scholarly journals Development of an 360-degree virtual reality video-based immersive cycle training system for physical enhancement in older adults: a feasibility study

2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Namsu Lee ◽  
Wonjae Choi ◽  
Seungwon Lee

Abstract Background Recently, there is an increased number of studies that use 360° virtual reality (VR) video for medical and rehabilitative purposes. However, the 360° VR video experience for older adults has not yet been investigated. This study aimed to examine the validity of an 360° VR video-based immersive cycling training system (360° VRCTS) for older adults and to provide preliminary evidence of efficacy. Methods We developed a new virtual reality training system using an immersive environment 360° VRCTS. Five healthy older adults (2 males and 3 females) participated in this study. The system was tested in a single training session (biking for 20 min while viewing a 360° VR video scene through a large curved screen) to identify its strengths and weakness. The usability and acceptability of our system were measured using the system usability scale (SUS) and the simulator sickness questionnaire (SSQ). Results All participants successfully completed the session without any discomfort. The average score for the SUS was 94.60 (range, 90–100), indicating high usability of the technology. The average score for the SSQ was 2.24 (standard deviation = 2.05), indicating that the system is well tolerated and has few side effects. Conclusions The 360° VRCTS may be a useful indoor training system for older adults due to its easy manipulation, high usability, and limited cybersickness. Trial registration number Clinical Research Information Services (CRiS), KCT0003555, Registered February 25, 2019, https://cris.nih.go.kr/cris/index/index.do.

2021 ◽  
Vol 2021 ◽  
pp. 1-7
Author(s):  
Jing Chen

In order to make most patients recover most of their limb functions after rehabilitation training, virtual reality technology is an emerging human-computer interaction technology, which uses the computer and the corresponding application software to build the virtual reality environment. Completing the training tasks in the virtual environment attracts the patients to conduct repeated training in the game and task-based training mode and gradually realizes the rehabilitation training goals. For the rehabilitation population with certain exercise ability, the kinematics of human upper limbs is mainly analyzed, and the virtual reality system based on HTC VIVE is developed. The feasibility and work efficiency of the upper limb rehabilitation training system were verified by experiments. Adult volunteers who are healthy and need rehabilitation training to participate in the experiment were recruited, and experimental data were recorded. The virtual reality upper limb rehabilitation system was a questionnaire. By extracting the motion data, the system application effect is analyzed and evaluated by the simulation diagram. Follow-up results of rehabilitation training showed that the average score of healthy subjects was more than 4 points and 3.8 points per question. Therefore, it is feasible to perform upper limb rehabilitation training using the HTC VIVE virtual reality rehabilitation system.


2020 ◽  
Vol 44 (5) ◽  
pp. 1833-1842 ◽  
Author(s):  
Seung Min Oh ◽  
Ju Young Kim ◽  
Seungho Han ◽  
Won Lee ◽  
Il Kim ◽  
...  

Abstract Purpose As filler procedures have increased in popularity, serious injection-related complications (e.g., blindness and stroke) have also increased in number. Proper and effective training is important for filler procedure safety; however, limitations exist in traditional training methods (i.e. anatomical illustrations and cadaver studies). We aimed to describe the development process and evaluate the usability of a virtual reality (VR)-based aesthetic filler injection training system. Materials and Methods We developed the virtual reality hardware for the training system and a short guide, with a lecture regarding safe filler injection techniques. One hundred clinicians who attended a conference tested the training system. Participants completed system usability scale (SUS) and satisfaction questionnaires. Results Nearly half of the participants were aged 35–50 years, and 38% had more than 5 years of aesthetic experience. The mean SUS score was 59.8 (standard deviation, 12.23), with no significant differences among the evaluated subgroups. Approximately 76% of participants provided SUS scores of more than 51, indicating acceptable usability. Participants aged 35–50 years were more likely to rate the system as having poor usability than were those aged < 35 years (odds ratio = 5.20, 95% confidence interval: 1.35–20.08). Conclusions This study was the first to develop and explore the usability of a VR-based filler training system. Nearly three-fourths of participants indicated that the training system has an acceptable level of usability. However, assessments in precise target audiences and more detailed usability information are necessary to further refine the training system. Level of evidence IV This journal requires that authors assign a level of evidence to each article. For a full description of these Evidence-Based Medicine ratings, please refer to the Table of Contents or the online Instructions to Authors www.springer.com/00266.


2021 ◽  
Vol 11 ◽  
Author(s):  
James M. Finley ◽  
Marientina Gotsis ◽  
Vangelis Lympouridis ◽  
Shreya Jain ◽  
Aram Kim ◽  
...  

