Safety and Feasibility of a First-Person View, Full-Body Interaction Game for Telerehabilitation Post-Stroke
DOI:
https://doi.org/10.5195/ijt.2018.6250Abstract
This study explored the feasibility and safety of pairing the Microsoft Kinect® sensor with the Oculus Rift® Head Mounted Display (HMD) as a telerehabilitation technology platform for persons post-stroke. To test initial safety, fourteen participants without disabilities (age 30 ± 8.8 years) engaged in a game-based task using the Microsoft Kinect® with a first-person view using the Oculus Rift®. These tasks were repeated for five participants post-stroke (age 56 ± 3.0 years). No significant adverse events occurred in either study population. When using the Oculus Rift® HMD, three participants without disabilities reported dizziness and nausea. All of the participants post-stroke required hands-on assistance for balance and fall prevention. The intensive nature of physical support necessary for this type of interaction limits the application as a telerehabilitation intervention. Given the increasing availability of HMDs for commercial use, it is crucial that the safety of immersive games and technologies for telerehabilitation is fully explored.
References
Boulanger P., Pournajib A., Mott W., Schaeffer S. (2017). A low-cost virtual reality bike for remote cardiac rehabilitation. In J. Barbic, M. D'Cruz, M. Latoschik, M. Slater, & P. Bourdot (Eds.), Virtual reality and augmented reality: EuroVR 2017, Lecture Notes in Computer Science (Vol.10700). Switzerland: Springer. https://doi.org/10.1007/978-3-319-72323-5_10
Bowen, D. J., Kreuter, M., Spring, B., Cofta-Woerpel, L., Linnan, L., Weiner, D., ... Fernandez, M. (2009). How we design feasibility studies. American Journal of Preventive Medicine, 36, 452-457. https://doi.org/10.1016/j.amepre.2009.02.002
Cox, A., Cairns, P., Shah, P., & Carroll, M. (2012, May). Not doing but thinking: The role of challenge in the gaming experience. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 79-88). ACM. https://doi.org/10.1145/2207676.2207689
Gamito, P., Oliveira, J., Santos, N., Pacheco, J., Morais, D., Saraiva, T., ... Barata, A. F. (2014). Virtual exercises to promote cognitive recovery in stroke patients: The comparison between head mounted displays versus screen exposure methods. International Journal on Disability and Human Development, 13, 337-342. https://doi.org/10.1515/ijdhd-2014-0325
Gobron, S. C., Zannini, N., Wenk, N., Schmitt, C., Charrotton, Y., Fauquex, A., … Frischknecht, R. (2015). Serious games for rehabilitation using head-mounted display and haptic devices. In L. T. De Paolis, & A. Mongelli (Eds.), Augmented and virtual reality: Second International Conference AVR 2015, Lecture Notes in Computer Science (Vol 9254, pp. 199-219). Switzerland: Springer. https://doi.org/10.1007/978-3-319-22888-4_15
Kizony, R., & Katz, N. (2003). Adapting an immersive virtual reality system for rehabilitation. Computer Animation and Virtual Worlds, 14, 261-268. 10.1002/vis.323
Kronqvist, A., Jokinen, J., & Rousi, R. (2016). Evaluating the authenticity of virtual environments. Advances in Human-Computer Interaction, 3, e1-e14. http://dx.doi.org/10.1155/2016/2937632
Lange, B., Flynn, S., & Rizzo, A. (2009). Initial usability assessment of off-the-shelf video game consoles for clinical game-based motor rehabilitation. Physical Therapy Reviews, 14, 355-363.
