Development and validation of a serious game in immersive virtual reality to measure and rehabilitate motor and cognitive disorders after stroke.
Files
Amory_Heloise_42891500Bertrand_Nelle_36571600_2021-2022.pdf
UCLouvain restricted access - Adobe PDF
- 1.74 MB
Details
- Supervisors
- Faculty
- Degree label
- Abstract
- OBJECTIVE: To evaluate the feasibility and establish standards of an immersive virtual serious game measuring post-stroke motor and cognitive parameters. METHODS: Sixty healthy volunteers were recruited to play REAsmash-VR twice, once with each hand. Usability of the test was evaluated by asking participants to self-complete the System Usability Scale (SUS). REAsmash-VR consisted of measuring kinematics, reaction time, number of omissions and errors during a gamified pointing task involving different types and number of distractors. Different analyses were conducted to assess the effect of age, number and type of distractors on REAsmash-VR parameters. RESULTS: The usability of the game was rated as excellent by the participants (SUS = 85 [80 – 87.5]). Most parameters obtained during the game (except the number of errors) were moderately to strongly correlated with the age (0.34 ≤ r ≤ 0.72; p < 0.05) and significantly influenced by the number and type of distractors (p < 0.05). Some kinematic parameters were also influenced by the target location (p < 0.05). CONCLUSION: REAsmash-VR is a usable application holding interesting potential for measuring cognitive and motor parameters, and to complement traditional therapy for individuals with stroke.