Na Jin Seo, Jayashree Arun Kumar, Pilwon Hur, Vincent Crocher, Binal Motawar, Kishor Lakshminarayanan
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引用次数: 46
Abstract
The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.
低成本运动跟踪设备的出现使基于家庭的虚拟现实康复活动成为可能,并增加了患者的可及性。目前,关于患者对虚拟现实康复的期望的文献很少。这项研究调查了10名中风患者对虚拟现实康复游戏的期望。本研究还通过调查和House of Quality分析评估了三款低成本虚拟现实康复游戏的可用性。这些游戏(厨房、射箭和拼图)是在实验室开发的,旨在鼓励手指和手臂的协调运动。低成本的运动追踪设备,P5 Glove和微软Kinect,被用来记录运动。研究发现,中风患者更喜欢具有临床洞察力和治疗师鼓励的、具有激励性和易于使用的游戏。House of Quality分析显示,游戏应该通过获得临床有效性的证据来改进,包括关于提高功能能力的临床反馈,使游戏适应用户不断变化的功能能力,以及提高动作跟踪设备的可用性。本研究报告了中风患者对康复类游戏的期望,并通过可用性分析帮助指导未来游戏的开发。