Acceptance of immersive head-mounted display virtual reality in stroke patients

Background: As virtual reality (VR) has become more accessible, it has increasingly come into focus for clinical application. Therapy with VR shows potential as an engaging, effective, and economic way to improve cognitive abilities following a stroke. Objectives: While application of VR in clinical...

Descripción completa

Guardado en:
Detalles Bibliográficos
Autores principales: Julian Specht, Helene Schroeder, Karsten Krakow, Prof. Dr., Günter Meinhardt, Prof. Dr., Barbara Stegmann, Bozana Meinhardt-Injac, Prof. Dr.
Formato: article
Lenguaje:EN
Publicado: Elsevier 2021
Materias:
Acceso en línea:https://doaj.org/article/7430cd9b848f444d9c312b46a0d81a73
Etiquetas: Agregar Etiqueta
Sin Etiquetas, Sea el primero en etiquetar este registro!
Descripción
Sumario:Background: As virtual reality (VR) has become more accessible, it has increasingly come into focus for clinical application. Therapy with VR shows potential as an engaging, effective, and economic way to improve cognitive abilities following a stroke. Objectives: While application of VR in clinical settings appears promising, its widespread use will crucially depend on acceptance of immersive head mounted display virtual reality (HMD-VR) systems when used in different patient groups. This study aimed to investigate acceptance of HMD-VR in stroke patients compared to a control group of healthy age-matched adults. Methods: The attitude towards HMD-VR, as one of the most important predictors of technology acceptance within the technology acceptance model framework, was assessed in 20 stroke patients and 20 age-matched healthy adults. Further HMD-VR acceptance related measures concerned self-reported user experience, computer self-efficacy and cybersickness (see also Huygelier et al., 2019). Additionally, performance measures for memory span and speed were recorded in two VR-tasks. Results: Both groups showed positive attitude above the neutral point of the scale and reported positive user experience in the VR-setting. Self-reported cybersickness was at modest levels and comparable in both groups. Controls had higher and more homogeneous scores in user experience, and performed notably faster in the VR-task while there were no significant differences in memory-span. Conclusion: The study results suggest that treatment provided by immersive HMD-VR is tolerated by older adults, including those who have had strokes. This was the case without prior acquaintance with the VR-device or -software, and it was neither hindered by negative attitudes towards VR, nor cybersickness.