{"title":"在养老院的老年人中评估虚拟现实干预中的晕机:一项可行性研究。","authors":"Yijun Li, Irina Shiyanov, Beate Muschalla","doi":"10.1080/17483107.2025.2503909","DOIUrl":null,"url":null,"abstract":"<p><strong>Objects: </strong>Virtual Reality (VR) is a potential tool in geriatric rehabilitation and ageing care: VR activities may enhance activity level well-being of older adults in nursing homes. Given the specific vulnerability of older adults, it is crucial to assess potential side effects such as cybersickness, which includes symptoms like dizziness and nausea. Various VR design factors, e.g., session duration, may influence the cybersickness experience. This study aims to investigate the cybersickness prevalence among older adults in nursing homes who participate in a VR activity.</p><p><strong>Methods: </strong>A total of 27 older adults from five nursing homes participated in this feasible study. A four weeks VR intervention was conducted, with one VR session per week. After the VR intervention, participants were asked to rate the standardized VR sickness questionnaire (VRSQ) immediately. There was 11% (<i>N</i> = 3) dropping out from the VR intervention due to cybersickness. Over all participants, cybersickness level remained at a low level (VRSQ-Score, Mean = 2.23, SD = 6.25). There was no significant difference in cybersickness prevalence among the four VR sessions featuring different tasks.</p><p><strong>Impacts: </strong>These findings suggest that specifically designed VR activities yielded moderate cybersickness effects. Older adults should be monitored by nurses during VR sessions, in order to help them exit the VR session in case cybersickness occurs. The findings offer valuable insights on VR interventions under natural conditions, ensuring high external validity. Future randomized controlled trials should explore a larger spectrum of possible side effects of VR interventions in comparison to non-VR interventions in nursing homes.</p>","PeriodicalId":47806,"journal":{"name":"Disability and Rehabilitation-Assistive Technology","volume":" ","pages":"1-9"},"PeriodicalIF":1.9000,"publicationDate":"2025-05-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Assessing cybersickness in a Virtual Reality intervention among older adults living in nursing homes: a feasibility study.\",\"authors\":\"Yijun Li, Irina Shiyanov, Beate Muschalla\",\"doi\":\"10.1080/17483107.2025.2503909\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Objects: </strong>Virtual Reality (VR) is a potential tool in geriatric rehabilitation and ageing care: VR activities may enhance activity level well-being of older adults in nursing homes. Given the specific vulnerability of older adults, it is crucial to assess potential side effects such as cybersickness, which includes symptoms like dizziness and nausea. Various VR design factors, e.g., session duration, may influence the cybersickness experience. This study aims to investigate the cybersickness prevalence among older adults in nursing homes who participate in a VR activity.</p><p><strong>Methods: </strong>A total of 27 older adults from five nursing homes participated in this feasible study. A four weeks VR intervention was conducted, with one VR session per week. After the VR intervention, participants were asked to rate the standardized VR sickness questionnaire (VRSQ) immediately. There was 11% (<i>N</i> = 3) dropping out from the VR intervention due to cybersickness. Over all participants, cybersickness level remained at a low level (VRSQ-Score, Mean = 2.23, SD = 6.25). There was no significant difference in cybersickness prevalence among the four VR sessions featuring different tasks.</p><p><strong>Impacts: </strong>These findings suggest that specifically designed VR activities yielded moderate cybersickness effects. Older adults should be monitored by nurses during VR sessions, in order to help them exit the VR session in case cybersickness occurs. The findings offer valuable insights on VR interventions under natural conditions, ensuring high external validity. 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引用次数: 0
摘要
研究对象:虚拟现实(VR)是老年康复和老年护理的潜在工具:虚拟现实活动可以提高养老院老年人的活动水平。考虑到老年人的特殊脆弱性,评估晕屏等潜在副作用至关重要,晕屏包括头晕和恶心等症状。各种VR设计因素,如游戏持续时间,可能会影响晕屏体验。本研究旨在调查参与虚拟现实活动的养老院老年人的晕屏患病率。方法:对来自5家养老院的27名老年人进行可行性研究。进行了为期四周的虚拟现实干预,每周进行一次虚拟现实治疗。在VR干预后,参与者被要求立即对标准化VR疾病问卷(VRSQ)进行评分。有11% (N = 3)的人因晕机而退出虚拟现实干预。在所有参与者中,晕屏水平保持在较低水平(VRSQ-Score, Mean = 2.23, SD = 6.25)。在四种不同任务的虚拟现实会话中,晕动病的患病率没有显著差异。影响:这些发现表明,专门设计的VR活动产生了中度晕屏效应。老年人在虚拟现实过程中应该由护士监控,以便在发生晕屏时帮助他们退出虚拟现实。研究结果为自然条件下的虚拟现实干预提供了有价值的见解,确保了较高的外部效度。未来的随机对照试验应该探索更大范围的虚拟现实干预与养老院非虚拟现实干预的可能副作用。
Assessing cybersickness in a Virtual Reality intervention among older adults living in nursing homes: a feasibility study.
Objects: Virtual Reality (VR) is a potential tool in geriatric rehabilitation and ageing care: VR activities may enhance activity level well-being of older adults in nursing homes. Given the specific vulnerability of older adults, it is crucial to assess potential side effects such as cybersickness, which includes symptoms like dizziness and nausea. Various VR design factors, e.g., session duration, may influence the cybersickness experience. This study aims to investigate the cybersickness prevalence among older adults in nursing homes who participate in a VR activity.
Methods: A total of 27 older adults from five nursing homes participated in this feasible study. A four weeks VR intervention was conducted, with one VR session per week. After the VR intervention, participants were asked to rate the standardized VR sickness questionnaire (VRSQ) immediately. There was 11% (N = 3) dropping out from the VR intervention due to cybersickness. Over all participants, cybersickness level remained at a low level (VRSQ-Score, Mean = 2.23, SD = 6.25). There was no significant difference in cybersickness prevalence among the four VR sessions featuring different tasks.
Impacts: These findings suggest that specifically designed VR activities yielded moderate cybersickness effects. Older adults should be monitored by nurses during VR sessions, in order to help them exit the VR session in case cybersickness occurs. The findings offer valuable insights on VR interventions under natural conditions, ensuring high external validity. Future randomized controlled trials should explore a larger spectrum of possible side effects of VR interventions in comparison to non-VR interventions in nursing homes.