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Jayashree Arun Kumar, Pilwon Hur, Kishor Lakshminarayanan, Na Jin Seo. USABILITY EVALUATION OF A LOW-COST VIRTUAL REALITY REHABILITATION GAME FOR STROKE PATIENTS WITH UPPER LIMB IMPAIRMENT . MOTIVATION.
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Jayashree Arun Kumar, Pilwon Hur, Kishor Lakshminarayanan, Na Jin Seo USABILITY EVALUATION OF A LOW-COST VIRTUAL REALITY REHABILITATION GAME FOR STROKE PATIENTS WITH UPPER LIMB IMPAIRMENT MOTIVATION • Stroke is the primary cause of disability in the United States which leads to mild to severe sensorimotor impairments (Winstein et al, Arch. Phys. Med. Rehabil. ,2004 ). • Low-cost VR games have tremendous potential to assist with physical rehabilitation for patients with paralysis by motivating patients to be engaged in repetitive movements for an extended period of time (Morrow et al, International Workshop on IEEE , 2006 ). • Currently VR games are developed by engineers without feedback from patients • This is a problem because patients’ inclination to play the games is crucial for successful rehabilitation outcome • 1. To systematically evaluate usability of a low-cost VR kitchen game. • 2. To obtain patients’ general expectations on VR games OBJECTIVE
METHODOLOGY • Procedure: • Eight chronic stroke survivors participated. • Pre-game survey: Patients filled a questionnaire about expectations for VR games. • Play: Patients played the game using Kinect and P5 Glove • Post-game survey: Patients filled a questionnaire evaluating usability of the game • Focus group: Patients discussed their satisfaction/dissatisfaction and expectations • Analysis: • HOQ analysis: The House of Quality (HOQ) matrix was constructed based on pre- and post-game surveys • Observation: Patients’ ability to setup the hardware and start the game by themselves following a written manual was observed while they tried the game. • Qualitative analysis: Patients’ satisfaction/dissatisfaction of the game and general expectations on VR games were sought.
RESULTS Usability evaluation: • HOQ- device reliability top priority need • Observation: Difficulty in positing hardware devices. • Qualitative feedback: liked real life scenarios and activities. Patients expectations: • Preferred price = $25-100 • Game score tracking and therapists’ advice and coaching in playing games • Prefer real life activities vs. fictional games (car racing) • Haptic feedback and capability to play with family members CONCLUSIONS • This study presents 1) usability evaluation of the low-cost VR kitchen game utilizing Kinect and P5 Glove and 2) patient expectations on VR games. • Improvement on reliability and easy setup of motion capturing devices is expected to substantially increase usability of the VR kitchen game. • 2) The patient expectations can guide future rehabilitation game developments including the reliability of hardware, game design, and game setup.