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Virtual and augmented reality gamifcation of visuospatial neglect treatment


Description

Abstract
Background Visuospatial neglect (VSN) is a cognitive disorder after stroke in which patients fail to consciously process and interact with contralesional stimuli. Visual Scanning Training (VST) is the recommended treatment in clinical
guidelines. At the moment, several mixed reality versions of Visual Scanning Training (VST) are being developed. The
aim of this study was to explore the opinions of end-users (i.e., therapists) on the use of Virtual Reality (VR) and Augmented Reality (AR) in VSN treatment.
Methods Therapists played one VR and two AR Serious Games, and subsequently flled out a questionnaire on User
Experience, Usability, and Implementation.
Results Sixteen therapists (psychologists, occupational, speech, and physiotherapists) played the games, thirteen
of them evaluated the games. Therapists saw great potential in all three games, yet there was room for improvement
on the level of usability, especially for tailoring the games to the patient’s needs. Therapists’ opinions were comparable between VR and AR Serious Games. For implementation, therapists stressed the urgency of clear guidelines
and instructions.
Discussion Even though VR/AR technology is promising for VSN treatment, there is no one-size-fts-all applicability.
It may thus be crucial to move towards a plethora of training environments rather than a single standardized mixed
reality neglect treatment.
Conclusion As therapists see the potential value of mixed reality, it remains important to investigate the efcacy
of AR and VR training tools.



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