| Literature DB >> 35898105 |
Vera Z Pérez1, Juan C Yepes1, John F Vargas2, Juan C Franco1, Natalia I Escobar1, Leonardo Betancur2, Juanita Sánchez3, Manuel J Betancur1.
Abstract
Landmine victims require an engaging and immersive rehabilitation process to maintain motivation and therapeutic adherence, such as virtual reality games. This paper proposes a virtual reality exercise game called Exogames, which works with Nukawa, a lower limb rehabilitation robot (LLRR). Together, they constitute the general Kina system. The design and development process of Exogames is reported, as well as the evaluation of its potential for physical and emotional rehabilitation. In an initial survey designed ad-hoc, 13 health professionals evaluated compliance with various requirements. They agreed that Exogames would help the user focus on rehabilitation by providing motivation; 92.3% said that the user will feel safe in the virtual world, 66.7% of them agreed or totally agreed that it presents characteristics that may enhance the physical rehabilitation of lower limbs for amputees, 83.3% stated that it would promote the welfare of landmine victims, and 76.9% responded that the graphical interface and data report are useful for real-time assessment, and would be helpful for four interventional areas in all rehabilitation stages. In a second evaluation, using standardized surveys, five physical therapists and one lower limb amputee tried the Kina system as users. They filled out the System Usability Scale (SUS), the Physical Activity Enjoyment Scale (PACES), and the Game Experience Questionnaire (GEQ). The usability of the Kina system overall score was 69 (66, 79) out of 100, suggesting an acceptable though improvable usability. The overall PACES score of 110 (108, 112) out of 126 suggests that users enjoyed the game well. Finally, users indicated a positive effect with a good sense of immersion and smooth of gameplay during the tests, as indicated by the GEQ results. In summary, the evaluations showed that Exogames has the potential to be used as a virtual reality game for the physical and emotional rehabilitation of landmine victims.Entities:
Keywords: landmines; rehabilitation; therapy; virtual reality game
Mesh:
Year: 2022 PMID: 35898105 PMCID: PMC9332850 DOI: 10.3390/s22155602
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.847
Figure 1Kina system, composed by Exogames and Nukawa.
Figure 2Nukawa, the LLRR.
Questions for the interdisciplinary group in the co-creation exercise.
| Q&A Session Questionnaire (Open-Ended Questions) |
|---|
| How could a patient recover from an injury faster and better? |
| What intensity in movements are needed to have a better recovery? |
| What color palette is most appropriate for the situation and population? |
| What sensations and feelings are better? |
| What kind of significant experience should the subject have? |
Questions about the general perception of the Kina system (Likert scale).
| Perception Questions (Likert Scale) |
|---|
| 1. Taking into account your professional experience, select your concept regarding each statement related to the |
| (a) Support the recovery of victims of antipersonnel mines. |
| (b) Interaction with the system will facilitate adherence to the rehabilitation process for victims of antipersonnel mines. |
| (c) The game maintains the user’s interest and motivation. |
| (d) The physical actions of the subject are reflected in the virtual world. |
| (e) Consider as a positive aspect that the character in the game is healthy and with adequate movements. |
| (f) If I had a system like |
| (g) The experience presented was motivating and captivating. |
| 2. Indicate all the conditions that you consider to fulfill the experience that the subject will live with the |
| (a) It includes familiar settings/objects |
| (b) It helps to deal with post-traumatic stress |
| (c) It uses realistic and simplified colors, as the personal environment |
| (d) It does not overwhelm the user with information or colors |
| (e) It helps the user to focus on rehabilitation and provides motivation |
| (f) The user feels safe in the virtual world |
| (g) It does not generate strong emotional shocks |
| (h) It does not generate a sense of more disability |
| (i) It has a scoreboard to motivate the user’s competitiveness |
| (j) It obtains the user’s metrics |
| (k) It generates motivation, gratification, independence, and empowerment |
| (l) It allows to graph the rehab progress statistically |
| 3. Mention any additional observations about the experience |
Questions about intervention areas and graphical interface.
| Interventional Areas Questions (Multiple Choice Single Answer Questions) |
|---|
| 1. In which stage(s) of transtibial amputation rehabilitation do you think the |
| 2. |
| Graphical interface questions |
| 3. Please select one answer option for each question (Likert scale) |
| (a) The graphical interface is intuitive. |
| (b) The layout of the buttons is visually comfortable |
| (c) The graphs presented in the interface allow you to extract useful information for the rehabilitation process of victims of antipersonnel mines. |
| (d) The feedback provided by the graphical interface is sufficient and necessary. |
| 4. What additional information do you think is required to show in the graphical interface? |
| 5. What information presented in the graphical interface do you think can be removed? |
| 6. What additional observations do you have about the graphical interface? |
Survey for health professionals: reports system.
| Questions about the Reports System |
|---|
| 1. Please select one answer option for each question (Likert scale) |
| (a) The report presents the information in an easily understandable way |
| (b) The distribution of information and graphics is adequate in the report |
| (c) The graphs presented in the report allow us to extract useful information for the rehabilitation process of victims of landmines |
| 2. What additional information do you think is required to be shown in the reporting system? |
| 3. What information presented in the reporting system do you think can be removed? |
| 4. What additional observations do you have about the reporting system? |
Exogames questionnarie.