People with Parkinson's disease (PD) commonly have gait impairments that reduce their ability to walk safely in the community. These impairments are characterized, in part, by a compromised ability to turn and negotiate both predictable and unpredictable environments. Here, we describe the development and usability assessment of a virtual reality training application, Wordplay VR, that allows people with PD to practice skills such as turning, obstacle avoidance, and problem-solving during over-ground walking in a game-based setting. Nine people with PD completed three sessions with Wordplay VR, and each session was directed by their personal physical therapist. Our outcome measures included perceived sense of presence measured using the International Test Commission–Sense of Presence Inventory (ITC-SOPI), levels of motivation using the Intrinsic Motivation Inventory (IMI), overall system usability using the System Usability Scale (SUS), and setup time by the physical therapists. Both the people with PD and the physical therapists rated their sense of presence in the training system positively. The system received high ratings on the interest and value subscales of the IMI, and the system was also rated highly on usability, from the perspective of both the patient during gameplay and the therapist while controlling the experience. These preliminary results suggest that the application and task design yielded an experience that was motivating and user-friendly for both groups. Lastly, with repeated practice over multiple sessions, therapists were able to reduce the time required to help their patients don the headset and sensors and begin the training experience.


2016 ◽  
Vol 19 ◽  
Author(s):  
Camila R. Oliveira ◽  
Brandel José P. Lopes Filho ◽  
Michael A. Sugarman ◽  
Cristiane S. Esteves ◽  
Margarida Maria B. M. P. Lima ◽  
...  

AbstractCognitive assessment with virtual reality (VR) may have superior ecological validity for older adults compared to traditional pencil-and-paper cognitive assessment. However, few studies have reported the development of VR tasks. The aim of this study was to present the development, feasibility, content validity, and preliminary evidence of construct validity of an ecological task of cognitive assessment for older adults in VR (ECO-VR). The tasks were prepared based on theoretical and clinical backgrounds. We had 29 non-expert judges identify virtual visual stimuli and three-dimensional scenarios, and five expert judges assisted with content analysis and developing instructions. Finally, six older persons participated in three pilot studies and thirty older persons participated in the preliminary study to identify construct validity evidence. Data were analyzed by descriptive statistics and partial correlation. Target stimuli and three-dimensional scenarios were judged adequate and the content analysis demonstrated that ECO-VR evaluates temporo-spatial orientation, memory, language and executive functioning. We made significant changes to the instructions after the pilot studies to increase comprehensibility and reduce the completion time. The total score of ECO-VR was positively correlated mainly with performance in executive function (r = .172, p < .05) and memory tests (r = .488, p ≤ .01). The ECO-VR demonstrated feasibility for cognitive assessment in older adults, as well as content and construct validity evidences.


2021 ◽  
Vol 21 (1) ◽  
Author(s):  
Els Knippenberg ◽  
Annick Timmermans ◽  
Steven Palmaers ◽  
Annemie Spooren

Abstract Background Maintaining or initiating regular physical activity (PA) is important for successful aging. Technology-based systems may support and stimulate older adults to initiate and persevere in performing PA. The aim of the current study was to assess to which extent a customised Kinect system is 1) a credible tool to increase PA in older adults, 2) motivating to perform PA by older adults, and 3) easy to be used in older adults. Methods A mixed-method cross-sectional feasibility study was performed in 5 aged care facilities in Flanders, Belgium. Aged participants were asked to perform a 20–30 min test with the intelligent Activity-based Client-centred Training (i-ACT) system. After the test, the ‘Credibility and Expectancy Questionnaire’ (CEQ), the ‘Intrinsic Motivation Inventory’(IMI), the System Usability Scale (SUS), and semi-structured interviews were conducted in the older adults. Feedback was gathered using the thinking aloud method in both aged participants and healthcare professionals. Results A total of 48 older adults (20 males and 28 females, mean age = 81.19 (SD = 8.10)), were included. The scores pertaining to system credibility and expectancy, system usability, and motivation towards use were moderate to good. Participants reported that they liked using the i-ACT system, but that the context could be more attractive by adding more visualisations. Twelve professionals stated that they observed involvement in older adults but think that i-ACT is better used in day care centres. Conclusions This study indicates that i-ACT is a usable and motivational system to engage older adults to perform PA and therefore supports successful aging. Future research is necessary to investigate the efficacy of i-ACT to perform PA and the transfer to regain and/or maintain engagement in ADLs that older adults find meaningful and purposeful at an older age. Also, further development of i-ACT is advisable to adapt the i-ACT system towards implementation at the home of older adults. Trial registration ClinicalTrial.gov ID NCT04489563, 23 July 2020 - Retrospectively registered.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 202-203
Author(s):  
Lynn Nakad ◽  
Barbara Rakel

