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A Usability Study of a Serious Game in Cognitive Rehabilitation: A Compensatory Navigation Training in Acquired Brain Injury Patients

机译:严重的认知康复游戏的可用性研究:对获得性脑损伤患者的补偿性导航训练

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Acquired brain injury patients often report navigation impairments. A cognitive rehabilitation therapy has been designed in the form of a serious game. The aim of the serious game is to aid patients in the development of compensatory navigation strategies by providing exercises in 3D virtual environments on their home computers. The objective of this study was to assess the usability of three critical gaming attributes: movement control in 3D virtual environments, instruction modality and feedback timing. Thirty acquired brain injury patients performed three tasks in which objective measures of usability were obtained. Mouse controlled movement was compared to keyboard controlled movement in a navigation task. Text-based instructions were compared to video-based instructions in a knowledge acquisition task. The effect of feedback timing on performance and motivation was examined in a navigation training game. Subjective usability ratings of all design options were assessed using questionnaires. Results showed that mouse controlled interaction in 3D environments is more effective than keyboard controlled interaction. Patients clearly preferred video-based instructions over text-based instructions, even though video-based instructions were not more effective in context of knowledge acquisition and comprehension. No effect of feedback timing was found on performance and motivation in games designed to train navigation abilities. Overall appreciation of the serious game was positive. The results provide valuable insights in the design choices that facilitate the transfer of skills from serious games to real-life situations.
机译:获得性脑损伤患者通常报告导航功能障碍。已经设计了一种严肃游戏形式的认知康复疗法。这款严肃游戏的目的是通过在家用计算机上的3D虚拟环境中提供练习,帮助患者制定代偿性导航策略。这项研究的目的是评估三个关键游戏属性的可用性:3D虚拟环境中的运动控制,指令形式和反馈时间。 30名获得性脑损伤患者执行了三个任务,这些任务获得了客观的可用性度量。在导航任务中,将鼠标控制的移动与键盘控制的移动进行了比较。在知识获取任务中,将基于文本的指令与基于视频的指令进行了比较。在导航培训游戏中检查了反馈时间对性能和动机的影响。使用调查表评估所有设计选项的主观可用性等级。结果表明,在3D环境中,鼠标控制的交互比键盘控制的交互更有效。尽管基于视频的说明在知识获取和理解方面并没有更有效,但患者显然更倾向于基于视频的说明而非基于文本的说明。在旨在训练导航能力的游戏中,未发现反馈时间对性能和动机的影响。严肃游戏的总体评价是积极的。结果为设计选择提供了宝贵的见解,有助于将技能从严肃的游戏转移到现实生活中。

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