中国老年人预防跌倒的创新虚拟现实(VR)应用:可用性和接受度探索性研究

IF 4.3 Q1 PSYCHOLOGY, MULTIDISCIPLINARY
Wing Keung Ip, Jeffrey Soar, Christina James, Zoe Wang, Kenneth N. K. Fong
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引用次数: 0

摘要

目的。全沉浸式虚拟现实(VR)技术显示出降低老年人跌倒风险的潜力。但目前几乎没有证据支持在社区养老服务中使用虚拟现实技术应用的可用性和接受度。本研究报告旨在通过评估创新型 VR 应用程序在香港华裔老年人中的实用性和接受度来填补这一空白。研究方法本研究进行了一项单臂探索性研究,以评估参与者如何体验使用完全沉浸式洞穴自动虚拟环境(CAVE)VR程序来预防跌倒。根据参与者对跌倒的担忧和潜在的跌倒风险,通过方便抽样的方式招募了 31 名参与者。参与者在八周内使用 VR CAVE 应用程序完成了 16 节培训课程。根据技术接受模型和先前的研究,他们被要求填写一份 VR 可用性问卷(香港版),并在测试前、测试后和随访时进行跌倒风险评估。结果显示经过 VR 干预后,参与者组在减少跌倒风险因素(包括平衡能力、功能活动能力、行走速度和跌倒恐惧)方面有明显改善。感知有用性(PU)、感知愉悦性(PE)、用户体验(UE)和使用意向(IU)在不同时间点均有显著变化。这些都是影响参与者接受使用 VR 技术应用的重要因素。感知易用性(PEOU)和社会规范(SNs)的结果不一致,部分项目的效度较低。研究结果表明,培训对预防跌倒有积极作用,而且对采用 VR 技术应用的接受度较高。结论本研究支持越来越多的证据表明,全沉浸式 VR 培训对中国老年人预防跌倒的有用性和可接受性。他们认为 VR CAVE 应用作为一种有效的预防跌倒训练是有用和创新的。从技术上讲,VR CAVE 技术的应用面临着许多挑战,在 COVID-19 的限制和老年人技术适应性的限制下不容易管理。不过,投资全沉浸式 VR 技术应用是值得支持的,以便将来在老年护理和康复服务中采用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Innovative Virtual Reality (VR) Application for Preventing of Falls among Chinese Older Adults: A Usability and Acceptance Exploratory Study

Objective. Full immersive virtual reality (VR) technology shows potential for reducing the risks of falls in older adults. There is yet little evidence to support the usability and acceptance on using VR technology application in community aged care service. The study reports on research that aims to address that gap by evaluating the usefulness and acceptance of using an innovative VR application among Chinese older adults from Hong Kong. Methods. A single-arm exploratory study was conducted to evaluate how the participants experienced the use of a fully immersive cave automatic virtual environment (CAVE) VR program on fall prevention. Thirty-one participants were recruited by convenience sampling based on their fall concerns and potential risk of falls. The participants completed 16 training sessions over eight weeks using the VR CAVE application. They were asked to complete a VR usability questionnaire (HK-version) based on the Technology Acceptance Model and previous research, and they took fall risk assessments at the pretest, posttest, and follow-up. Results. The participants’ group significantly showed improvements in reducing the risk factors of falls including balance, functional mobility, walking speed, and fear of falling after VR intervention. Perceived usefulness (PU), perceived enjoyment (PE), user experience (UE), and intention to use (IU) had an overall significant change at different time points. These are important factors to influence the participants’ acceptance of the use of VR technology applications. Perceived ease of use (PEOU) and social norms (SNs) had an inconsistent result, and some items had low validity. The findings indicated a positive training effect on fall prevention and high acceptance of the adoption of the VR technology application. Conclusion. This study supports the growing evidence on the usefulness and acceptance of using full immersive VR training on fall prevention among Chinese older adults. They perceived that the VR CAVE application was useful and innovative as an effective fall prevention training. Technically, the application of VR CAVE technology faces many challenges and is not easily manageable under COVID-19 restrictions and the limitation on technological adaptation for older adults. However, investment in full immersive VR technology application is supported for future adoption in aged care and rehabilitation services.

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来源期刊
Human Behavior and Emerging Technologies
Human Behavior and Emerging Technologies Social Sciences-Social Sciences (all)
CiteScore
17.20
自引率
8.70%
发文量
73
期刊介绍: Human Behavior and Emerging Technologies is an interdisciplinary journal dedicated to publishing high-impact research that enhances understanding of the complex interactions between diverse human behavior and emerging digital technologies.
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