| Literature DB >> 35834303 |
Chien-Hsiang Chang1, Chung-Hsing Yeh2, Chien-Cheng Chang3, Yang-Cheng Lin1.
Abstract
BACKGROUND: In aging societies, dementia risk increases with advancing age, increasing the incidence of dementia-related degenerative diseases and other complications, especially fall risk. Dementia also escalates the care burden, impacting patients, their families, social welfare institutions, and the social structure and medical system.Entities:
Keywords: card recognition rehabilitation; dementia; elderly; gesture recognition; interactive somatosensory game; usability
Year: 2022 PMID: 35834303 PMCID: PMC9335175 DOI: 10.2196/38465
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Figure 1Areas of the hands linked to different brain functions.
Figure 2Arrangements of nostalgic objects in the Geriatrics Center of the National Cheng Kung University Hospital.
Figure 3Recognition of hand orientation by the leap motion device.
Figure 4Traditional Taiwanese grocery stores in the 1960s.
Figure 5Movie posters in Taiwan in the 1960s designed by Chang.
Figure 6Description of the game interface design.
Figure 7Process of the game developed in this study.
Figure 8Game operation. (A) Watch the number of the topmost row of blocks when a block falls; (B) change the number of randomly falling blocks through digital gestures; (C) control the movement of the block by swinging the hands left and right.
Figure 9Experimental location.
Figure 10Experiment flow chart. The experiment starts with a (A) TCRR, followed by (B) ISGR. ISGR: interactive somatosensory game rehabilitation; SUS: System Usability Scale; TCRR: traditional card recognition rehabilitation.
Figure 11Traditional card recognition rehabilitation.
SUSa questionnaire design.
| Item | Question description |
| 1 | I think that I would like to use this |
| 2 | I found the |
| 3 | I thought the |
| 4 | I think that I would need the support of a technical person to be able to use this |
| 5 | I found the various functions in this |
| 6 | I thought there was too much inconsistency in this |
| 7 | I would imagine that most people would learn to use this |
| 8 | I found the |
| 9 | I felt very confident using the |
| 10 | I needed to learn a lot of things before I could get going with this |
aSUS: System Usability Scale.
bTCRR: traditional card recognition rehabilitation.
cISGR: interactive somatosensory game rehabilitation.
The overall SUSa scores for the TCRRb and ISGRc (n=15 for both).
| Patients | Sex | Prior rehabilitation experience: Yes or No | SUS score for TCRRd | SUS score for ISGRe |
| 1 | Male | Yes | 62.5 | 65.0 |
| 2 | Male | Yes | 67.5 | 82.5 |
| 3 | Male | No | 47.5 | 77.5 |
| 4 | Male | No | 62.5 | 70.0 |
| 5 | Male | Yes | 62.5 | 80.0 |
| 6 | Male | Yes | 60.0 | 65.0 |
| 7 | Male | Yes | 57.5 | 75.0 |
| 8 | Female | Yes | 85.0 | 82.5 |
| 9 | Female | No | 47.5 | 60.0 |
| 10 | Female | No | 47.5 | 82.5 |
| 11 | Female | No | 55.0 | 85.0 |
| 12 | Female | No | 57.5 | 75.0 |
| 13 | Female | Yes | 60.0 | 67.5 |
| 14 | Female | No | 50.0 | 60.0 |
| 15 | Female | No | 47.5 | 77.5 |
aSUS: System Usability Scale.
bTCRR: traditional card recognition rehabilitation.
cISGR: interactive somatosensory game rehabilitation.
dMean (SD) 58.0 (10.01), so rated “poor”.
eMean (SD) 73.7 (8.49), so rated “average +”.
Basic descriptive statistics and item benchmarks for SUSa.
