Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study

被引:21
|
作者
Knobel, Samuel Elia Johannes [1 ]
Kaufmann, Brigitte Charlotte [2 ,3 ,4 ]
Gerber, Stephan Moreno [1 ]
Urwyler, Prabitha [1 ]
Cazzoli, Dario [1 ,4 ]
Mueri, Rene M. [1 ,2 ,3 ,5 ]
Nef, Tobias [1 ,5 ,6 ]
Nyffeler, Thomas [1 ,2 ,3 ,4 ]
机构
[1] Univ Bern, Gerontechnol & Rehabil Grp, Bern, Switzerland
[2] Bern Univ Hosp, Dept Neurol, Percept & Eye Movement Lab, Inselspital, Bern, Switzerland
[3] Bern Univ Hosp, Dept BioMed Res, Percept & Eye Movement Lab, Inselspital, Bern, Switzerland
[4] Luzerner Kantonsspital, Neuroctr, Spitalstr, CH-6004 Luzern, Switzerland
[5] Univ Bern, Bern Univ Hosp, Dept Neurol, Inselspital, Bern, Switzerland
[6] Univ Bern, ARTORG Ctr Biomed Engn Res, Bern, Switzerland
来源
JMIR SERIOUS GAMES | 2021年 / 9卷 / 03期
基金
瑞士国家科学基金会;
关键词
virtual reality; serious game; search task; stroke; neglect; usability; development; immersion; concept; gaming; VISUAL NEGLECT; REHABILITATION; GAMES; STIMULATION; PERFORMANCE; PATTERN; FLOW;
D O I
10.2196/29182
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Serious games are gaining increasing importance in neurorehabilitation since they increase motivation and adherence to therapy, thereby potentially improving its outcome. The benefits of serious games, such as the possibility to implement adaptive feedback and the calculation of comparable performance measures, can be even further improved by using immersive virtual reality (iVR), allowing a more intuitive interaction with training devices and higher ecological validity. Objective: This study aimed to develop a visual search task embedded in a serious game setting for iVR, including self-adapting difficulty scaling, thus being able to adjust to the needs and ability levels of different groups of individuals. Methods: In a two-step process, a serious game in iVR (bird search task) was developed and tested in healthy young (n=21) and elderly (n=23) participants and in a group of patients with impaired visual exploration behavior (ie, patients with hemispatial neglect after right-hemispheric stroke; n=11). Usability, side effects, game experience, immersion, and presence of the iVR serious game were assessed by validated questionnaires. Moreover, in the group of stroke patients, the performance in the iVR serious game was also considered with respect to hemispatial neglect severity, as assessed by established objective hemispatial neglect measures. Results: In all 3 groups, reported usability of the iVR serious game was above 4.5 (on a Likert scale with scores ranging from 1 to 5) and reported side effects were infrequent and of low intensity (below 1.5 on a Likert scale with scores ranging from 1 to 4). All 3 groups equally judged the iVR serious game as highly motivating and entertaining. Performance in the game (in terms of mean search time) showed a lateralized increase in search time in patients with hemispatial neglect that varied strongly as a function of objective hemispatial neglect severity. Conclusions: The developed iVR serious game, "bird search task," was a motivating, entertaining, and immersive task, which can, due to its adaptive difficulty scaling, adjust and be played by different populations with different levels of skills, including individuals with cognitive impairments. As a complementary finding, it seems that performance in the game is able to capture typical patterns of impaired visual exploration behavior in hemispatial neglect, as there is a high correlation between performance and neglect severity as assessed with a cancellation task.
引用
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页数:14
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