7, SD 0.8 for AR Zoo). The MeCue emotions module yielded average scores of 5.2 (SD 0.7) for AR Corsi and 5.3 (SD 0.8) for AR Zoo, significantly exceeding the theoretical mean of 4 (P<.001). We observed a significant effect of physical fatigue (P=.02) and mental fatigue (P=.002) after exposure to both games. A comparative analysis of UX between the two games showed no significant differences.

Conclusions: This study demonstrates that our exergame, comprising two AR games, is user-friendly and well-received by typically developing children, eliciting positive emotions and overall appeal. Although some children reported fatigue, favorable UX evaluation confirms the validity of the game's content and mechanisms, suggesting its suitability for use among children with cerebral palsy and acquired brain injuries.

即将到来的认知运动康复增强现实游戏:以用户为中心的设计方法和健康儿童的用户体验。
背景:脑瘫和后天性脑损伤儿童的传统康复计划旨在通过重复练习来增强运动和认知能力,这些练习通常被认为是乏味和消极的。包括增强现实(AR)和虚拟现实在内的扩展现实技术通过游戏提供了更吸引人的方法。然而,到目前为止,还没有AR游戏在导航任务中同时整合认知和运动方面。开发这些游戏需要严格的方法论步骤,特别是在使用AR等新兴技术时。MIDE(多学科迭代设计)框架提倡参与式设计方法,从一开始就让用户参与进来,目标是通过用户体验(UX)评估来优化界面并验证游戏机制。一些研究人员首先在健康儿童身上测试这些机制,然后再将其应用于临床人群。目的:本研究旨在评估我们的AR游戏的用户体验,包括两个游戏(AR Corsi和AR Zoo),在正常发育的儿童中。方法:正常发育的儿童参加两个1.5小时的会议。在每次会话中,他们使用微软HoloLens 2头显玩两款AR游戏中的一款:AR Corsi和AR Zoo,这两款游戏都旨在通过导航功能来提高执行功能和运动技能。每次会议结束后,使用以下方法评估用户体验:可用性的系统可用性量表分数,吸引力和游戏质量的AttrakDiff分数,情感体验的MeCue分数,以及儿童在会议前和会议后的精神和身体疲劳的感知运动等级量表。结果:共有27名参与者(平均年龄11.9岁,SD 1.2岁)被纳入研究。AR Corsi的平均系统可用性量表得分为79.9 (SD 11.4), AR Zoo的平均系统可用性量表得分为76.3 (SD 12.1),表明AR Zoo的可用性较好。AttrakDiff问卷得出了有利的结果,两款AR游戏在整体吸引力、实用质量和刺激方面的得分都在1到3分之间。然而,快乐品质“认同”得分为中性(AR Corsi平均0.6,SD为0.5,AR Zoo平均0.7,SD为0.8)。AR Corsi的MeCue情绪模块平均得分为5.2 (SD 0.7), AR Zoo的MeCue情绪模块平均得分为5.3 (SD 0.8),显著超过理论平均值4 (p)。结论:本研究表明,我们的游戏由两个AR游戏组成,用户友好,深受正常发育儿童的欢迎,激发了积极的情绪和整体吸引力。尽管有些儿童报告了疲劳,但良好的用户体验评价证实了游戏内容和机制的有效性,表明它适合脑瘫和后发性脑损伤儿童使用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
CiteScore
4.20
自引率
0.00%
发文量
31
审稿时长
12 weeks
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