2021
DOI: 10.2196/29182
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Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study

Abstract: Background Serious games are gaining increasing importance in neurorehabilitation since they increase motivation and adherence to therapy, thereby potentially improving its outcome. The benefits of serious games, such as the possibility to implement adaptive feedback and the calculation of comparable performance measures, can be even further improved by using immersive virtual reality (iVR), allowing a more intuitive interaction with training devices and higher ecological validity. … Show more

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Cited by 21 publications
(26 citation statements)
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“…In line with our first hypothesis, patients rated the device’s usability as very high and did not report any relevant side effects. The high usability of our new VR setting, including tactile stimulation, is similar to that in one of the few previous studies in stroke patients with a similar visual and auditory setting, which however did not entail any tactile stimulation [ 14 , 37 ]. Moreover, similar levels of usability have been reported by healthy participants using new VR tools including visual and auditory stimulation, but without tactile stimulation [ 36 , 50 , 51 ].…”
Section: Discussionsupporting
confidence: 65%
See 1 more Smart Citation
“…In line with our first hypothesis, patients rated the device’s usability as very high and did not report any relevant side effects. The high usability of our new VR setting, including tactile stimulation, is similar to that in one of the few previous studies in stroke patients with a similar visual and auditory setting, which however did not entail any tactile stimulation [ 14 , 37 ]. Moreover, similar levels of usability have been reported by healthy participants using new VR tools including visual and auditory stimulation, but without tactile stimulation [ 36 , 50 , 51 ].…”
Section: Discussionsupporting
confidence: 65%
“…Skills learned in VR have been shown to be transferable to the real world [ 7 , 12 , 13 ], leading to a broad spectrum of possibilities, from training to rehabilitation. Virtual environments have the advantage of being fully customizable, and therefore, they are potentially adaptable to different situations and even different user abilities [ 14 , 15 ]. Particularly in the field of rehabilitation of neurological disorders, VR has been shown to be a promising approach because of this adaptability and the inclusion of different sensory information [ 16 ].…”
Section: Introductionmentioning
confidence: 99%
“…VR-ET systems can replicate conventional USN tests, e.g., cancelation and line-bisection, thus, providing more fine-grained analysis of the attentional processes during the tasks, such as the field of view, distribution of gaze, and response time. Novel VR-based visual search and cancellation tests reveal a high correlation with conventional USN tests ( Knobel et al, 2020 , 2021 ) and may improve our understanding of the field of perception (FOP) and field of regard (FOR) in stroke patients with and without USN ( Kim et al, 2021 ).…”
Section: Discussion and Future Perspectivesmentioning
confidence: 99%
“…Immersive HMDs [6], [14], [17], [20], [27], [29], [35], [42], [46], [47], [52], [174] Touchful devices comprise the widely diffused tools for gaming (N=181) and physiotherapic devices (N=17), e.g. treadmills, cycle-ergometers and pressure sensitive plates, which are particularly suitable for rehabilitation programs aimed at improving motor skills in subjects with age-related disorders [15], [50], [88], [94], [111], [146]- [149], [203], [208], major neurocognitive disorders (MNCD) [23], stroke [115], [151] and multiple sclerosis (MS) [22] patients.…”
Section: Interaction Technologiesmentioning
confidence: 99%
“…Controller, joystick or gamepad [6], [14], [15], [17], [20], [35], [42], [50], [52], [54]- [56], [62], [65], [70], [79],…”
Section: Gaming Devicesmentioning
confidence: 99%