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.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
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
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)
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)
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
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
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
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
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
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
Wireflows: A UX Deliverable for Workflows and Apps. Nielsen Norman Group (2016)
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
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG
About this paper
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)