| Literature DB >> 33944795 |
Pui Hing Chau1, Yan Yan Jojo Kwok1, Mee Kie Maggie Chan1, Ka Yu Daniel Kwan1, Kam Lun Wong2, Ying Ho Tang2, Kan Lung Peter Chau2, Sheung Wa Matthew Lau2, Yan Yan Yannex Yiu2, Mei Yan Fanny Kwong2, Wai Ting Thomas Lai3, Mun Kit Leung2.
Abstract
BACKGROUND: Unlike most virtual reality (VR) training programs that are targeted at homogenous populations, a set of VR games for rehabilitation purposes targeted at a heterogeneous group of users was developed. The VR games covered physical training, cognitive training (classification and reality orientation), community-living skills training, and relaxing scenery experiences. Special considerations for local older adults and people with disabilities were made in terms of hardware choice and software design.Entities:
Keywords: evaluation; older adults, people with disabilities; rehabilitation; virtual reality
Year: 2021 PMID: 33944795 PMCID: PMC8132975 DOI: 10.2196/27640
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Some of the key considerations during program development to cater to the different conditions and disabilities of the users.
| Element | Considerations |
| Hardware | Fully immersive simulation was adopted, with head-mounted display (HMD) devices and limb motion trackers used as the display method and control interface, respectively. Through the HMD, the images of virtual reality (VR) games were manifested in front of the users’ eyes. It enabled users with low vision to see the VR scenery clearly. Moreover, the HMD device was highly portable and could be used with minimal space requirement, which fitted well for a densely populated place such as Hong Kong. Button-free limb motion trackers allowed the users to participate in VR games by simple limb movements without relying on fine-motor control. |
| Virtual setting | An approximately 180-degree interaction zone within the VR environments was adopted, where interactive objects or training tasks were set at arm’s length or attached to users’ virtual hands. Hence, users could play the games safely in a sitting posture without moving or bending forward. Agile body and head movements were excluded or minimized from the gaming design to alleviate cybersickness such as dizziness and nausea. The backdrop and characters of VR games were not too fancy or stimulating to cater to users with limited cognitive and visual perceptions. |
| Game operation | Users only needed to move the button-free trackers with their limbs to a target position and hold for about 2 seconds. Then, a preprogrammed action would be triggered. Moreover, some of the VR games allowed users to either stand up or sit down to play, whereas some permitted the use of one or more limbs to play selectively (eg, left, right, or both), whichever suits the user, such that even those with mutilation could enjoy VR games. Motion-detection sensitivity was tailor made to the capability of users so that even the smallest movement of their limbs and the slowest reaction time could be detected. Then, those with minimal mobility could also easily participate in VR games using button-free trackers. |
| Game setting | Most of the games were designed with three levels of difficulty so that users and/or staff could choose the most suitable one according to their abilities. All games have timely and encouraging feedback and cues. By providing immediate feedback, users would realize that what they do in the real world could trigger something in the VR games. In addition to feedback, cues were provided in the form of images, words, and sounds, which served as guides to help users understand what they should do in the VR games. Staff could also use their own cues as additional guidance. |
Virtual reality games in the training session.
| Component | Virtual reality (VR) games |
| Physical | The games involved the upper limbs ( |
| Cognitive (classification skills) | Nostalgic elements were employed to appeal to the users. Three signature games/scenes from a local amusement park that operated from the 1940s to the 1990s were included. The games, namely |
| Cognitive (reality orientation) | In the game named |
| Community- living skills | The game |
| Relaxing scenery experiences | Four relaxing scenes, including |
Figure 1CONSORT (Consolidated Standards of Reporting Trials) flow diagram. VR: virtual reality.
Baseline characteristics of the participants (N=135).
| Characteristic | Value, n (%) or mean (SD) | |
| Mean age (years) | 62.7 (21.5) | |
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| Male | 68 (50.4) |
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| Female | 67 (49.6) |
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| Primary or below, or special educational needs | 103 (76.3) |
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| Secondary or tertiary | 32 (23.7) |
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| Community dwelling | 40 (29.6) |
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| Residential care setting | 95 (70.4) |
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| Independence or slightly dependence | 64 (47.4) |
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| Moderate-to-severe dependence | 71 (52.6) |
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| Without auxiliary equipment | 29 (21.5) |
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| Require walking aids | 34 (25.2) |
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| Wheelchair bound | 72 (53.3) |
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| No cognitive impairment | 97 (71.9) |
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| Mild-to-severe cognitive impairment | 38 (28.1) |
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| No intellectual disability | 61 (45.2) |
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| Mild-to-severe intellectual disability | 74 (54.8) |
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| No visual impairment | 73 (54.1) |
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| Mild-to-severe visual impairment | 62 (45.9) |
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| No | 122 (90.4) |
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| Yes | 13 (9.6) |
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| No | 122 (90.4) |
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| Yes | 13 (9.6) |
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| No | 117 (86.7) |
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| Yes | 18 (13.3) |
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| No | 122 (90.4) |
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| Yes | 13 (9.6) |
Usage statistics of virtual reality training.
| Usage statistics | Value, n (%) | |
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| ≥6 weeks consecutively | 91 (67.4) |
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| ≥6 weeks intermittently | 15 (11.1) |
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| <6 weeks | 29 (21.5) |
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| ≥18 sessions | 28 (20.7) |
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| 13-17 sessions | 75 (55.6) |
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| <13 sessions | 32 (23.7) |
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| ≥30 minutes | 175 (9.2) |
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| 20-29 minutes | 1,207 (63.3) |
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| <20 minutes | 524 (27.5) |
aVR: virtual reality.
Game time statistics according to game components.
| Games | Number of participants | Time (minutes) | |||||
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| Mean | Median | Minimum | Maximum | SD | Range |
| All | 135 | 289.3 | 316.8 | 6.0 | 595.0 | 129.6 | 6.0-595.0 |
| Physical | 135 | 244.0 | 275.0 | 4.0 | 390.0 | 108.6 | 4.0-390.0 |
| Cognitive (classification) | 116 | 43.0 | 33.8 | 2.0 | 177.8 | 35.0 | 2.0-177.8 |
| Cognitive (reality orientation) | 21 | 21.5 | 17.8 | 1.4 | 49.1 | 14.6 | 1.4-49.1 |
| Community-living skills | 18 | 16.8 | 15.1 | 3.3 | 42.2 | 12.4 | 3.3-42.2 |
| Relaxing scenery experiences | 27 | 13.7 | 10.5 | 2.6 | 50.0 | 12.1 | 2.6-49.9 |
Difficulty levels of some virtual reality games played in the 1906 sessions.
| Game | Sessions, n (%) | |||
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| Level 1 | Level 2 | Level 3a | Mixed levels |
| Handball (n=1786 sessions) | 1512 (84.7) | 107 (6.0) | 18 (1.0) | 149 (8.3) |
| Football (n=1460 sessions) | 1295 (88.7) | 82 (5.6) | 6 (0.4) | 77 (5.3) |
| Classification (n=1363 sessions) | 909 (66.7) | 63 (4.6) | 210 (15.4) | 181 (13.3) |
| MTR GO GO GO (n=47 sessions) | 9 (19.1) | 22 (46.8) | 15 (31.9) | 1 (2.1) |
aIncluding levels 3 and 4 in MTR GO GO GO.
Baseline outcome measures of the participants (N=135).
| Outcome measure | Number of participants | Value, mean (SD) | |
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| Dominant hand | 134 | 27.7 (14.1) |
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| Nondominant hand | 128 | 28.0 (14.7) |
| TUGb (in seconds) | 104 | 15.4 (11.8) | |
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| Overall performance | 94 | 13.7 (7.8) |
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| Attention domain | 94 | 2.3 (1.4) |
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| Executive functions/language domain | 94 | 3.9 (2.3) |
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| Orientation domain | 94 | 3.6 (2.1) |
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| Memory domain | 94 | 3.9 (3.2) |
| BTOd score (in error scores) | 30 | 37.8 (25.9) | |
| Happiness score | 130 | 79.1 (30.0) | |
aBBT: Box and Block Test.
bTUG: Timed Up and Go Test.
cHK-MoCA 5-Min: Montreal Cognitive Assessment 5-Minute (Hong Kong Version).
dBTO: Benton Temporal Orientation Test.
