Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study
Abstract
:1. Introduction
2. Experimental Section
2.1. Participatory Design of NeuroVRehab.PT–Shopping Behaviors Questionnaire with Older Adults (Phase 1)
2.1.1. Sample and Recruitment
2.1.2. Instruments and Procedure
2.1.3. Data Analysis
2.1.4. Results
2.1.5. Main Implications for the Development of the NeuroVRehab.PT
2.2. Design and Implementation of the NeuroVRehab.PT (Phase 2)
2.2.1. Platform Description
Supermarket Environment Description
Supermarket Game Mode
Recipe Game Mode
Shopping List Game Mode
2.3. Software Evaluation and User Experience (Phase 3)
2.3.1. Sample and Recruitment
2.3.2. Instruments and Procedure
2.3.3. Data Analysis
3. Results
3.1. Experience with NeuroVRehab.PT
3.1.1. Hedonic Experience and Presence
Participant 1: “I was expecting something more, rudimentary, but not the case, I think it was… the products were clear and colors vivid…”Participant 2: “Well, it is a very appealing image of the supermarket. It makes you want to explore it, doesn’t it? It has beautiful fruits.”Participant 4: “Ah! How cute (…) it really looks like a supermarket (…), maybe this is really a supermarket (…) The products are real, not drawings [as in 3D-modulated scenarios], I think it is good.”Participant 5: “[While performing a task in NeuroVRehab.PT] Ok, hot chocolate. Hot chocolate, now I have to find…. this is really realistic. In fact, it is real, I did not have this expectation.”Participant 6: “It seems very realistic, hyper-realistic.” (line 51) “The locations, the type of products, yes, yes, I think is quite realistic.”Participant 7: “The environment sound is very good; it really puts you inside of a supermarket (…) we know where we are, perfectly.”
3.1.2. Usability
Participant 2: “The arrow appears, I assume this means I need to follow the arrows.”Participant 1: “… the arrow then… means that I need to go back to the fruit section?”
Participant 5: “The arrow helps to orient, doesn’t it? I did not understand if the arrow gives you a hint or if … Does it give you a hint?”
3.2. Rehabilitation Potential
Participant 5: “[regarding another virtual supermarket for IADL rehabilitation] (…) it was prehistoric when compared to this one.”Participant 2 “… a good alternative for cognitive stimulation.”
3.2.1. Cognitive Stimulation
Participant 5 “… working memory, of course, always pumping in my head (…) Manifestly, this also trains orientation….”. […] From an attentional point of view, it is quite demanding”.
Participant 7: “[regarding other CCTP] I think there is not an effort or an intent to be similar to the person’s daily life. Here I notice that effort (…) and that could be more motivating for the person who is doing the training”.
3.2.2. Transfer Capacity
Participant 2: “It has to make much sense [to the patient] to have any impact or transfer to real life. And even with this software, it is either something that meets what the previous life of the person was, and it has any meaning to him/her, or it ends up [just] being an interesting game…”.
3.3. Potential Barriers
Participant 7: “I believe they [the patients] will have some doubts (…) I had someone by my side to explain it to me, and they do not have it”.Participant 3: “I think in some cases, some patients can easily start to get frustrated. And it is advisable not to continue. And I think there will be some situations like that, which is perfectly normal with this type of activity. Therefore, it is necessary to have resources [as therapists] (…) to be you to finish the activity and help the patient to move on …”
3.4. Opportunities
3.4.1. Clinical and Non-Clinical Contexts
3.4.2. Friend Sourcing
3.4.3. Other Environments
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Acknowledgments
Conflicts of Interest
References
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Ferreira-Brito, F.; Alves, S.; Santos, O.; Guerreiro, T.; Caneiras, C.; Carriço, L.; Verdelho, A. Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. J. Clin. Med. 2020, 9, 3821. https://doi.org/10.3390/jcm9123821
Ferreira-Brito F, Alves S, Santos O, Guerreiro T, Caneiras C, Carriço L, Verdelho A. Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. Journal of Clinical Medicine. 2020; 9(12):3821. https://doi.org/10.3390/jcm9123821
Chicago/Turabian StyleFerreira-Brito, Filipa, Sérgio Alves, Osvaldo Santos, Tiago Guerreiro, Cátia Caneiras, Luís Carriço, and Ana Verdelho. 2020. "Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study" Journal of Clinical Medicine 9, no. 12: 3821. https://doi.org/10.3390/jcm9123821
APA StyleFerreira-Brito, F., Alves, S., Santos, O., Guerreiro, T., Caneiras, C., Carriço, L., & Verdelho, A. (2020). Photo-Realistic Interactive Virtual Environments for Neurorehabilitation in Mild Cognitive Impairment (NeuroVRehab.PT): A Participatory Design and Proof-of-Concept Study. Journal of Clinical Medicine, 9(12), 3821. https://doi.org/10.3390/jcm9123821