为有视觉空间忽视的人开发增强现实游戏的设计选择

M.D.J. Bakker , N. Boonstra , T.C.W. Nijboer , M.S. Holstege , W.P. Achterberg , N.H. Chavannes
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引用次数: 10

摘要

视觉空间忽视(VSN)是中风后常见的症状,严重影响日常生活。其中最常用和强烈推荐的康复方法是视觉扫描训练(VST),它需要大量的重复,这使得治疗强度大,对患者的吸引力较小。在医疗保健领域使用电子保健可以在患者满意度、治疗效果和效果方面增加改善治疗的选择。解决动机问题的一种方法可能是增强现实(AR),它为在治疗VSN期间增加与环境的自然互动提供了新的机会。目的开发一种基于ar的扫描训练程序,以改善受VSN影响的个体的视觉空间搜索策略。方法采用设计研究方法,其特点是迭代和增量地使用原型作为研究工具,并以人为中心。运用了几种设计思维方法来探索AR游戏应该遵循哪些设计元素。7名视觉空间忽视患者、8名职业治疗师、1名游戏设计专业人员和7名其他医疗保健专业人员根据自己的观点,通过共同创造的方式参与了这项研究。结果VSN患者AR游戏的基本设计选择包括外在动机、怀旧、隐喻、直接反馈、独立运动、对象对比、搜索元素和竞争因素。外在动机设计被认为是最重要的设计选择,因为由于目标群体自我意识较弱,往往不能完全理解和接受VSN的后果。结论本研究为脑卒中后VSN患者制作了一个原型AR游戏。使用的AR游戏和方法说明了AR工具在老年康复中的有希望的作用,特别是那些旨在提高中风后VSN患者独立性的工具。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The design choices for the development of an Augmented Reality game for people with visuospatial neglect

Introduction

Visuospatial neglect (VSN) is common after stroke and can seriously hamper everyday life. One of the most commonly used and highly recommended rehabilitation methods is Visual Scanning Training (VST) which requires a lot of repetition which makes the treatment intensive and less appealing for the patient. The use of eHealth in healthcare can increase options regarding improved treatment in the areas of patient satisfaction, treatment efficacy and effectiveness. One solution to motivational issues might be Augmented Reality (AR), which offers new opportunities for increasing natural interactions with the environment during treatment of VSN.

Aim

The development of an AR-based scanning training program that will improve visuospatial search strategies in individuals affected by VSN.

Method

We used a Design Research approach, which is characterized by the iterative and incremental use of prototypes as research instruments together with a strong human-centered focus. Several design thinking methods were used to explore which design elements the AR game should comply with. Seven patients with visuospatial neglect, eight occupational therapists, a game design professional and seven other healthcare professionals participated in this research by means of co-creation based on their own perspectives.

Results

Fundamental design choices for an AR game for VSN patients included the factors extrinsic motivation, nostalgia, metaphors, direct feedback, independent movement, object contrast, search elements and competition. Designing for extrinsic motivation was considered the most important design choice, because due to less self-awareness the target group often does not fully understand and accept the consequences of VSN.

Conclusion

This study produced a prototype AR game for people with VSN after stroke. The AR game and method used illustrate the promising role of AR tools in geriatric rehabilitation, specifically those aimed at increasing the independence of patients with VSN after stroke.

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