Till sidans topp

Sidansvarig: Webbredaktion
Sidan uppdaterades: 2012-09-11 15:12

Tipsa en vän
Utskriftsversion

Usability Evaluation of … - Göteborgs universitet Till startsida
Webbkarta
Till innehåll Läs mer om hur kakor används på gu.se

Usability Evaluation of a Game-Based Virtual Reality Station for Cognitive and Motor Training in General Occupational Therapy.

Paper i proceeding
Författare Lena Pareto
Lena Larsson
Daniel Goude
Martin Rydmark
Jurgen Broeren
Publicerad i Medical Informatics Europe 2008 - eHealth beyond the horizon – get IT there
Publiceringsår 2008
Publicerad vid Institutionen för neurovetenskap och fysiologi, sektionen för klinisk neurovetenskap och rehabilitering
Institutionen för biomedicin
Institutionen för biomedicin, avdelningen för medicinsk kemi och cellbiologi
Språk en
Ämnesord Usability Evaluation, Human Factors, User-computer interface, Computer-supported traning.
Ämneskategorier Medicin och Hälsovetenskap, Tvärvetenskapliga studier

Sammanfattning

Training with haptic devices has been suggested to enhance stroke rehabilitation using Virtual Reality (Broeren at al, 2006; Broeren, 2007). A usability study of such game-based activity station (curictus.com) was performed in a general rehabilitation centre. The aim was to explore 1) usability issues in a non-stroke-specialist organisation, and 2) usefulness for training other groups than stroke patients. Being a utility game device (Pareto, 2007), both perspectives of game experience and utility effect was considered in the evaluation (Raybourn, 2005; Wattenberg 2004). The study proceeded for 6 months and involved 3 occupational therapists and 16 patients. An individual training plan was developed. During the training period, hand movements, the choice of games, performance and experience was recorded. The occupational therapists’ experiences and judgement were collected at a mid-study interview and at the end of the study. Preliminary results indicate that the activity station is useful for other patient groups, in particular for patients with limited upper limb mobility. For cognitive training, the device works well for several subjects, but the task of 3D-interaction is too complex for some. The motivational effects vary, but positive patients got highly involved in the play resulting in intense training.

Sidansvarig: Webbredaktion|Sidan uppdaterades: 2012-09-11
Dela:

På Göteborgs universitet använder vi kakor (cookies) för att webbplatsen ska fungera på ett bra sätt för dig. Genom att surfa vidare godkänner du att vi använder kakor.  Vad är kakor?