Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke

Detalhes bibliográficos
Autor(a) principal: de Araújo Fonseca, Luiza Gabriela
Data de Publicação: 2019
Outros Autores: Pereira da Silva, Aline Layze, de Oliveira, Victor Galdino, Hernandez Pantoja, André Luis, Pacheco Bahia, Carlomagno, Rudson Dantas, Rummenigge, Santa Rosa, José Guilherme, Pereira, Antonio
Tipo de documento: Artigo
Idioma: por
Título da fonte: Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)
Texto Completo: https://doi.org/10.34624/etd.v0i2.1552
Resumo: Serious games have been widely used as support to traditional therapies in healthcare. However, their usability has to be evaluated first to assure its effectiveness with the target group. OBJECTIVE: To evaluate the usability of a serious game developed to assist in the motor rehabilitation of stroke patients. METHODS: 21 subjects evaluated the virtual game “O Caçador de Relíquias Perdidas” and its multisensory glove “NEDGlove”, developed by the NeuroErgoDesign research group. The subjects tested the game two sessions of 5-min. For the statistical analysis, we used the Wilcoxon test and the Spearman correlation. The project was approved by the Research Ethics Committee of the University Hospital Onofre Lopes (CAAE: 34478214.0.0000.5292). RESULTS: We observed significant correlations between actual experience and the visual aspects of the game, concentration, adaptation and immersion in the virtual environment. There was also a correlation between design of both hardware and software and performance of the task. CONCLUSION: The system’s usability suggests a successful acceptance by the target population, stroke rehabilitation patients.
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spelling Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with strokeAvaliação da usabilidade de um sistema eletrônico interativo para auxiliar na reabilitação motora e cognitiva de pacientes com acidente vascular cerebralSerious games have been widely used as support to traditional therapies in healthcare. However, their usability has to be evaluated first to assure its effectiveness with the target group. OBJECTIVE: To evaluate the usability of a serious game developed to assist in the motor rehabilitation of stroke patients. METHODS: 21 subjects evaluated the virtual game “O Caçador de Relíquias Perdidas” and its multisensory glove “NEDGlove”, developed by the NeuroErgoDesign research group. The subjects tested the game two sessions of 5-min. For the statistical analysis, we used the Wilcoxon test and the Spearman correlation. The project was approved by the Research Ethics Committee of the University Hospital Onofre Lopes (CAAE: 34478214.0.0000.5292). RESULTS: We observed significant correlations between actual experience and the visual aspects of the game, concentration, adaptation and immersion in the virtual environment. There was also a correlation between design of both hardware and software and performance of the task. CONCLUSION: The system’s usability suggests a successful acceptance by the target population, stroke rehabilitation patients.Os Serious games são cada vez mais usados como adjuvantes para suplementar terapias tradicionais. Uma das etapas mais importantes para sua implementação é a avaliação de usabilidade com uma amostra de usuários. OBJETIVOS: Avaliar a usabilidade de um serious game voltado para a reabilitação motora de pacientes pós-acidente vascular cerebral (AVC). METODOLOGIA: 21 indivíduos avaliaram o jogo digital “O Caçador de Relíquias Perdidas” que utiliza a luva multissensorial “NEDGlove”, ambos desenvolvidos pelo grupo de pesquisa NeuroErgoDesign, da UFRN. Os participantes foram submetidos a duas sessões de 5 minutos com o jogo. Para análise estatística, utilizamos o teste de Wilcoxon e correlação de Spearman. RESULTADOS: Existem correlações significativas entre o grau de experiência e os aspectos visuais, concentração, adaptação e imersão ao ambiente virtual. Evidenciou-se, também, correlação entre o funcionamento do hardware e software com o desempenho na tarefa. CONCLUSÃO: Os resultados de usabilidade do sistema com indivíduos saudáveis credenciam o sistema para ser testado com sua população-alvo, pacientes em reabilitação pós-AVC.UA Editora2019-04-01T00:00:00Zjournal articlejournal articlejournal articleinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://doi.org/10.34624/etd.v0i2.1552oai:proa.ua.pt:article/1552Revista dos encontros internacionais Ergotrip Design; No 2 (2017); 46-53Revista dos encontros internacionais Ergotrip Design; Núm. 2 (2017); 46-53Revista dos encontros internacionais Ergotrip Design; n.