User-centered virtual environment design for virtual rehabilitation

被引:23
|
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
  • [21] User-centered development process of an operating interface to couple a robotic glove with a virtual environment to optimize hand rehabilitation following a stroke
    Proulx, C. E.
    Higgins, J.
    Vincent, C.
    Vaughan, T.
    Hewko, M.
    Gagnon, D. H.
    JOURNAL OF REHABILITATION AND ASSISTIVE TECHNOLOGIES ENGINEERING, 2023, 10
  • [22] A user-centered approach on combining realism and interactivity in virtual environments
    Roussou, M
    Drettakis, G
    Tsingos, N
    Reche, A
    Gallo, E
    IEEE VIRTUAL REALITY 2004, PROCEEDINGS, 2004, : 251 - 252
  • [23] User-Centered Virtual Reality for Promoting Relaxation: An Innovative Approach
    Pizzoli, Silvia Francesca Maria
    Mazzocco, Ketti
    Triberti, Stefano
    Monzani, Dario
    Alcaniz Raya, Mariano Luis
    Pravettoni, Gabriella
    FRONTIERS IN PSYCHOLOGY, 2019, 10
  • [24] Initial User-Centered Design of a Virtual Reality Heritage System: Applications for Digital Tourism
    Poux, Florent
    Valembois, Quentin
    Mattes, Christian
    Kobbelt, Leif
    Billen, Roland
    REMOTE SENSING, 2020, 12 (16)
  • [25] Combination of virtual and physical objects in user-centered design of a mobile work machine cabin
    Ellman, A.
    Laitinen, J.
    Tiainen, T.
    PROCEEDINGS OF THE ASME INTERNATIONAL MECHANICAL ENGINEERING CONGRESS AND EXPOSITION 2007, VOL 3: DESIGN AND MANUFACTURING, 2008, : 143 - 148
  • [26] EXPERT-CENTERED VS USER-CENTERED EVALUATION OF VIRTUAL LEARNING ENVIRONMENTS
    Kurilovas, Eugenijus
    11TH INTERNATIONAL CONFERENCE OF EDUCATION, RESEARCH AND INNOVATION (ICERI2018), 2018, : 8496 - 8501
  • [27] User-Centered Design of Co-design Experience Based on X-Reality and Virtual Simulation
    Ciccarelli, Marianna
    Papetti, Alessandra
    Senesi, Paolo
    Lonzi, Barbara
    Germani, Michele
    DESIGN TOOLS AND METHODS IN INDUSTRIAL ENGINEERING III, VOL 2, ADM 2023, 2024, : 538 - 545
  • [28] Development of a User-Centered Computational Environment for Conceptual Design
    Williams, Damien
    Noyes, Jan
    ERGONOMICS IN DESIGN, 2007, 15 (04) : 13 - 17
  • [29] Integrating user-centered design within a virtual product development organization: Observations from the field
    D'Souza, ME
    Dykstra, D
    Poole, A
    PROCEEDINGS OF THE HUMAN FACTORS AND ERGONOMICS SOCIETY 42ND ANNUAL MEETING, VOLS 1 AND 2, 1998, : 989 - 993
  • [30] Integrating user-centered design within a virtual product development organization: Observations from the field
    Gateway, Inc, N. Sioux City, United States
    Proc Hum Factors Ergon Soc, (989-993):