终端用户参与康复虚拟现实实现研究。

IF 1.7 Q2 REHABILITATION
Rachel Proffitt, S. Glegg, D. Levac, B. Lange
{"title":"终端用户参与康复虚拟现实实现研究。","authors":"Rachel Proffitt, S. Glegg, D. Levac, B. Lange","doi":"10.1108/JET-10-2018-0050","DOIUrl":null,"url":null,"abstract":"Purpose\nDespite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned.\n\n\nDesign/methodology/approach\nThe authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.\n\n\nFindings\nA better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users.\n\n\nResearch limitations/implications\nIncreasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings.\n\n\nOriginality/value\nThe set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.","PeriodicalId":42168,"journal":{"name":"Journal of Enabling Technologies","volume":null,"pages":null},"PeriodicalIF":1.7000,"publicationDate":"2019-06-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1108/JET-10-2018-0050","citationCount":"10","resultStr":"{\"title\":\"End-user involvement in rehabilitation virtual reality implementation research.\",\"authors\":\"Rachel Proffitt, S. Glegg, D. Levac, B. Lange\",\"doi\":\"10.1108/JET-10-2018-0050\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Purpose\\nDespite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned.\\n\\n\\nDesign/methodology/approach\\nThe authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI.\\n\\n\\nFindings\\nA better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users.\\n\\n\\nResearch limitations/implications\\nIncreasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings.\\n\\n\\nOriginality/value\\nThe set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.\",\"PeriodicalId\":42168,\"journal\":{\"name\":\"Journal of Enabling Technologies\",\"volume\":null,\"pages\":null},\"PeriodicalIF\":1.7000,\"publicationDate\":\"2019-06-12\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://sci-hub-pdf.com/10.1108/JET-10-2018-0050\",\"citationCount\":\"10\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Journal of Enabling Technologies\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1108/JET-10-2018-0050\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"REHABILITATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Journal of Enabling Technologies","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1108/JET-10-2018-0050","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
引用次数: 10

摘要

尽管越来越多的证据表明现成的和康复专用的主动视频游戏(avg)和虚拟现实(VR)系统对康复的有效性,但临床应用仍然很差。通过改进终端用户对VR/AVG实施研究的参与,更好地匹配VR/AVG系统功能和客户/治疗师需求,可能会增加这项技术的采用。本文的目的是回顾作者在VR/AVG研究中包括最终用户的集体经验中的四个案例,以确定共同的利益、挑战和经验教训。设计/方法论/方法作者运用从四个案例中获得的知识和经验教训,为后续的用户参与研究设计和方法提出建议,包括评估终端UI的影响。发现VR/AVG系统功能与客户/治疗师需求之间更好的匹配,可以改善VR/AVG实施研究的各个阶段的最终UI。在治疗师的知识和技能以及最终终端用户(参与康复的人)的投入方面,尽早增加支持和征求意见有共同的好处。大多数设置都面临平衡技术需求与实践设置和最终用户的需求和目标的挑战。研究限制/意义在VR/AVG实施研究中增加终端UI可能会解决与临床吸收不良相关的问题。在VR/AVG环境中,最终用户可以是治疗师、客户或技术开发人员/工程师。本文提出了四个案例场景,描述了不同VR/AVG系统的实施,涉及各种人群、最终用户和设置。原创性/价值为后续用户参与的研究设计和方法提供的一套建议涵盖了开发、研究和实施的过程。作者希望这些建议能够促进跨学科的合作,鼓励研究人员和治疗师更容易地采用VR/AVGs,并为康复客户提供有效和有效的治疗方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
End-user involvement in rehabilitation virtual reality implementation research.
Purpose Despite increasing evidence for the effectiveness of off-the-shelf and rehabilitation-specific active video games (AVGs) and virtual reality (VR) systems for rehabilitation, clinical uptake remains poor. A better match between VR/AVG system capabilities and client/therapist needs, through improved end-user involvement (UI) in VR/AVG implementation research, may increase uptake of this technology. The purpose of this paper is to review four case examples from the authors' collective experience of including end users in VR/AVG research to identify common benefits, challenges and lessons learned. Design/methodology/approach The authors apply knowledge and lessons learned from the four cases to make recommendations for subsequent user-engaged research design and methods, including evaluation of the impact of end UI. Findings A better match between VR/AVG system capabilities and client/therapist needs leads to improved end UI in all stages of VR/AVG implementation research. There are common benefits of increasing buy-in and soliciting early on the knowledge and skills of therapists as well as input from the ultimate end users: people participating in rehabilitation. Most settings have the challenges of balancing the technology requirements with the needs and goals of the practice setting and of the end users. Research limitations/implications Increasing end UI in VR/AVG implementation research may address issues related to poor clinical uptake. In the VR/AVG context, end users can be therapists, clients or technology developers/engineers. This paper presented four case scenarios describing the implementation of different VR/AVG systems and involving a variety of populations, end users and settings. Originality/value The set of recommendations for subsequent user-engaged research design and methods span the process of development, research and implementation. The authors hope that these recommendations will foster collaborations across disciplines, encourage researchers and therapists to adopt VR/AVGs more readily, and lead to efficacious and effective treatment approaches for rehabilitation clients.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
4.10
自引率
9.10%
发文量
21
期刊介绍: The Journal of Enabling Technologies (JET) seeks to provide a strong, insightful, international, and multi-disciplinary evidence-base in health, social care, and education. This focus is applied to how technologies can be enabling for children, young people and adults in varied and different aspects of their lives. The focus remains firmly on reporting innovations around how technologies are used and evaluated in practice, and the impact that they have on the people using them. In addition, the journal has a keen focus on drawing out practical implications for users and how/why technology may have a positive impact. This includes messages for users, practitioners, researchers, stakeholders and caregivers (in the broadest sense). The impact of research in this arena is vital and therefore we are committed to publishing work that helps draw this out; thus providing implications for practice. JET aims to raise awareness of available and developing technologies and their uses in health, social care and education for a wide and varied readership. The areas in which technologies can be enabling for the scope of JET include, but are not limited to: Communication and interaction, Learning, Independence and autonomy, Identity and culture, Safety, Health, Care and support, Wellbeing, Quality of life, Access to services.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信