Design and Development of a Virtual Reality-Based Mobility Training Game for People With Parkinson's Disease.

Design and Development of a Virtual Reality-Based Mobility Training Game for People With Parkinson's Disease.
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DOI:
10.3389/fneur.2020.577713
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发表时间:
2020
影响因子:
3.4
通讯作者:
Fisher BE
Fisher BE
中科院分区:
医学3区
文献类型:
--
作者:
Finley JM;Gotsis M;Lympouridis V;Jain S;Kim A;Fisher BE

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帕金森病(PD)患者通常有步态障碍,这降低了他们在社区中安全行走的能力。这些障碍的特点是,在一定程度上,由一个妥协的能力,转向和谈判的可预测和不可预测的环境。在这里,我们描述了虚拟现实训练应用程序Wordplay VR的开发和可用性评估,该应用程序允许PD患者在基于游戏的环境中在地上行走时练习转弯,避障和解决问题等技能。9名PD患者使用Wordplay VR完成了三次会话,每次会话都由他们的私人物理治疗师指导。我们的结果措施包括感知的存在感测量使用国际测试委员会的存在感量表(ITC-SOPI),使用内在动机量表(IMI)的动机水平,使用系统可用性量表(SUS)的整体系统可用性,和物理治疗师的设置时间。PD患者和理疗师都对他们在训练系统中的存在感给予了积极的评价。该系统在IMI的兴趣和价值子量表上获得了很高的评级,并且从游戏过程中的患者和控制体验时的治疗师的角度来看,该系统在可用性方面也获得了很高的评级。这些初步结果表明,应用程序和任务设计产生了一个经验,这是激励和用户友好的两组。最后,通过多次重复练习,治疗师能够减少帮助患者戴上耳机和传感器并开始训练体验所需的时间。
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.
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