Investigating the possible role and usefulness of video capture virtual reality in motor impairment rehabilitation
Blekinge Institute of Technology, School of Engineering, Department of Electrical Engineering2011 (English)Conference paper (Refereed) Published
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. This 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. Results imply that video capture virtual reality technology can be use as 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. 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.
Place, publisher, year, edition, pages
Gyeongju: IEEE , 2011.
motor impairment, serious games, stroke rehabilitation, Technology Acceptance Model (TAM), video capture virtual reality
IdentifiersURN: urn:nbn:se:bth-7291Local ID: oai:bth.se:forskinfo3319D80B01DF994BC12579FB004A02DBISBN: 978-898867838-1OAI: oai:DiVA.org:bth-7291DiVA: diva2:834886
International Conference on Next Generation Information Technology, ICNIT