Literature DB >> 30440283

Virtual reality for activities of daily living training in neurorehabilitation: a usability and feasibility study in healthy participants.

Stephan M Gerber, Rene M Muri, Urs P Mosimann, Tobias Nef, Prabitha Urwyler.   

Abstract

After severe injury or neurodegenerative disorders patients often experience long-term functional deficits, resulting in a reduction o performance in activities of daily living (ADL). Given their direct relevance to everyday functioning and quality of life, neurorehabilitative programs using simulated ADL's have seen increased interest recently. One of the core elements in simulated ADL's is the interface between the user and the virtual environment, which has a high impact on the therapeutic outcome. The aim of this study was to nalyze the feasibility of a simple virtual ADL (tea preparation task) using two different input devices. The tea preparation task setup consisted of a computer rendering the virtual environment, a head-mounted display (HMD) to visually present the ADL, and two input devices (mouse and handheld controller) to guide virtual hands in the virtual environment. A total of 24 healthyyoung adults performed the tea preparation task after which workload, usability, immersion and presence was rated. The handheld controller was rated significantly lower workload and higher usability than the mouse input device. Also, the sense of being there (immersion) and spatial presence ratings for the task and setup were close to the maximum score of 5. Thus, the handheld controller outperformed the mouse, suggesting that user interaction in the virtual environment with the handheld controller is similar to the real world and intuitive to use. Overall, the simulated ADL implemented with VR technology is feasible for diagnostic and rehabilitative purposes in patients experiencing long-term functional deficits.

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Mesh:

Year:  2018        PMID: 30440283     DOI: 10.1109/EMBC.2018.8513003

Source DB:  PubMed          Journal:  Annu Int Conf IEEE Eng Med Biol Soc        ISSN: 2375-7477


  4 in total

1.  Virtual reality for the assessment and rehabilitation of neglect: where are we now? A 6-year review update.

Authors:  S Cavedoni; P Cipresso; V Mancuso; F Bruni; E Pedroli
Journal:  Virtual Real       Date:  2022-05-30       Impact factor: 4.697

2.  Effects of Virtual Reality-Based Multimodal Audio-Tactile Cueing in Patients With Spatial Attention Deficits: Pilot Usability Study.

Authors:  Samuel Elia Johannes Knobel; Brigitte Charlotte Kaufmann; Nora Geiser; Stephan Moreno Gerber; René M Müri; Tobias Nef; Thomas Nyffeler; Dario Cazzoli
Journal:  JMIR Serious Games       Date:  2022-05-25       Impact factor: 3.364

3.  ExerG: adapting an exergame training solution to the needs of older adults using focus group and expert interviews.

Authors:  Nathalie Ringgenberg; Sarah Mildner; Corina Schuster-Amft; Barbara Seebacher; Marcia Hapig; Sarah Hermann; Katharina Kruszewski; Anna Lisa Martin-Niedecken; Katja Rogers; Alexandra Schättin; Frank Behrendt; Sonja Böckler; Stefan Schmidlin; Roman Jurt; Stephan Niedecken; Christian Brenneis; Leo H Bonati
Journal:  J Neuroeng Rehabil       Date:  2022-08-16       Impact factor: 5.208

4.  Virtual reality reduces pain in palliative care-A feasibility trial.

Authors:  Miriam Guenther; Dennis Görlich; Florian Bernhardt; Esther Pogatzki-Zahn; Burkhard Dasch; Janina Krueger; Philipp Lenz
Journal:  BMC Palliat Care       Date:  2022-10-05       Impact factor: 3.113

  4 in total

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