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Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation

机译:用于基于临床游戏的运动康复的现成视频游戏机的初始可用性评估

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Aims/background: Off-the-shelf games for consoles such as the Nintendo Wii, Nintendo WiiFit and Sony PlayStation 2 EyeToy have been developed and tested for the purpose of entertainment. Many clinics are adopting the use of these off-the-shelf devices for exercise, social interaction and rehabilitation because they are affordable, accessible and can be used within the clinic and home. Our group carried out initial usability evaluations for these off-the-shelf games and a prototype game (using an off-the-shelf device) specifically developed for people with disabilities.Methods: A series of studies have been undertaken through formative and summative evaluation and focus group research with a sample of people recovering from spinal cord injury, traumatic brain injury and stroke. Findings from two studies are presented. Following a demonstration and trial of the devices, observational and questionnaire data were collected to determine participants' perception of each system's usability, appeal and enjoyment.Results: The first study involved evaluation and focus group discussions of seven participants (two females, five males) with SCI (n=4) and CVA (n=3). Findings indicated that interaction with the EyeToy interface appeared to be more intuitive than the use of the Wii-mote interaction device, although some participants had difficulty navigating the menu of the PlayStation EyeToy. The second study involved evaluation of six participants (SCI=4 males, TBI=1 male, CVA=1 female), aged between 25 and 58 years. The investigator was able to increase or decrease the difficulty of a game (developed specifically for bimanual rehabilitation task), using an off-the-shelf haptic feedback device, for each participant, depending on their skill level so that each participant was able to work at a level that was challenging to them. In both studies, participants reported that they would be more motivated to exercise if playing these types of games in both the clinic and home setting.Conclusion: This series of usability tests is the first phase within a program of work using gaming for a range of physical disabilities. The use of virtual reality and video games for rehabilitation offers potential for motivating patients to perform specific therapy tasks.
机译:目的/背景:已经开发并测试了用于娱乐机的现成游戏,例如Nintendo Wii,Nintendo WiiFit和Sony PlayStation 2 EyeToy。许多诊所正在使用这些现成的设备进行锻炼,社交互动和康复,因为它们价格合理,易于使用并且可以在诊所和家庭中使用。我们小组对这些现成的游戏以及专门为残疾人开发的原型游戏(使用现成的设备)进行了初始可用性评估。方法:通过形成性和总结性评估进行了一系列研究焦点小组研究的对象包括从脊髓损伤,脑外伤和中风中康复的人。介绍了两项研究的结果。在对设备进行了演示和试用之后,收集了观察数据和问卷数据,以确定参与者对每个系统的可用性,吸引力和享受度的看法。结果:第一项研究包括对七个参与者(两名女性,五名男性)进行评估和小组讨论。 SCI(n = 4)和CVA(n = 3)。研究结果表明,尽管有些参与者难以导航PlayStation EyeToy的菜单,但与EyeToy界面的交互似乎比使用Wii-mote交互设备更直观。第二项研究包括对年龄在25至58岁之间的六名参与者(SCI = 4男性,TBI = 1男性,CVA = 1女性)进行评估。研究人员能够使用现成的触觉反馈设备,根据每个参与者的技能水平,来增加或减少游戏的难度(专门为双向康复任务而开发),具体取决于每个参与者的技能水平。对他们来说具有挑战性。在两项研究中,参与者均报告说,如果在诊所和家庭环境中都玩这些类型的游戏,他们会更有动力进行锻炼。结论:这一系列的可用性测试是在一系列游戏中使用游戏的第一阶段。身体残疾。使用虚拟现实和视频游戏进行康复提供了激发患者执行特定治疗任务的潜力。

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  • 来源
    《Physical Therapy Reviews》 |2009年第5期|355-363|共9页
  • 作者

    Lange B.; Flynn S.; Rizzo A.;

  • 作者单位

    Institute for Creative Technologies, University of Southern California, Marina Del Rey, CA 90292, USA;

    Institute for Creative Technologies, University of Southern California, Marina Del Rey, CA 90292, USA;

    Institute for Creative Technologies, University of Southern California, Marina Del Rey, CA 90292, USA;

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  • 正文语种 eng
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  • 入库时间 2022-08-17 23:34:15

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