https://doi.org/10.1179/108331909X12488667117258
Lange, B., Koenig, S., Chang, C. Y., McConnell, E., Suma, E., Bolas, M., & Rizzo, A. (2012). Designing informed game-based rehabilitation tasks leveraging advances in virtual reality. Disability and Rehabilitation, 34, 1863-1870. https://doi.org/10.3109/09638288.2012.670029
Laver, K. E., Lange, B., George, S., Deutsch, J. E., Saposnik, G., & Crotty, M. (2017). Virtual reality for stroke rehabilitation. Cochrane Database of Systematic reviews, 11. 10.1002/14651858.CD008349.pub4
Moss, J. D., & Muth, E. R. (2011). Characteristics of head-mounted displays and their effects on simulator sickness. Human Factors, 53, 308-319. https://doi.org/10.1177/0018720811405196
Proffitt, R., & Lange, B. (2015). Feasibility of a customized, in-home, game-based stroke exercise program using the Microsoft Kinect® sensor. International Journal of Telerehabilitation, 7(2), 23-34. https://doi.org/10.5195/ijt.2015.6177
Rizzo, A., & Kim, G. J. (2005). A SWOT analysis of the field of virtual reality rehabilitation and therapy. Presence, 14, 119-146. https://doi.org/10.1162/1054746053967094
Schrader, C., & Bastiaens, T. J. (2012). The influence of virtual presence: Effects on experienced cognitive load and learning outcomes in educational computer games. Computers in Human Behavior, 28, 648-658. https://doi.org/10.1016/j.chb.2011.11.011
Sharples, S., Cobb, S., Moody, A., & Wilson, J. R. (2008). Virtual reality induced symptoms and effects (VRISE): Comparison of head mounted display (HMD), desktop and projection display systems. Displays, 29(2), 58-69. https://doi.org/10.1016/j.displa.2007.09.005
Shaw, L. A., Wunsche, B. C., Lutteroth, C., Marks, S., Buckley, J., & Corballis, P. (2015). Development and evaluation of an exercycle game using immersive technologies. In A. Mader and J. Warren (Eds.), Proceedings of the 8th Australasian Workshop on Health Informatics and Knowledge Management (HIKM), (pp. 75-86). Sydney: Australian Computer Society Inc.
Yates, M., Keleman, A., & Lanyi, C. S. (2015). Virtual reality gaming in the rehabilitation of the upper extremities post-stroke. Brain Injury, 30(7), 855-863. https://doi.org/10.3109/02699052.2016.1144146
Downloads
Published
How to Cite
Issue
Section
License
Authors who publish with this journal agree to the following terms:
- The Author retains copyright in the Work, where the term “Work” shall include all digital objects that may result in subsequent electronic publication or distribution.
- Upon acceptance of the Work, the author shall grant to the Publisher the right of first publication of the Work.
- The Author shall grant to the Publisher and its agents the nonexclusive perpetual right and license to publish, archive, and make accessible the Work in whole or in part in all forms of media now or hereafter known under a Creative Commons Attribution 4.0 International License or its equivalent, which, for the avoidance of doubt, allows others to copy, distribute, and transmit the Work under the following conditions:
- Attribution—other users must attribute the Work in the manner specified by the author as indicated on the journal Web site;
- The Author is able to enter into separate, additional contractual arrangements for the nonexclusive distribution of the journal's published version of the Work (e.g., post it to an institutional repository or publish it in a book), as long as there is provided in the document an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post online a prepublication manuscript (but not the Publisher’s final formatted PDF version of the Work) in institutional repositories or on their Websites prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work. Any such posting made before acceptance and publication of the Work shall be updated upon publication to include a reference to the Publisher-assigned DOI (Digital Object Identifier) and a link to the online abstract for the final published Work in the Journal.
- Upon Publisher’s request, the Author agrees to furnish promptly to Publisher, at the Author’s own expense, written evidence of the permissions, licenses, and consents for use of third-party material included within the Work, except as determined by Publisher to be covered by the principles of Fair Use.
- The Author represents and warrants that:
- the Work is the Author’s original work;
- the Author has not transferred, and will not transfer, exclusive rights in the Work to any third party;
- the Work is not pending review or under consideration by another publisher;
- the Work has not previously been published;
- the Work contains no misrepresentation or infringement of the Work or property of other authors or third parties; and
- the Work contains no libel, invasion of privacy, or other unlawful matter.
- The Author agrees to indemnify and hold Publisher harmless from Author’s breach of the representations and warranties contained in Paragraph 6 above, as well as any claim or proceeding relating to Publisher’s use and publication of any content contained in the Work, including third-party content.
Revised 7/16/2018. Revision Description: Removed outdated link.