Investigating the possible role and usefulness of video capture virtual reality in motor impairment rehabilitation
2010 (English)Independent thesis Advanced level (degree of Master (Two Years))
Student thesisAlternative title
Undersöker eventuella roll och nytta av videos förmåga att ta till fånga virtuell verklighet i motorisk försämring rehabilitering (Swedish)
Abstract [en]
Context: Researchers in serious games area and professionals in stroke rehabilitation, working collaboratively in explorative interdisciplinary research studies in order to develop usable and effective applications. In this context, physiotherapists and occupational therapy are important elements of stroke rehabilitation. Applications from such exploratory development reflect motivational and easy to use features, which could be further designed and developed by serious games developers. Objectives: The research study aims to investigate the role and usefulness of Video Capture Virtual Reality Technology (VCVRT) in motor impairment rehabilitation, to identify and explore the importance of this technology in healthcare, specifically in motor impairment rehabilitation. Likewise, to analyze the acceptance of VCVRT among the physiotherapists in terms of perceived ease of use, perceived usefulness and perceived intension to use. Methods: In this exploratory study literature review, workshop and survey including questionnaire and interview are used, taking Blekinge County Hospital (Karlshamn) as case study along with “TARGET” game as testing platform for introducing and evaluating VCVRT among physiotherapists. For exploring technology acceptance level among physiotherapists, Technology Acceptance Model (TAM) was used in the research work. Results: Video capture virtual reality technology can be used as a complement to conventional physiotherapy. This technology is cheap, easy to use and is useful as a home based rehabilitation tool, but together with physiotherapist supervision or coaching. Moreover, VCVRT is motivational for weak patients and useful in motor rehabilitation in terms of quantity, i.e. intensity of exercise can be increased. Physiotherapist centered approach is necessary for game design process; effective game design suggestions and the idea of single gaming framework consists of different games acquiring multiple rehabilitation goals, are achieved from physiotherapists during the research. Technology acceptance value is high among physiotherapists. Conclusion: The research study provides a more detailed understanding of the factors involved in the implication of video capture virtual reality technology in motor impairment rehabilitation. The authors concluded from the research study that video capture virtual reality technology is applicable for motor impairment rehabilitation while considering following factors, i.e. Physiotherapist centered approach, a gaming framework where a portfolio of games can be assembled for individual patients, and video capture virtual reality technology is applicable for home based rehabilitation under the supervision of physiotherapist. Furthermore, physiotherapists’ concerns and importance in the intervention of serious games and healthcare area are highlighted by this research work.
Place, publisher, year, edition, pages
2010. , p. 53
Keywords [en]
serious games, stroke rehabilitation, motor impairment, Technology Acceptance Model (TAM), video capture virtual reality
National Category
Nursing Computer Sciences
Identifiers
URN: urn:nbn:se:bth-4006Local ID: oai:bth.se:arkivex675321DAE49D1BCFC125779800476ABFOAI: oai:DiVA.org:bth-4006DiVA, id: diva2:831324
Uppsok
Medicine
Supervisors
2015-04-222010-09-082018-01-11Bibliographically approved