Abstract Older adults are especially susceptible to chronic musculoskeletal (MSK) pain. Pharmacological treatment often provides inadequate relief and overuse can lead to adverse events. Preliminary research has demonstrated the effectiveness of virtual reality (VR) distraction therapy for chronic pain. Understanding attitudes of older adults towards VR distraction therapy will help develop and optimize this therapy for this population. Therefore, the purpose of this study is to explore the attitudes and treatment acceptability towards the use of immersive VR distraction therapy of older adults suffering from chronic MSK pain. This descriptive, exploratory study used mixed methods. Data collection consisted of a consent process, eligibility screening, survey completion, 2 VR simulations (passive and active) lasting 10-minutes each, and either a focus group or interview. Survey data was used to measure: pain intensity and interference, pain catastrophizing, treatment acceptability, usability, and side effects. A total of 21 older adults completed the study. Treatment acceptability was high with an average score of 32.5 out of 40. However, average usability scores (62.9 out of 100) indicated a need for system improvements. Few participants (14%) experienced moderate to severe side effects. The following themes were identified: 1) VR is an enjoyable distraction; 2) Perceived effectiveness depends on chronic pain experience; 3) VR simulation experiences should be individualized; 4) Design considerations to improve usability in older adults; 5) Recommendations for future directions. The findings from this study can inform intervention design considerations and future directions for the use of VR technology for chronic pain management in older adults.


2008 ◽  
Vol 05 (03) ◽  
pp. 269-281
Author(s):  
XIAOLI YANG ◽  
YOUN K. KIM

Continuing advances in virtual reality (VR) technology with respect to the new addition of force and touch feedbacks have enhanced VR realism and led to the development of many useful and accessible VR systems. One of the emerging research fields is in rehabilitation training. This paper introduces a virtual reality-based hand manipulation training system with three applications: virtual writing, virtual painting and virtual dialing. The system is mainly for training hand movement precision, speed, force, and direction control. A haptic device — PHANTOM Premium 1.0 is used to give the user immediate force feedbacks to feel immersed in the virtual environment during the training session. A new collision detection method is developed for accurate and rapid calculation of the interaction between the haptic and virtual environments. The implementation performances are calculated and given to the user in real time. The practicing results are also saved for evaluation and supervision by the specialist.


Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7342
Author(s):  
Isabel-María Alguacil-Diego ◽  
Alicia Cuesta-Gómez ◽  
Aldo-Francisco Contreras-González ◽  
David Pont-Esteban ◽  
David Cantalejo-Escobar ◽  
...  

Recovery of therapeutic or functional ambulatory capacity in patients with rotator cuff injury is a primary goal of rehabilitation. Wearable powered exoskeletons allow patients to perform repetitive practice with large movements to maximize recovery, even immediately after the acute event. The aim of this paper is to describe the usability, acceptability and acceptance of a hybrid exoskeleton for upper-limb passive rehabilitation using the System Usability Scale (SUS) questionnaire. This equipment, called ExoFlex, is defined as a hybrid exoskeleton since it is made up of rigid and soft components. The exoskeleton mechanical description is presented along with its control system and the way motion is structured in rehabilitation sessions. Seven patients (six women and one man) have participated in the evaluation of this equipment, which are in the range of 50 to 79 years old. Preliminary evidence of the acceptance and usability by both patients and clinicians are very promising, obtaining an average score of 80.71 in the SUS test, as well as good results in a questionnaire that evaluates the clinicians’ perceived usability of ExoFlex.


2017 ◽  
Vol 2 (2) ◽  
pp. 219
Author(s):  
Syafizwan Faroque ◽  
Ben Horan ◽  
Michael Mortimer ◽  
Mulyoto Pangestu

<p>This paper focuses on the design of an evaluation made to a large-scale virtual reality micro-robotic cell injection training system. The aim of the evaluation is to empirically investigate the usability and effectiveness of three distinct display configurations and the input controller employed in the system. The data was gathered through a set of experiments with human participants. Participants’ performance against metrics such as success rate and magnitude of error was considered in the evaluation. For the experiments, participants were randomly divided into six equal sized groups where each group was provided with a specific combination of display configuration and haptic guidance mode. The participants performed ten injections and the time and position of the virtual micropipette tip were recorded. Data was analysed using descriptive statistics and performance comparison between groups was conducted. Additionally three groups also underwent two subsequent sessions, training and post-training, as a basis to evaluate the effectiveness of the training with haptic guidance by comparing participants’ performance before and after the training session. The implementation of the designed evaluation has contributed to the conclusions drawn which suggest the proposed large-scale virtual reality system as a feasible training tool for micro-robotic cell injection procedure, and recommendations for future work are proposed.</p>


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