Usability evaluation of low-cost virtual reality hand and arm rehabilitation games.
The emergence of lower-cost motion tracking devices enables home-based virtual reality rehabilitation activities and increased accessibility to patients. Currently, little documentation on patients' expectations for virtual reality rehabilitation is available. This study surveyed 10 people with stroke for their expectations of virtual reality rehabilitation games. This study also evaluated the usability of three lower-cost virtual reality rehabilitation games using a survey and House of Quality analysis. The games (kitchen, archery, and puzzle) were developed in the laboratory to encourage coordinated finger and arm movements. Lower-cost motion tracking devices, the P5 Glove and Microsoft Kinect, were used to record the movements. People with stroke were found to desire motivating and easy-to-use games with clinical insights and encouragement from therapists. The House of Quality analysis revealed that the games should be improved by obtaining evidence for clinical effectiveness, including clinical feedback regarding improving functional abilities, adapting the games to the user's changing functional ability, and improving usability of the motion-tracking devices. This study reports the expectations of people with stroke for rehabilitation games and usability analysis that can help guide development of future games.
Division of Occupational Therapy, Department of Health Professions, Department of Health Sciences and Research, Medical University of South Carolina, Charleston, SC;
Na Jin
NJ
Seo
Jayashree
J
Arun Kumar
Pilwon
P
Hur
Vincent
V
Crocher
Binal
B
Motawar
Kishor
K
Lakshminarayanan
D000328:Adult; D000368:Aged; D001132:Arm; D005260:Female; D006225:Hand; D006801:Humans; D008297:Male; D008875:Middle Aged; D009043:Motor Activity; D000071939:Stroke Rehabilitation / Q000379:methods*; D014584:User-Computer Interface; D018910:Video Games; D000076142:Virtual Reality
Kinect; P5 Glove; finger; game; hand; motion; movement; rehabilitation; stroke; virtual reality