Literature DB >> 31356221

A Smartphone-based gaming system for vestibular rehabilitation: A usability study.

Aravind Nehrujee1, Lenny Vasanthan2, Anjali Lepcha3, Sivakumar Balasubramanian1.   

Abstract

BACKGROUNDVestibular dysfunctions result in a wide range of impairments and can have debilitating consequences on a person's day-to-day activities. Conventional vestibular rehabilitation is effective but suffers from poor therapy compliance due to boredom. Virtual reality technology can make training more engaging and allow precise quantification of the training process. However, most existing technologies for vestibular rehabilitation are expensive and not suitable for use in patients' homes and most clinics. In this pilot study, we developed and evaluated the usability of a smartphone-based head-mounted display (HMD) for vestibular rehabilitation and quantified the simulator sickness induced by the system.METHODSTwo adaptive training games were developed to train discrete and rhythmic head movements in the pitch and yaw planes. The usability and simulator sickness associated with the system were evaluated in a single testing session on healthy subjects and patients with unilateral vestibular dysfunction. Additionally, the head movement kinematics measured during training was also analyzed using different movement quality measures.RESULTSA total of 15 healthy subjects and 15 patients underwent testing with the system. Both groups found the system to be highly usable (>80 score on the system usability scale). Following 20-30 min training with the system, healthy subjects reported minimal simulator sickness symptoms. On the other hand, patients reported a higher incidence rate for symptoms, which could have been the result of their vestibular condition.CONCLUSIONThe current study demonstrated the usability and safety of a smartphone-based system for vestibular rehabilitation. The system is compact, and affordable thus has the potential to become an excellent tool for home-based vestibular rehabilitation.

Entities:  

Keywords:  Vestibular rehabilitation; head-mounted display; smartphone; usability; virtual reality

Mesh:

Year:  2019        PMID: 31356221     DOI: 10.3233/VES-190660

Source DB:  PubMed          Journal:  J Vestib Res        ISSN: 0957-4271            Impact factor:   2.435


  3 in total

Review 1.  Immersive virtual reality health games: a narrative review of game design.

Authors:  Gordon Tao; Bernie Garrett; Tarnia Taverner; Elliott Cordingley; Crystal Sun
Journal:  J Neuroeng Rehabil       Date:  2021-02-11       Impact factor: 4.262

2.  Usability, Usefulness, and Acceptance of a Novel, Portable Rehabilitation System (mRehab) Using Smartphone and 3D Printing Technology: Mixed Methods Study.

Authors:  Sutanuka Bhattacharjya; Lora Anne Cavuoto; Brandon Reilly; Wenyao Xu; Heamchand Subryan; Jeanne Langan
Journal:  JMIR Hum Factors       Date:  2021-03-22

Review 3.  Update on Cyber Health Psychology: Virtual Reality and Mobile Health Tools in Psychotherapy, Clinical Rehabilitation, and Addiction Treatment.

Authors:  Pasquale Caponnetto; Mirko Casu
Journal:  Int J Environ Res Public Health       Date:  2022-03-16       Impact factor: 3.390

  3 in total

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