1. Development of a Search Task Using Immersive Virtual Reality: Proof-of-Concept Study
- Author
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Brigitte C. Kaufmann, Prabitha Urwyler, Samuel E. J. Knobel, Thomas Nyffeler, Stephan M. Gerber, René M. Müri, Dario Cazzoli, and Tobias Nef
- Subjects
immersion ,Ecological validity ,media_common.quotation_subject ,Biomedical Engineering ,Physical Therapy, Sports Therapy and Rehabilitation ,610 Medicine & health ,Information technology ,Outcome (game theory) ,050105 experimental psychology ,search task ,Neglect ,Task (project management) ,03 medical and health sciences ,0302 clinical medicine ,medicine ,0501 psychology and cognitive sciences ,serious game ,gaming ,development ,media_common ,Visual search ,Original Paper ,business.industry ,05 social sciences ,Rehabilitation ,neglect ,Cognition ,Hemispatial neglect ,Usability ,T58.5-58.64 ,stroke ,Computer Science Applications ,usability ,Psychiatry and Mental health ,150 Psychologie ,virtual reality ,570 Life sciences ,biology ,medicine.symptom ,Public aspects of medicine ,RA1-1270 ,business ,610 Medizin und Gesundheit ,150 Psychology ,human activities ,030217 neurology & neurosurgery ,concept ,Cognitive psychology ,570 Biowissenschaften ,Biologie - 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. Objective This study aimed to develop a visual search task embedded in a serious game setting for iVR, including self-adapting difficulty scaling, thus being able to adjust to the needs and ability levels of different groups of individuals. Methods In a two-step process, a serious game in iVR (bird search task) was developed and tested in healthy young (n=21) and elderly (n=23) participants and in a group of patients with impaired visual exploration behavior (ie, patients with hemispatial neglect after right-hemispheric stroke; n=11). Usability, side effects, game experience, immersion, and presence of the iVR serious game were assessed by validated questionnaires. Moreover, in the group of stroke patients, the performance in the iVR serious game was also considered with respect to hemispatial neglect severity, as assessed by established objective hemispatial neglect measures. Results In all 3 groups, reported usability of the iVR serious game was above 4.5 (on a Likert scale with scores ranging from 1 to 5) and reported side effects were infrequent and of low intensity (below 1.5 on a Likert scale with scores ranging from 1 to 4). All 3 groups equally judged the iVR serious game as highly motivating and entertaining. Performance in the game (in terms of mean search time) showed a lateralized increase in search time in patients with hemispatial neglect that varied strongly as a function of objective hemispatial neglect severity. Conclusions The developed iVR serious game, “bird search task,” was a motivating, entertaining, and immersive task, which can, due to its adaptive difficulty scaling, adjust and be played by different populations with different levels of skills, including individuals with cognitive impairments. As a complementary finding, it seems that performance in the game is able to capture typical patterns of impaired visual exploration behavior in hemispatial neglect, as there is a high correlation between performance and neglect severity as assessed with a cancellation task.
- Published
- 2021
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