沉浸式虚拟现实支持成人沟通障碍康复的定性研究(预印本)

Q2 Medicine
Atiyeh Vaezipour, Danielle Aldridge, Sebastian Koenig, Clare Burns, Nilufar Baghaei, Deborah Theodoros, Trevor Russell
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引用次数: 0

摘要

背景:患有交流障碍的人往往难以将他们在治疗过程中学到的技能运用到现实生活中。沉浸式虚拟现实(VR)技术有可能创造出逼真的交流环境,既可用于临床环境,也可供交流障碍患者在家中练习:本研究旨在加深我们对专为交流康复设计的 VR 应用程序(SIM:Kitchen)的接受度、实用性和可用性的理解。此外,本研究还旨在从患有后天性交流障碍的个人角度出发,确定使用 VR 技术的障碍和益处:在试用了沉浸式 VR 应用程序后,对 10 名年龄在 46-81 岁(平均 58 岁,标准差 9.57 岁)的后天神经源性交流障碍患者进行了半结构式访谈和可用性调查。对访谈录音进行了转录和分析,以确定主题:结果:关于系统可用性与参与者在 VR 应用中的沉浸式体验的定量数据很有前景。半结构式访谈的结果在五个关键主题领域进行了讨论,包括:(1) 参与者对 VR 的态度;(2) 感知到的 VR 系统的实用性;(3) 感知到的 VR 系统的易用性;(4) 他们继续使用 VR 的意愿;(5) 他们认为采用这种 VR 技术的挑战或促进因素:总体而言,本研究的参与者认为 VR 体验是令人愉快的,而且为交流康复设计的 VR 应用程序的逼真性给他们留下了深刻印象。本研究强调了与个人相关的、具有不同任务难度的沉浸式 VR 干预措施,这些措施可以提高交流康复方面的技术吸收率。不过,必须对 VR 手部控制器技术进行改进,使其动作更加自然,并能适应用户的能力。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Rehabilitation Supported by Immersive Virtual Reality for Adults With Communication Disorders: Semistructured Interviews and Usability Survey Study.

Background: Individuals who have acquired communication disorders often struggle to transfer the skills they learn during therapy sessions to real-life situations. Immersive virtual reality (VR) technology has the potential to create realistic communication environments that can be used both in clinical settings and for practice at home by individuals with communication disorders.

Objective: This research aims to enhance our understanding of the acceptance, usefulness, and usability of a VR application (SIM:Kitchen), designed for communication rehabilitation. Additionally, this research aims to identify the perceived barriers and benefits of using VR technology from the perspective of individuals with acquired communication disorders.

Methods: Semistructured interviews and usability surveys were conducted with 10 individuals with acquired neurogenic communication disorders aged 46-81 (mean 58, SD 9.57) years after trialing an immersive VR application. The audio-recorded interviews were transcribed and analyzed to identify themes.

Results: The quantitative data regarding the usability of the system associated with participants' immersion experience in the VR application were promising. Findings from semistructured interviews are discussed across five key thematic areas including (1) participant's attitude toward VR, (2) perceived usefulness of the VR system, (3) perceived ease of use of the VR system, (4) their willingness to continue using VR, and (5) the factors they perceived as challenges or facilitators to adopting this VR technology.

Conclusions: Overall, participants in this study found the VR experience to be enjoyable and were impressed by the realism of the VR application designed for communication rehabilitation. This study highlighted personally relevant, immersive VR interventions with different levels of task difficulty that could enhance technology uptake in the context of communication rehabilitation. However, it is essential that VR hand controller technology is refined to be more naturalistic in movement and able to accommodate user capabilities.

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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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