| Item | TCRRb (1=lowest, 5=highest) | TCRR score (n=15), mean (SD) | Item benchmark | ISGRc (1=lowest, 5=highest), mean (SD) | ISGR score (n=15), mean (SD) | Item benchmark | ||||
|
| No rehabilitation experience (n=8), mean (SD) | Prior rehabilitation experience (n=7), mean (SD) |
|
| No rehabilitation experience (n=8), mean (SD) | Prior rehabilitation experience (n=7), mean (SD) |
|
| ||
| 1 | 2.50 (0.53) | 3.28 (0.75) | 2.86 (0.74) | Poor – | 4.25 (0.46) | 4.28 (0.48) | 4.27 (0.46) | Good + | ||
| 2 | 2.87 (0.83) | 2.14 (0.69) | 2.53 (0.83) | Average – | 2.12 (0.64) | 2.00 (1.15) | 2.06 (0.88) | Good – | ||
| 3 | 3.25 (1.03) | 3.42 (0.53) | 3.33 (0.81) | Poor | 4.37 (0.74) | 4.00 (0.58) | 4.20 (0.68) | Good | ||
| 4 | 3.12 (0.99) | 1.85 (0.37) | 2.53 (0.99) | Poor – | 2.12 (0.99) | 1.85 (0.69) | 2.00 (0.85) | Poor – | ||
| 5 | 2.37 (0.51) | 2.71 (1.38) | 2.53 (0.99) | Poor – | 3.75 (0.46) | 3.71 (0.95) | 3.73 (0.99) | Average + | ||
| 6 | 2.75 (0.70) | 2.14 (0.69) | 2.47 (0.74) | Poor | 2.87 (0.99) | 2.00 (0.82) | 2.46 (1.11) | Poor | ||
| 7 | 3.12 (0.64) | 3.57 (0.53) | 3.33 (0.62) | Poor – | 4.25 (0.71) | 3.85 (0.89) | 4.06 (0.80) | Good – | ||
| 8 | 2.00 (0.53) | 2.42 (0.53) | 2.20 (0.56) | Average | 2.00 (0.75) | 2.57 (0.79) | 2.27 (0.80) | Average | ||
| 9 | 3.12 (0.83) | 4.00 (0.58) | 3.53 (0.83) | Poor | 4.00 (0.53) | 4.14 (0.69) | 4.07 (0.59) | Good – | ||
| 10 | 3.12 (1.25) | 2.42 (0.79) | 2.80 (1.08) | Poor – | 2.12 (0.64) | 2.00 (0.58) | 2.07 (0.59) | Average | ||
aSUS: System Usability Scale.
bTCRR: traditional card recognition rehabilitation.
cISGR: interactive somatosensory game rehabilitation.
Independent sample t test of the effect of prior rehabilitation experience.
| Item | TCRRa | ISGRb | |||
|
|
| ||||
|
| |||||
| 1 | –0.64 | .53 | –0.15 | .89 | |
| 2 | 1.83 | .09 | 0.26 | .79 | |
| 3 | –0.41 | .69 | 1.08 | .30 | |
| 4 | 2.03 | .06 | 0.60 | .56 | |
| 5 | –0.14 | .89 | 0.09 | .93 | |
| 6 | 1.68 | .12 | 1.85 | .09 | |
| 7 | –1.45 | .17 | 0.95 | .36 | |
| 8 | –0.90 | .38 | –0.96 | .36 | |
| 9 | –1.10 | .29 | –0.45 | .66 | |
| 10 | 1.27 | .23 | 0.39 | .70 | |
aTCRR: traditional card recognition rehabilitation.
bISGR: interactive somatosensory game rehabilitation.
Independent sample t test of the effect of gender.
| Item | TCRRa | ISGRb | ||
|
|
| |||
|
| ||||
| 1 | 0.04 | .96 | 0.98 | .34 |
| 2 | 1.08 | .30 | 0.85 | .41 |
| 3 | –0.41 | .69 | 1.08 | .30 |
| 4 | 0.90 | .38 | 0.60 | .56 |
| 5 | 0.90 | .38 | –1.42 | .18 |
| 6 | 0.18 | .86 | 0.65 | .53 |
| 7 | –0.54 | .59 | 2.71 | .02c |
| 8 | –0.54 | .60 | –0.08 | .93 |
| 9 | –0.77 | .45 | 0.39 | .70 |
| 10 | 1.27 | .23 | 0.39 | .70 |
aTCRR: traditional card recognition rehabilitation.
bISGR: interactive somatosensory game rehabilitation.
cSignificant value.
Independent sample t test for TCRRa and ISGRb.
| Item | Comparison of the 2 rehabilitation methods (n=15) | Prior rehab experience (n=7) | No rehab experience (n=8) | |||||
|
|
|
| ||||||
|
| ||||||||
| 1 | –8.27 | <.001c | –4.62 | <.001c | –7.00 | <.001c | ||
| 2 | 1.49 | .15 | 0.28 | .78 | 2.02 | .06 | ||
| 3 | –3.17 | <.001c | –1.92 | .08 | –2.50 | .02c | ||
| 4 | 0.72 | .48 | 0.00 | .99 | 0.85 | .41 | ||
| 5 | –5.07 | <.001c | –2.50 | .03c | –5.60 | <.001c | ||
| 6 | 0.00 | .99 | 0.35 | .11 | –0.30 | .75 | ||
| 7 | –2.81 | .01c | –0.72 | .48 | –3.33 | <.001c | ||
| 8 | 0.39 | .70 | 0.28 | .79 | 0.27 | .79 | ||
| 9 | –1.21 | .23 | –0.42 | .68 | –1.18 | .26 | ||
| 10 | 2.04 | .03c | 1.16 | .27 | 2.02 | .06 | ||
aTCRR: traditional card recognition rehabilitation.
bISGR: interactive somatosensory game rehabilitation.
cSignificant value.