Figure 2Change in health outcomes over three measurement time points (baseline [T0], 6 weeks after baseline [T1], and 3 months after baseline [T2]). (A) Block and Block Test (BBT), a larger number of blocks transferred indicates better upper-limb dexterity; P values for time difference: .008 (dominant hand) and .043 (nondominant hand). (B) Montreal Cognitive Assessment 5-Minutes (Hong Kong Version) (HK-MoCA 5-Min), a higher score indicates better cognitive status; P values for time difference: <.001 (overall performance), <.001 (attention domain), <.001 (executive functions/language domain), .004 (orientation domain), and <.001 (memory domain).
Change in health outcomes over the three assessment time points.
| Outcome measuresa | T1b vs T0c | T2d vs T0 | ||||||||||||
| Changee (95% CI) | Effect sizef | Changee (95% CI) | Effect sizef | |||||||||||
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| Dominant hand | 0.7 (−0.9 to 2.3) | 0.05 | .39 | 2.4 (0.9 to 4.0) | 0.17 | .002h | |||||||
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| Nondominant hand | 0.7 (−0.7 to 2.2) | 0.05 | .33 | 1.9 (0.4 to 3.3) | 0.13 | .01h | |||||||
| TUGi (in seconds) | −0.5 (−1.6 to 0.6) | −0.04 | 0.39 | −1.1 (−2.2 to −0.007) | −0.09 | .048h | ||||||||
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| Overall performance | 2.5 (1.7 to 3.2) | 0.31 | <.001h | 3.5 (2.8 to 4.3) | 0.45 | <.001h | |||||||
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| Attention domain | 0.5 (0.2 to 0.7) | 0.33 | .001h | 0.9 (0.6 to 1.2) | 0.65 | <.001h | |||||||
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| Executive functions/language domain | 0.8 (0.4 to 1.1) | 0.33 | <.001h | 1.0 (0.7 to 1.3) | 0.43 | <.001h | |||||||
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| Orientation domain | 0.3 (−0.005 to 0.6) | 0.14 | .054 | 0.5 (0.2 to 0.8) | 0.24 | .001h | |||||||
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| Memory domain | 1.0 (0.5 to 1.4) | 0.30 | <.001h | 1.2 (0.7 to 1.6) | 0.37 | <.001h | |||||||
| BTOk score (in error scores) | 2.6 (−7.4 to 12.6) | 0.10 | .61 | −1.5 (−11.4 to 8.3) | −0.06 | .76 | ||||||||
| Happiness score | −4.4 (−10.6 to 1.9) | −0.15 | .17 | −3.5 (−9.8 to 2.7) | −0.12 | .26 | ||||||||
aA better condition is represented by an increase in transferred blocks in the BBT, a decrease in time in the TUG, an increase in the HK-MoCA 5-Min score, a decrease in error scores in the BTO, and an increase in the happiness score.
bT0: baseline.
cT1: 6 weeks after baseline.
dT2: 3 months after baseline.
eThe change in health outcomes over time were estimated using the linear mixed effect models, controlling for age, gender, education level, living arrangement, dependence level, mobility status, cognitive status, intellectual disability status, visual status, history of stroke, history of fracture, mental illness, and autism.
fEffect size is expressed in terms of the Cohen d index, where 0.2 indicates a small effect, 0.5 indicates a medium effect, and 0.8 indicates a large effect.
gBBT: Box and Block Test.
hSignificant at <.05 level of significance.
iTUG: Timed Up and Go Test.
jHK-MoCA 5-Min: Montreal Cognitive Assessment 5-Minute (Hong Kong Version).
kBTO: Benton Temporal Orientation Test.