作为严肃游戏的远程康复平台eport:可用性评估

Santiago Solórzano, Karina Jimenes-Vargas, D. Pozo-Espin, J. Pérez-Medina
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引用次数: 1

摘要

近年来,严肃游戏在不同的应用领域,尤其是教育领域的发展势头迅猛。然而,通过游戏学习的概念甚至可以应用于远程康复等领域,在这种领域中,患者可以在不需要医生在场的情况下,以一种激励的方式进行康复程序,以提高其表现。ePHoRt是我们团队开发的一个平台,可以让髋关节手术患者在家中进行有效的髋关节运动练习。同时,该平台允许物理治疗师收集有用的数据,以便评估患者的进展。这种设置的主要特点之一是,用户可以个性化他们的化身、对象和场景,直接与不同的治疗练习互动。同时,该平台包括几个模块,帮助物理治疗师和患者了解身体各个部位的相对疼痛。这项工作的目的是在有效性、效率和最终用户满意度方面展示与eport web应用程序中严肃游戏模块相关的可用性评估结果。为了进行这种评估,使用了一些工具,如:IBM用户界面满意度问卷(IBM- csuq)和微软的反应卡模型。结果表明,用户对严肃游戏的评价是积极的。
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Tele-Rehabilitation platform ePHoRt as Serious Game: Usability evaluation
In recent years, the development of serious games is growing among the different application fields, especially in education. Nevertheless, the concept of learning through a game could be applied even in fields like Tele-Rehabilitation, where the patient could perform a rehabilitation routine in a motivating way due to improve its performance without the need of a doctor’s presence. ePHoRt is a platform developed by our team that allows hip surgery patients to perform their hip movement exercises effectively at home. At the same time, the platform allowed data collection useful for the physiotherapist in order to evaluate patient’s progress. One of the main features in this setting is that the user can personalize their avatar, objects and scenes that interact directly with different therapeutic exercises. At the same time, the platform includes several modules helping the physiotherapist and the patient to be informed about relative pain in the various parts of the body. The aim of this work is presenting the results of the usability evaluation in terms of effectiveness, efficiency and satisfaction of the final users related with the serious game module in the ePHoRt web application. In order to perform this evaluation, several instruments are applied such as: IBM Questionnaire for the Satisfaction of the User Interface (IBM-CSUQ) and Microsoft’s Reaction Cards model. The results indicate that users rate serious games positively.
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