A-134 Agile Development of Virtual Reality Treatment for Spatial Neglect: Preliminary Usability and Feasibility

2021 ◽  
Vol 36 (6) ◽  
pp. 1185-1185
Author(s):  
Peii Chen ◽  
Denise Krch ◽  
Grigoriy Shekhtman

Abstract Objective Examine the usability and feasibility of a virtual reality (VR) treatment for persons with spatial neglect using head mounted display (HMD) and hand tracking technologies. Method Recruited from a rehabilitation hospital, 9 stroke survivors with spatial neglect (3 females; mean age = 64.2 years, SD = 9.1; 8 left neglect) participated in user testing for ongoing software development. Participants tested one of four customized treatment modules and completed the System Usability Scale, the Presence Questionnaire, and the Simulator Sickness Questionnaire. Feedback from participants were integrated into iterative prototype revisions. Module 1 (n = 7) required arm movements gradually reaching toward the neglected side of space, while the virtual hand appeared reaching straight ahead. Module 2 (n = 4) required head movements from the non-neglected to the neglected side. Module 3 (n = 6) involved head and arm movements towards both sides of space to collect objects. Module 4 (n = 2) was to stop approaching objects from a distance ahead. Results Despite reporting a lack of realism, participants preferred VR over conventional therapy. Participants felt comfortable and confident engaging in the virtual environment. Module 4 was more difficult than the other modules as participants required more practice to perform the task. Two participants reported Module 3 being tiresome, with one reporting mild shoulder pain and eye strain, and moderate sweating. However, all reported symptoms were temporary and resolved following a short break. Conclusion VR-based rehabilitation for spatial neglect using HMD and hand tracking technologies may be a viable treatment option for stroke survivors with spatial neglect. The modules benefited substantively from modifications based on participants’ feedback.

Author(s):  
Chaowanan Khundam ◽  
Naparat Sukkriang ◽  
Frédéric Noël

Purpose: We developed a virtual reality (VR) endotracheal intubation training that applied 2 interaction modalities (hand-tracking or controllersIt aimed to investigatedthe differences of usuability between using hand tracking and controllers during the VR intervention for intubation training for medical students from February 2021 to March 2021 in Thailand.Methods: Forty-five participants were divided into 3 groups: video only, video with VR controller training, and video with VR hand tracking training. Pre-test, post-test, and practice scores were used to assess learning outcomes. The System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) questionnaires were used to evaluate the differences between the VR groups. The sample comprised 45 medical students (undergraduate) who were taking part in clinical training at Walailak University in Thailand.Results: The overall learning outcomes of both VR groups were better than those of the video group. The post-test scores (P=0.581) and practice scores (P=0.168) of both VR groups were not significantly different. Similarly, no significant between-group differences were found in the SUS scores (P=0.588) or in any aspects of the USEQ scores.Conclusion: VR enhanced medical training. Interactions using hand tracking or controllers were not significantly different in terms of the outcomes measured in this study. The results and interviews provided a better understanding of support learning and training, which will be further improved and developed to create a self-learning VR medical training system in the future.


Informatics ◽  
2021 ◽  
Vol 8 (3) ◽  
pp. 60
Author(s):  
Chaowanan Khundam ◽  
Varunyu Vorachart ◽  
Patibut Preeyawongsakul ◽  
Witthaya Hosap ◽  
Frédéric Noël

Virtual Reality (VR) technology is frequently applied in simulation, particularly in medical training. VR medical training often requires user input either from controllers or free-hand gestures. Nowadays, hand gestures are commonly tracked via built-in cameras from a VR headset. Like controllers, hand tracking can be used in VR applications to control virtual objects. This research developed VR intubation training as a case study and applied controllers and hand tracking for four interactions—namely collision, grabbing, pressing, and release. The quasi-experimental design assigned 30 medical students in clinical training to investigate the differences between using VR controller and hand tracking in medical interactions. The subjects were divided into two groups, one with VR controllers and the other with VR hand tracking, to study the interaction time and user satisfaction in seven procedures. System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) were used to measure user usability and satisfaction, respectively. The results showed that the interaction time of each procedure was not different. Similarly, according to SUS and USEQ scores, satisfaction and usability were also not different. Therefore, in VR intubation training, using hand tracking has no difference in results to using controllers. As medical training with free-hand gestures is more natural for real-world situations, hand tracking will play an important role as user input for VR medical training. This allows trainees to recognize and correct their postures intuitively, which is more beneficial for self-learning and practicing.


