TY - GEN
T1 - A Cross-Platform Guidance System for Virtual Reality-Based Upper Limb Rehabilitation
AU - Yang, Jiashu
AU - Wang, Wendi
AU - Huang, Mengjie
AU - Sun, Wenxin
AU - Yang, Rui
N1 - Publisher Copyright:
© 2024 IEEE.
PY - 2024
Y1 - 2024
N2 - The development of virtual reality (VR)-based rehabilitation offers new healthcare programme to patients with upper limb motor deficits. VR head-mounted displays (HMDs) provide patients with not only enhanced engagement and motivation, but better therapeutic performance. In the immersive environment, therapists that are important to rehabilitation sometimes provide guidance to patients as avatars in the game scene. To enhance the guidance efficiency and reduce the cost, this study aims to introduce a new cross-platform rehabilitation system, with patients taking rehabilitation through VR platform and therapists offer guidance through personal computer (PC) platform. The system involves visual and tactile guidance modalities as aids and extensions. To evaluate the cross-platform system, user experience and performance, two essential factors in a digital rehabilitation system are taken into consideration for the experiment. Subjective and objective data are collected during the experiment for healthy participants. Based on experience and performance analysis, this study generally achieved good user feedback and summarized the optimal guidance methods for cross-platform rehabilitation. Finally, this study contributes to the existing literature by proposing suggestions on the design considerations of cross-platform rehabilitation system, especially for the guidance included.
AB - The development of virtual reality (VR)-based rehabilitation offers new healthcare programme to patients with upper limb motor deficits. VR head-mounted displays (HMDs) provide patients with not only enhanced engagement and motivation, but better therapeutic performance. In the immersive environment, therapists that are important to rehabilitation sometimes provide guidance to patients as avatars in the game scene. To enhance the guidance efficiency and reduce the cost, this study aims to introduce a new cross-platform rehabilitation system, with patients taking rehabilitation through VR platform and therapists offer guidance through personal computer (PC) platform. The system involves visual and tactile guidance modalities as aids and extensions. To evaluate the cross-platform system, user experience and performance, two essential factors in a digital rehabilitation system are taken into consideration for the experiment. Subjective and objective data are collected during the experiment for healthy participants. Based on experience and performance analysis, this study generally achieved good user feedback and summarized the optimal guidance methods for cross-platform rehabilitation. Finally, this study contributes to the existing literature by proposing suggestions on the design considerations of cross-platform rehabilitation system, especially for the guidance included.
KW - cross-platform guidance
KW - rehabilitation
KW - user experience
KW - virtual reality
UR - http://www.scopus.com/inward/record.url?scp=85218407444&partnerID=8YFLogxK
U2 - 10.1109/ICVR62393.2024.10868880
DO - 10.1109/ICVR62393.2024.10868880
M3 - Conference Proceeding
AN - SCOPUS:85218407444
T3 - 2024 10th International Conference on Virtual Reality, ICVR 2024
SP - 184
EP - 189
BT - 2024 10th International Conference on Virtual Reality, ICVR 2024
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 10th International Conference on Virtual Reality, ICVR 2024
Y2 - 24 July 2024 through 26 July 2024
ER -