scholarly journals User-centered virtual environment design for virtual rehabilitation

Author(s):  
Cali M Fidopiastis ◽  
Albert A Rizzo ◽  
Jannick P Rolland
2018 ◽  
Vol 2 (4) ◽  
pp. 80
Author(s):  
Matthew Gladden

In some circumstances, immersion in virtual environments with the aid of virtual reality (VR) equipment can create feelings of anxiety in users and be experienced as something “frightening”, “oppressive”, “alienating”, “dehumanizing”, or “dystopian”. Sometimes (e.g., in exposure therapy or VR gaming), a virtual environment is intended to have such psychological impacts on users; however, such effects can also arise unintentionally due to the environment’s poor architectural design. Designers of virtual environments may employ user-centered design (UCD) to incrementally improve a design and generate a user experience more closely resembling the type desired; however, UCD can yield suboptimal results if an initial design relied on an inappropriate architectural approach. This study developed a framework that can facilitate the purposeful selection of the most appropriate architectural approach by drawing on Norberg-Schulz’s established phenomenological account of real-world architectural modes. By considering the unique possibilities for structuring and experiencing space within virtual environments and reinterpreting Norberg-Schulz’s schemas in the context of virtual environment design, a novel framework was formulated that explicates six fundamental “architectural paradigms” available to designers of virtual environments. It was shown that the application of this framework could easily be incorporated as an additional step within the UCD process.


2016 ◽  
Vol 9 (3) ◽  
Author(s):  
Jon Ram Bruun-Pedersen ◽  
Stefania Serafin ◽  
Lise Busk Kofoed

With increasing age, muscle strength decreases excessively rapidly if physical activity is not maintained. However, physical activity is increasingly difficult with aging. This is due to balance, strength or coordination difficulties, arthritis, etc. Moreover, many nursing home residents become unable to experience natural surroundings. Augmenting a conventional biking exercise with a recreational virtual environment (RVE) has shown to serve as an intrinsic motivation contributor to exercise for nursing home residents. RVEs might be able to provide some of the health benefits that regular nature experiences do. More studies on content of proper custom designs for RVEs are necessary. This paper reviews the background for RVE design, describes four custom RVE designs for recreational VE exploration and presents user preferences among nursing home users concerning content and other pivotal design considerations.


Author(s):  
Adam Tilinger ◽  
Cecilia Sik-Lanyi

This chapter presents the differences between left- and right-handed persons in the aspect of computer-presented information and virtual realities. It introduces five test scenarios and their results addressing this question. We showed that there are moderate differences between groups preferring different hands. The different needs of left- and right-handed people may play an important role in user-friendly interface and virtual environment design, since about a tenth of the population is left-handed. This could help to undo the difficulties that the left-handed and ambidextrous routinely encounter in their daily lives.


2018 ◽  
Vol 38 ◽  
pp. 458-473
Author(s):  
Ikhwan Kim ◽  
SukJoo Hong ◽  
Ji-Hyun Lee ◽  
Jean-Charles Bazin

Author(s):  
Philippe S. Archambault ◽  
Gordon Tao ◽  
Caryne Torkia ◽  
Patrick Boissy ◽  
Martin Lemay ◽  
...  

2010 ◽  
Vol 19 (2) ◽  
pp. 179-195 ◽  
Author(s):  
Chadwick A Wingrave ◽  
Joseph J LaViola

We present a candid reflection on the issues surrounding virtual environment design and implementation (VEDI) in order to: (1) motivate the topic as a researchworthy undertaking, and (2) attempt a comprehensive listing of impeding VEDI issues so they can be addressed. In order to structure this reflection, an idealized model of VEDI is presented. This model, investigated using mixed methods, resulted in 67 distinct issues along the model's transitions and pathways. These were clustered into 11 themes and used to support five VEDI research challenges.


Author(s):  
David Black ◽  
Michael A. Riley

Adaptation to prisms can produce a change in felt arm position, termed proprioceptive shift. We studied the effects of prism-induced proprioceptive shift on interlimb rhythmic coordination performed under haptic (proprioceptive) guidance, in the absence of vision. Relative to interlimb rhythmic coordination performed before prism exposure, the observed steady states of relative phase for post-exposure coordination were shifted by a small but reliable amount. The shift was in the direction expected given the direction of optical displacement. The amount of variability of interlimb rhythmic coordination was unaffected by prism exposure. The implications of the results apply to virtual environment design.


2021 ◽  
Vol 11 (20) ◽  
pp. 9500
Author(s):  
Monserrat Ríos-Hernández ◽  
Juan Manuel Jacinto-Villegas ◽  
Otniel Portillo-Rodríguez ◽  
Adriana Herlinda Vilchis-González

Virtual environments (VEs) and haptic devices increase patients’ motivation. Furthermore, they observe their performance during rehabilitation. However, some of these technologies present disadvantages because they do not consider therapists’ needs and experience. This research presents the development and usability evaluation of an upper limb rehabilitation system based on a user-centered design approach for patients with moderate or mild stroke that can perform active rehabilitation. The system consists of a virtual environment with four virtual scenarios and a developed haptic device with vibrotactile feedback, and it can be visualized using a monitor or a Head-Mounted Display (HMD). Two evaluations were carried out; in the first one, five therapists evaluated the system’s usability using a monitor through the System Usability Scale, the user experience with the AttrakDiff questionnaire, and the functionality with customized items. As a result of these tests, improvements were made to the system. The second evaluation was carried out by ten volunteers who evaluated the usability, user experience, and performance with a monitor and HMD. A comparison of the therapist and volunteer scores has shown an increase in the usability evaluation (from 78 to >85), the hedonic score rose from 0.6 to 2.23, the pragmatic qualities from 1.25 to 2.20, and the attractiveness from 1.3 to 2.95. Additionally, the haptic device and the VE showed no relevant difference between their performance when using a monitor or HMD. The results show that the proposed system has the characteristics to be a helpful tool for therapists and upper limb rehabilitation.


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