Author(s):  
Bosede Iyiade Edwards ◽  
Kevin S. Bielawski ◽  
Rui F. Prada ◽  
Adrian David Cheok

Human-Computer Interaction, including technology-aided instruction, is beginning to focus on virtual reality (VR) technology due to its ability to support immersive learning, teaching through simulation, and gamification of learning. These systems can deliver high-level multisensory learning experiences that are important in the teaching of many subjects, especially those involving abstract concepts or requiring spatial skills, such as organic chemistry. Haptic experiences with VR, however, remain a challenge. In addition, development have focused on general entertainment/gaming; VR systems in chemistry implement simulations of the chemistry laboratory and other advanced systems whereas those that support safe, game-like, immersive and multisensory learning of organic chemistry with haptics at pre-university education levels are scarce. We developed the VR Multisensory Classroom (VRMC) as an immersive learning environment within a VR head-mounted display, where learners employ hand movements to build hydrocarbon molecules and experience haptic feedback through gloves with built-in sensors and hand-tracking with the Leap Motion system. We report here the evaluation of the first prototype by learners from diverse backgrounds who reported on the ability of the VRMC to support high engagement, motivation, interest and organic chemistry learning as well as diverse learning styles. The VRMC is a novel VR classroom that supports immersive learning in molecular organic chemistry with haptics for multisensory learning.


2007 ◽  
Vol 16 (4) ◽  
pp. 399-413 ◽  
Author(s):  
J. E. Giphart ◽  
Y.-H. Chou ◽  
D. H. Kim ◽  
C. T. Bortnyk ◽  
R. C. Wagenaar

The present study focused on the impact of immersive virtual reality (VR) technology on the coordination dynamics of walking, because of VR-induced symptoms and effects (e.g., motion sickness, postural instability, and disorientation) reported in the literature. Subjects were instructed to walk on a treadmill in a virtual and a real environment, while walking speeds were systematically varied. The virtual laboratory environment closely resembled the real laboratory environment. A third experimental condition was included controlling for the restricted view of a head mounted display (HMD) of the VR system. Movement of arms and legs were recorded with an Optotrak system. The main finding was that, for all speed conditions, there was an increased stride frequency in the VR environment compared to the other conditions. At the lower walking speeds, this coincided with a stronger locking of the arm movements on the stride frequency, and an increased mean relative phase between left arm and right arm movements as well as between ipsilateral arm and leg movements. No significant differences in the stability of the walking patterns were observed. Most importantly though, the impact of VR immersion was not large, was primarily limited to the lower walking velocity range, and could be further reduced by correcting for the effects of increased stride frequency by applying dimensionless analysis. The restricted view of the HMD did not significantly influence walking coordination. On the basis of these findings, it is concluded that immersive VR is a suitable tool to investigate perception-action coupling during walking, allowing for a systematic manipulation of optic flow parameters.


2020 ◽  
Author(s):  
Helen Morse ◽  
Laura Biggart ◽  
Valerie Pomeroy ◽  
Stéphanie Rossit

AbstractSpatial neglect is a common and severe cognitive consequence of stroke, yet there is currently no effective rehabilitation tool. Virtual Reality (VR) telerehabilitation tools have the potential to provide multisensory and enjoyable neuropsychological therapies and remotely monitor adherence without the presence of a therapist at all times. Researchers and industry need to better understand end-user perspectives about these technologies to ensure these are acceptable and user-friendly and, ultimately, optimize adherence and efficacy. Therefore, this study aims to explore end-user perspectives on the use of self-administered VR telerehabilitation for spatial neglect to identify barriers and facilitators of use. We used a mixed-method design including focus groups, self-administered questionnaires and individual interviews with stroke survivors (N = 7), their carers (N = 3) and stroke clinicians (N = 6). End-user perspectives identified clarity of instructions, equipment (cost, available resources) and for some, level of experience with technology as barriers of use. Perceived facilitators of use were performance feedback, engagement and enjoyment, and psychological benefits associated by self-administered VR telerehabilitation. Overall, end-users were positive and interested in using VR telerehabilitation for spatial neglect. These perspectives enabled us to produce practical recommendations to inform development, enhance engagement and uptake of self-administered VR telerehabilitation and inform feasibility and usability studies.


Author(s):  
F. Boehm ◽  
P. J. Schuler ◽  
R. Riepl ◽  
L. Schild ◽  
T. K. Hoffmann ◽  
...  

AbstractMicrovascular procedures require visual magnification of the surgical field, e.g. by a microscope. This can be accompanied by an unergonomic posture with musculoskeletal pain or long-term degenerative changes as the eye is bound to the ocular throughout the whole procedure. The presented study describes the advantages and drawbacks of a 3D exoscope camera system. The RoboticScope®-system (BHS Technologies®, Innsbruck, Austria) features a high-resolution 3D-camera that is placed over the surgical field and a head-mounted-display (HMD) that the camera pictures are transferred to. A motion sensor in the HMD allows for hands-free change of the exoscope position via head movements. For general evaluation of the system functions coronary artery anastomoses of ex-vivo pig hearts were performed. Second, the system was evaluated for anastomosis of a radial-forearm-free-flap in a clinical setting/in vivo. The system positioning was possible entirely hands-free using head movements. Camera control was intuitive; visualization of the operation site was adequate and independent from head or body position. Besides technical instructions of the providing company, there was no special surgical training of the surgeons or involved staff upfront performing the procedures necessary. An ergonomic assessment questionnaire showed a favorable ergonomic position in comparison to surgery with a microscope. The outcome of the operated patient was good. There were no intra- or postoperative complications. The exoscope facilitates a change of head and body position without losing focus of the operation site and an ergonomic working position. Repeated applications have to clarify if the system benefits in clinical routine.


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