º 2 (2017); 46-532183-928Xreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAPporhttps://proa.ua.pt/index.php/ergotripdesign/article/view/1552https://doi.org/10.34624/etd.v0i2.1552https://proa.ua.pt/index.php/ergotripdesign/article/view/1552/1282https://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessde Araújo Fonseca, Luiza GabrielaPereira da Silva, Aline Layzede Oliveira, Victor GaldinoHernandez Pantoja, André LuisPacheco Bahia, CarlomagnoRudson Dantas, RummeniggeSanta Rosa, José GuilhermePereira, Antonio2022-09-22T10:11:27Zoai:proa.ua.pt:article/1552Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-19T15:56:47.303358Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse
dc.title.none.fl_str_mv Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
Avaliação da usabilidade de um sistema eletrônico interativo para auxiliar na reabilitação motora e cognitiva de pacientes com acidente vascular cerebral
title Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
spellingShingle Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
de Araújo Fonseca, Luiza Gabriela
title_short Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
title_full Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
title_fullStr Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
title_full_unstemmed Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
title_sort Usability evaluation of an interactive electronic system to aid in the motor and cognitive rehabilitation of patients with stroke
author de Araújo Fonseca, Luiza Gabriela
author_facet de Araújo Fonseca, Luiza Gabriela
Pereira da Silva, Aline Layze
de Oliveira, Victor Galdino
Hernandez Pantoja, André Luis
Pacheco Bahia, Carlomagno
Rudson Dantas, Rummenigge
Santa Rosa, José Guilherme
Pereira, Antonio
author_role author
author2 Pereira da Silva, Aline Layze
de Oliveira, Victor Galdino
Hernandez Pantoja, André Luis
Pacheco Bahia, Carlomagno
Rudson Dantas, Rummenigge
Santa Rosa, José Guilherme
Pereira, Antonio
author2_role author
author
author
author
author
author
author
dc.contributor.author.fl_str_mv de Araújo Fonseca, Luiza Gabriela
Pereira da Silva, Aline Layze
de Oliveira, Victor Galdino
Hernandez Pantoja, André Luis
Pacheco Bahia, Carlomagno
Rudson Dantas, Rummenigge
Santa Rosa, José Guilherme
Pereira, Antonio
description Serious games have been widely used as support to traditional therapies in healthcare. However, their usability has to be evaluated first to assure its effectiveness with the target group. OBJECTIVE: To evaluate the usability of a serious game developed to assist in the motor rehabilitation of stroke patients. METHODS: 21 subjects evaluated the virtual game “O Caçador de Relíquias Perdidas” and its multisensory glove “NEDGlove”, developed by the NeuroErgoDesign research group. The subjects tested the game two sessions of 5-min. For the statistical analysis, we used the Wilcoxon test and the Spearman correlation. The project was approved by the Research Ethics Committee of the University Hospital Onofre Lopes (CAAE: 34478214.0.0000.5292). RESULTS: We observed significant correlations between actual experience and the visual aspects of the game, concentration, adaptation and immersion in the virtual environment. There was also a correlation between design of both hardware and software and performance of the task. CONCLUSION: The system’s usability suggests a successful acceptance by the target population, stroke rehabilitation patients.
publishDate 2019
dc.date.none.fl_str_mv 2019-04-01T00:00:00Z
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dc.identifier.uri.fl_str_mv https://doi.org/10.34624/etd.v0i2.1552
oai:proa.ua.pt:article/1552
url https://doi.org/10.34624/etd.v0i2.1552
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dc.relation.none.fl_str_mv https://proa.ua.pt/index.php/ergotripdesign/article/view/1552
https://doi.org/10.34624/etd.v0i2.1552
https://proa.ua.pt/index.php/ergotripdesign/article/view/1552/1282
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dc.publisher.none.fl_str_mv UA Editora
publisher.none.fl_str_mv UA Editora
dc.source.none.fl_str_mv Revista dos encontros internacionais Ergotrip Design; No 2 (2017); 46-53
Revista dos encontros internacionais Ergotrip Design; Núm. 2 (2017); 46-53
Revista dos encontros internacionais Ergotrip Design; n.º 2 (2017); 46-53
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