| Questions about |
|---|
| 1. Please select one answer option for each question (Likert Scale) |
| (a) According to the modules described, the game allows you to perform flexo-extension movements of the hip, knee, and ankle. |
| (b) The game is adaptable to the number of sessions defined by the physiotherapist. |
| (c) The game is adaptable to the exercises selected in each session. |
| (d) The fact that the therapy is a game psychologically supports the process of physical recovery of the subject. |
| (e) In my experience as a physical therapist, users would find the game attractive. |
| (f) The main character looks healthy. |
| (g) The exercises presented in the game will support the physical rehabilitation process of victims of antipersonnel mines. |
| (h) I believe that the score assigned in the game maintains the user’s interest and motivation. |
| (i) The experience presented through the video game was motivating and captivating. |
| 2. What additional observations do you have about the video game |
| 3. What negative situations that your users have experienced in the rehabilitation process do you think can be reduced or eliminated with the |
| 4. Additional observations |
Figure 3Kina user (left) and visualization of the exercise machines in the virtual world (right).
List of requirements and perception of compliance.
| List of General Requirements | PHP |
|---|---|
| It helps the user to focus on rehabilitation and provides motivation | 100% |
| The user feels safe in the virtual world | 92.3% |
| It obtains the user’s metrics | 69.2% |
| It allows to graph the rehab progress statistically | 61.5% |
| It generates motivation, gratification, independence, and empowerment | 53.8% |
| It does not generate strong emotional shocks | 53.8% |
| It includes familiar settings/objects | 53.8% |
| It helps to deal with post-traumatic stress | 46.2% |
| It does not generate strong emotional shocks | 38.5% |
| It has a scoreboard to motivate the user’s competitiveness | 38.5% |
| It uses realistic and simplified colors, like the personal environment | 30.8% |
| It does not overwhelm the user with information or colors | 23.1% |
| It does not generate a sense of greater disability | 23.1% |
Figure 4Exogames machines and associated exercise movements description.
Figure 5Avatar and trainer in Exogames.
Figure 6Training and Competition field.
Figure 7Perceptions related to physical rehabilitation.
Figure 8Perceptions related to wellness.
Figure 9Perceptions about Kina’s interface and data reports.
Therapeutic objectives in which Kina contributes according to the experts’ perception.
| Therapeutic Objectives | |
|---|---|
| It may allow having user metrics | 69.2% |
| It may allow for visualize the progress in the statistics | 61.5% |
Physical rehabilitation therapy stages for transtibial amputation in which physiotherapists consider that Kina could be useful.
| Rehabilitation Stage | |
|---|---|
| Prosthetic treatment | 38.46% |
| Pre-prosthetic treatment | 30.77% |
| Postoperative | 30.77% |
| None | 0% |
Therapeutic objectives related to intervention areas in which physiotherapist consider Kina could be useful.
| Intervention Areas | |
|---|---|
| Arcs of movement | 38.46% |
| Strength | 38.46% |
| Propioception | 15.38% |
| Gait | 7.69% |
| Sensitivity | 0% |
| Pain | 0% |
| Equilibrium | 0% |
| Posture | 0% |
Kina’s SUS and PACES scores compared to other studies.
| Reference | SUS | PACES | Number of |
|---|---|---|---|
| [ | 123 (18 items) | 5 | |
| [ | 62 | 31 | 153 |
| [ | 68 | 44 | 15 |
|
| 69 (66, 79) | 110 (108, 112) (18 items) | 6 |
Kina’s GEQ score compared to other studies.
| Reference | Flow | Positive | Immersion | Competence | Challenge | Tension | Negative |
|---|---|---|---|---|---|---|---|
| [ | 3 | 2.9 | 2.7 | 2.6 | 2.4 | 0.8 | 0.4 |
| [ | 1.3 | 2.3 | 2 | 2.2 | 1.6 | 0.8 | 0.3 |
|
| 4 (3, 4) | 4 (2, 4) | 4 (3, 5) | 4 (4, 5) | 3 (2, 4) | 1 (1, 2) | 1 (1, 2) |
Qualitative statements.
| About the potential | “It is good to make research for people with these characteristics and |
| “Difficulty of adherence to treatment could be decreased or | |
| “Interaction with the virtual environment facilitates adherence | |
| “Have you considered including running?”. | |
| “The movement given by the equipment could be | |
| “Not only focus this system on amputee patients. Open the | |
| About the potential | “The sensation of disability could be diminished or |
| “The person feels safe when is positioned on the system”. | |
| “With this system, a rehabilitation that would take six | |
| “It can be applied in the future to various pathologies”. | |
| “I suggest adding a reward system to further motivate the patient”. | |
| “I suggest creating a competitive strategy that allows motivating | |
| Interface | “Interaction with the interface is user-friendly and easy |
| “The commands are simple and easy to understand”. |