Myeonghwan Bang MD , Min A. Kim BS , Sung Shin Kim BS , Hyoung Seop Kim MD, PhD
{"title":"使用虚拟现实的认知训练:可用性和不良影响的评估。","authors":"Myeonghwan Bang MD , Min A. Kim BS , Sung Shin Kim BS , Hyoung Seop Kim MD, PhD","doi":"10.1016/j.arrct.2024.100378","DOIUrl":null,"url":null,"abstract":"<div><h3>Objective</h3><div>To evaluate the usability and adverse effects associated with virtual reality (VR) cognitive training and identify factors influencing them.</div></div><div><h3>Design</h3><div>Survey-based observational study.</div></div><div><h3>Setting</h3><div>Department of Rehabilitation Medicine in the hospital.</div></div><div><h3>Participants</h3><div>Twenty rehabilitation professionals (mean [standard deviation] age; 30.0[4.8] years, men 8[40%], and women 12[60%]) and 10 patients with stroke (mean [SD] age; 64.1[13.6] years, men 2[20%] and women 8[80%]).</div></div><div><h3>Interventions</h3><div>The participants wore a head-mounted display (Meta Quest2) and consecutively underwent 5 custom-designed cognitive training.</div></div><div><h3>Main Outcome Measures</h3><div>After the training, participants completed 3 questionnaires: the systemic usability scale, user experience questionnaire (UEQ), and cybersickness in VR questionnaire.</div></div><div><h3>Results</h3><div>The mean systemic usability scale score was 55.1 and 52.3 for rehabilitation professionals and patients, respectively. For the UEQ, the mean score for each item, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty, were 0.9/0.2, 0.6/0.2, 0.5/−0.5, 1.2/0.8, 0.9/0.4, and 0.6/0.8 for rehabilitation professionals/patients, respectively. Rehabilitation professionals had slightly higher scores in most UEQ items. The mean cybersickness in VR questionnaire scores were 18.6 and 19.0 for rehabilitation professionals and patients, respectively.</div></div><div><h3>Conclusions</h3><div>Participants reported moderate usability and a generally below-average user experience, with mild-to-moderate VR sickness during VR cognitive training. The rehabilitation professionals rated usability higher than the patient group, while patients experienced more severe VR sickness. These findings may serve as a significant insight for developing VR cognitive training for application to patients in the future.</div></div>","PeriodicalId":72291,"journal":{"name":"Archives of rehabilitation research and clinical translation","volume":"6 4","pages":"Article 100378"},"PeriodicalIF":1.9000,"publicationDate":"2024-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11734004/pdf/","citationCount":"0","resultStr":"{\"title\":\"Cognitive Training Using Virtual Reality: An Assessment of Usability and Adverse Effects\",\"authors\":\"Myeonghwan Bang MD , Min A. Kim BS , Sung Shin Kim BS , Hyoung Seop Kim MD, PhD\",\"doi\":\"10.1016/j.arrct.2024.100378\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<div><h3>Objective</h3><div>To evaluate the usability and adverse effects associated with virtual reality (VR) cognitive training and identify factors influencing them.</div></div><div><h3>Design</h3><div>Survey-based observational study.</div></div><div><h3>Setting</h3><div>Department of Rehabilitation Medicine in the hospital.</div></div><div><h3>Participants</h3><div>Twenty rehabilitation professionals (mean [standard deviation] age; 30.0[4.8] years, men 8[40%], and women 12[60%]) and 10 patients with stroke (mean [SD] age; 64.1[13.6] years, men 2[20%] and women 8[80%]).</div></div><div><h3>Interventions</h3><div>The participants wore a head-mounted display (Meta Quest2) and consecutively underwent 5 custom-designed cognitive training.</div></div><div><h3>Main Outcome Measures</h3><div>After the training, participants completed 3 questionnaires: the systemic usability scale, user experience questionnaire (UEQ), and cybersickness in VR questionnaire.</div></div><div><h3>Results</h3><div>The mean systemic usability scale score was 55.1 and 52.3 for rehabilitation professionals and patients, respectively. For the UEQ, the mean score for each item, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty, were 0.9/0.2, 0.6/0.2, 0.5/−0.5, 1.2/0.8, 0.9/0.4, and 0.6/0.8 for rehabilitation professionals/patients, respectively. Rehabilitation professionals had slightly higher scores in most UEQ items. The mean cybersickness in VR questionnaire scores were 18.6 and 19.0 for rehabilitation professionals and patients, respectively.</div></div><div><h3>Conclusions</h3><div>Participants reported moderate usability and a generally below-average user experience, with mild-to-moderate VR sickness during VR cognitive training. The rehabilitation professionals rated usability higher than the patient group, while patients experienced more severe VR sickness. These findings may serve as a significant insight for developing VR cognitive training for application to patients in the future.</div></div>\",\"PeriodicalId\":72291,\"journal\":{\"name\":\"Archives of rehabilitation research and clinical translation\",\"volume\":\"6 4\",\"pages\":\"Article 100378\"},\"PeriodicalIF\":1.9000,\"publicationDate\":\"2024-12-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC11734004/pdf/\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Archives of rehabilitation research and clinical translation\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://www.sciencedirect.com/science/article/pii/S2590109524000910\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q2\",\"JCRName\":\"REHABILITATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Archives of rehabilitation research and clinical translation","FirstCategoryId":"1085","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S2590109524000910","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"REHABILITATION","Score":null,"Total":0}
Cognitive Training Using Virtual Reality: An Assessment of Usability and Adverse Effects
Objective
To evaluate the usability and adverse effects associated with virtual reality (VR) cognitive training and identify factors influencing them.
Design
Survey-based observational study.
Setting
Department of Rehabilitation Medicine in the hospital.
Participants
Twenty rehabilitation professionals (mean [standard deviation] age; 30.0[4.8] years, men 8[40%], and women 12[60%]) and 10 patients with stroke (mean [SD] age; 64.1[13.6] years, men 2[20%] and women 8[80%]).
Interventions
The participants wore a head-mounted display (Meta Quest2) and consecutively underwent 5 custom-designed cognitive training.
Main Outcome Measures
After the training, participants completed 3 questionnaires: the systemic usability scale, user experience questionnaire (UEQ), and cybersickness in VR questionnaire.
Results
The mean systemic usability scale score was 55.1 and 52.3 for rehabilitation professionals and patients, respectively. For the UEQ, the mean score for each item, including attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty, were 0.9/0.2, 0.6/0.2, 0.5/−0.5, 1.2/0.8, 0.9/0.4, and 0.6/0.8 for rehabilitation professionals/patients, respectively. Rehabilitation professionals had slightly higher scores in most UEQ items. The mean cybersickness in VR questionnaire scores were 18.6 and 19.0 for rehabilitation professionals and patients, respectively.
Conclusions
Participants reported moderate usability and a generally below-average user experience, with mild-to-moderate VR sickness during VR cognitive training. The rehabilitation professionals rated usability higher than the patient group, while patients experienced more severe VR sickness. These findings may serve as a significant insight for developing VR cognitive training for application to patients in the future.