2022
DOI: 10.1145/3530820
|View full text |Cite
|
Sign up to set email alerts
|

Designing Spellcasters from Clinician Perspectives: A Customizable Gesture-Based Immersive Virtual Reality Game for Stroke Rehabilitation

Abstract: Developing games is time-consuming and costly. Overly clinical therapy games run the risk of being boring, which defeats the purpose of using games to motivate healing in the first place [10, 23]. In this work, we adapt and repurpose an existing immersive virtual reality (iVR) game, Spellcasters, originally designed purely for entertainment for use as a stroke rehabilitation game—which is particularly relevant in the wake of COVID-19, where telehealth solutions are increasingly needed [4]. In preparation for p… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
4
0

Year Published

2022
2022
2024
2024

Publication Types

Select...
3
2
1

Relationship

0
6

Authors

Journals

citations
Cited by 7 publications
(4 citation statements)
references
References 73 publications
0
4
0
Order By: Relevance
“…Standalone VR utilizes a standalone VR headset (e.g., Oculus Quest 2, Meta Quest 2 without Link Cable, and Meta Quest Pro) with its own processing power, graphics, storage, battery, speakers, cameras, and sensors for the IVR experience. Different studies also support the idea that standalone VR is the most commonly used and effective platform [ 78 , 79 , 80 ].…”
Section: Discussionmentioning
confidence: 95%
“…Standalone VR utilizes a standalone VR headset (e.g., Oculus Quest 2, Meta Quest 2 without Link Cable, and Meta Quest Pro) with its own processing power, graphics, storage, battery, speakers, cameras, and sensors for the IVR experience. Different studies also support the idea that standalone VR is the most commonly used and effective platform [ 78 , 79 , 80 ].…”
Section: Discussionmentioning
confidence: 95%
“…A relevant example is the work of Duval et al [30], who conducted a collaborative study with 14 clinicians, focusing on therapeutically validating the game based on their opinions rather than those of users. Duval et al [30] obtained significant findings by addressing the adoption of therapy and personalizing it according to the characteristics valued by medical professionals. In contrast, other UCD works, such as the study by Aguilar et al [31], have not used playtesting but have used usability tests involving scales and flow state questionnaires.…”
Section: Playtesting As An Iterative Design For Strokementioning
confidence: 99%
“…Rehabilitating motor-impaired patients aims at promoting effective motor learning [40], a task often hindered by the challenges of intensive training and motivation diminished by low self-efficacy. VR offers a solution, proving effective across conditions including cerebral palsy [53,58,67], Parkinson's [47,66,81], stroke [17,19,35,38,72,75], and injuries [55,65,78].…”
Section: Vr For Rehabilitationmentioning
confidence: 99%