Skip to main content

VR for Rehabilitation: The Therapist Interaction and Experience

  • Conference paper
  • First Online:
HCI International 2022 – Late Breaking Posters (HCII 2022)

Abstract

Virtual Reality (VR) Serious Games can improve physical, cognitive and mental rehabilitation by helping patients stay engaged and entertained while performing rehabilitation exercises. Patients need therapist monitoring and intervention tailored to each patient and to each point in their unique rehabilitation process. This article reports on a prototype development of a therapist interface for an occupational therapy rehabilitation VR game, which was guided by user research and co-creation sessions. Usability testing was carried out with low-and high-fidelity prototypes. Despite achieving a System Usability Scale score of 93.75, the interface requires further development at the level of game-session creation and parameter personalization. This article showcases relevant challenges in interaction design for including the therapist in the patient's game-playing while allowing fast/efficient setup of appropriate game-based therapy, thus balancing patient outcomes and efficient use of therapist time and effort.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 129.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Gmez-Portes, C., Lacave, C., Molina, I., Vallejo, D.: Home rehabilitation based on gamification and serious games for young people: a systematic mapping study. Appl. Sci. 10, 8849 (2020). https://doi.org/10.3390/app10248849

    Article  Google Scholar 

  2. González-González, S., Toledo-Delgado, A., Muñoz-Cruz, V., Torres-Carrion, P.V.: Serious games for rehabilitation: gestural interaction in personalized gamified exercises through a recommender system. J. Biomed. Inform. 97, 103266 (2019)

    Article  Google Scholar 

  3. Ogawa, F., You, T., Leveille, G.: Potential benefits of exergaming for cognition and dual-task function in older adults: a systematic review. J. Aging Phys. Act. 24, 332–336 (2016)

    Article  Google Scholar 

  4. Giesteira, B., Silva, J., Sarmento, T., Abreu, P., Restivo, T. Carnival play: ehealth solution to evaluate, rehabilitate, and monitor dexterity and manual strength. In: Alexandre Peixoto de Queirós, R., Marques, A. (eds.), Handbook of Research on Solving Modern Healthcare Challenges with Gamification, pp. 206–242. IGI Global (2021). https://doi.org/10.4018/978-1-7998-7472-0.ch012

  5. Hardy, S., Dutz, T., Wiemeyer, J., Göbel, S., Steinmetz, R.: Framework for personalized and adaptive game-based training programs in health sport. Multim. Tools Appl. 74(14), 5289–5311 (2014). https://doi.org/10.1007/s11042-014-2009-z

    Article  Google Scholar 

  6. Tobler, A., et al.: User perspectives on exergames designed to explore the hemineglected space for stroke patients with visuospatial neglect: usability study. JMIR Ser. Games 5(3), e18 (2017). https://doi.org/10.2196/games.8013

  7. PlayersAll: media agency and empowerment. HEI-Lab Center (UIDB/05380/2020) Research Scholarship FCT PeX. Ref. EXPL/COM-OUT/0882/2021 (2022). https://bit.ly/3rXeLb7

  8. Giesteira, B., Pereira, E.: hci4d guidelines for interactive content. Emerging trends, techniques, and tools for massive open online course (MOOC). In: Management Advances in Educational Technologies and Instructional Design, pp. 49–77 (2018). https://doi.org/10.4018/978-1-5225-5011-2.ch003

  9. Martins, A.I., Rosa, A.F., Queirós, A., Silva, A., Rocha, A.P.: European Portuguese validation of the System Usability Scale (SUS), Procedia Comput. Sci, 67, 293–300 (2005), ISSN 1877–0509. https://doi.org/10.1016/j.procs.2015.09.273

  10. Wireflows: A UX Deliverable for Workflows and Apps. Nielsen Norman Group (2016)

    Google Scholar 

Download references

Acknowledgements

The work was funded by Fundação para a Ciência e Tecnologia (FCT), under HEI-Lab center (UIDB/05380/2020).

The authors would like to thank all participants who helped to shape the final prototype. Ana Ferreira is also supported by project AnyMApp - Anonymous Digital Twin for Human-App Interactions (EXPL/CCI-COM/0052/2021) (FCT – Fundação para a Ciência e Tecnologia).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Ana Ferreira .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Ferreira, A. et al. (2022). VR for Rehabilitation: The Therapist Interaction and Experience. In: Stephanidis, C., Antona, M., Ntoa, S., Salvendy, G. (eds) HCI International 2022 – Late Breaking Posters. HCII 2022. Communications in Computer and Information Science, vol 1654. Springer, Cham. https://doi.org/10.1007/978-3-031-19679-9_66

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-19679-9_66

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-19678-2

  • Online ISBN: 978-3-031-19679-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics