User-centered virtual environment design for virtual rehabilitation

被引:22
|
作者
Fidopiastis, Cali M. [1 ]
Rizzo, Albert A. [2 ]
Rolland, Jannick P. [3 ]
机构
[1] Univ Alabama Birmingham, Sch Hlth Profess, Birmingham, AL USA
[2] Univ So Calif, Integrated Media Syst Ctr, Los Angeles, CA USA
[3] Univ Rochester, Inst Opt, Rochester, NY 14627 USA
关键词
HUMAN-FACTORS ISSUES; VISUAL-ACUITY; REALITY; DEPTH; STEREOACUITY; PERCEPTION;
D O I
10.1186/1743-0003-7-11
中图分类号
R318 [生物医学工程];
学科分类号
0831 ;
摘要
Background: As physical and cognitive rehabilitation protocols utilizing virtual environments transition from single applications to comprehensive rehabilitation programs there is a need for a new design cycle methodology. Current human-computer interaction designs focus on usability without benchmarking technology within a user-in-the-loop design cycle. The field of virtual rehabilitation is unique in that determining the efficacy of this genre of computer-aided therapies requires prior knowledge of technology issues that may confound patient outcome measures. Benchmarking the technology (e. g., displays or data gloves) using healthy controls may provide a means of characterizing the "normal" performance range of the virtual rehabilitation system. This standard not only allows therapists to select appropriate technology for use with their patient populations, it also allows them to account for technology limitations when assessing treatment efficacy. Methods: An overview of the proposed user-centered design cycle is given. Comparisons of two optical see-through head-worn displays provide an example of benchmarking techniques. Benchmarks were obtained using a novel vision test capable of measuring a user's stereoacuity while wearing different types of head-worn displays. Results from healthy participants who performed both virtual and real-world versions of the stereoacuity test are discussed with respect to virtual rehabilitation design. Results: The user-centered design cycle argues for benchmarking to precede virtual environment construction, especially for therapeutic applications. Results from real-world testing illustrate the general limitations in stereoacuity attained when viewing content using a head-worn display. Further, the stereoacuity vision benchmark test highlights differences in user performance when utilizing a similar style of head-worn display. These results support the need for including benchmarks as a means of better understanding user outcomes, especially for patient populations. Conclusions: The stereoacuity testing confirms that without benchmarking in the design cycle poor user performance could be misconstrued as resulting from the participant's injury state. Thus, a user-centered design cycle that includes benchmarking for the different sensory modalities is recommended for accurate interpretation of the efficacy of the virtual environment based rehabilitation programs.
引用
收藏
页数:12
相关论文
共 50 条
  • [1] User-centered virtual environment design for virtual rehabilitation
    Cali M Fidopiastis
    Albert A Rizzo
    Jannick P Rolland
    Journal of NeuroEngineering and Rehabilitation, 7
  • [2] User-Centered Virtual Environment for Poststroke Motor Rehabilitation
    Aguilar Acevedo, Francisco
    Pacheco Bautista, Daniel
    Acevedo Gomez, Marleydy
    Toledo Toledo, Guadalupe
    Nieva Garcia, Omar S.
    JOURNAL OF MEDICAL DEVICES-TRANSACTIONS OF THE ASME, 2022, 16 (02):
  • [3] User-Centered Design and Evaluation of an Upper Limb Rehabilitation System with a Virtual Environment
    Rios-Hernandez, Monserrat
    Manuel Jacinto-Villegas, Juan
    Portillo-Rodriguez, Otniel
    Herlinda Vilchis-Gonzalez, Adriana
    APPLIED SCIENCES-BASEL, 2021, 11 (20):
  • [4] User-centered design and evaluation of virtual environments
    Gabbard, JL
    Hix, D
    Swan, JE
    IEEE COMPUTER GRAPHICS AND APPLICATIONS, 1999, 19 (06) : 51 - 59
  • [5] User-centered design and evaluation of virtual environments
    Gabbard, Joseph L.
    Hix, Deborah
    Swan II, J. Edward
    IEEE Computer Graphics and Applications, 19 (06): : 51 - 59
  • [6] A Study on the User-Centered Interface Design for Virtual Museums
    Yang, Geng
    2009 IEEE 10TH INTERNATIONAL CONFERENCE ON COMPUTER-AIDED INDUSTRIAL DESIGN & CONCEPTUAL DESIGN, VOLS 1-3: E-BUSINESS, CREATIVE DESIGN, MANUFACTURING - CAID&CD'2009, 2009, : 1647 - 1651
  • [7] User-centered design and evaluation of a real-time battlefield visualization virtual environment
    Hix, Deborah
    Swan II, J.Edward
    Gabbard, Joseph L.
    McGee, Mike
    Durbin, Jim
    King, Tony
    Proceedings - Virtual Reality Annual International Symposium, 1999, : 96 - 103
  • [8] User-centered design and evaluation of a real-time battlefield visualization virtual environment
    Hix, D
    Swan, JE
    Gabbard, JL
    McGee, M
    Durbin, J
    King, T
    IEEE VIRTUAL REALITY - PROCEEDINGS, 1999, : 96 - 103
  • [9] User-centered design of a virtual reality exhibit for archaeological museums
    Barbieri, Loris
    Bruno, Fabio
    Muzzupappa, Maurizio
    INTERNATIONAL JOURNAL OF INTERACTIVE DESIGN AND MANUFACTURING - IJIDEM, 2018, 12 (02): : 561 - 571
  • [10] User-centered design of a Virtual Museum system: a case study
    Barbieri, Loris
    Bruno, Fabio
    Mollo, Fabrizio
    Muzzupappa, Maurizio
    ADVANCES ON MECHANICS, DESIGN ENGINEERING AND MANUFACTURING, 2017, : 157 - 166