A Virtual Reality Game-Based Approach for Shoulder Rehabilitation

Bibliographic Details
Main Author: Moreira, Moisés
Publication Date: 2024
Other Authors: Vilhena, Estela, Carvalho, Vitor, Duque, Duarte
Format: Article
Language: eng
Source: Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
Download full: http://hdl.handle.net/11110/3091
https://doi.org/Moreira, M.; Vilhena, E.; Carvalho, V.; Duque, D. A Virtual Reality Game-Based Approach for Shoulder Rehabilitation. Multimodal Technol. Interact. 2024, 8, 86. https:// doi.org/10.3390/mti8100086
Summary: In recent years, with widespread access to virtual reality (VR) headsets, VR has become an affordable supplement to physiotherapy. Researchers explore the use of existing commercial games or develop new ones to enhance physiotherapy sessions, finding that gamers exhibit reduced nervousness, report less pain, and experience increased enjoyment. However, ensuring consistent exercise adherence poses a challenge. Another area of interest involves integrating robots to aid patients. In our study, we seamlessly integrated a Kuka LBR Med 7 R800 with Unity through a meticulously developed Application Programming Interface (API). This fusion of robotics and video games assists in physiotherapeutic exercises. The games were developed specifically for compatibility with the Oculus Quest 2 virtual reality headset, chosen as the preferred VR platform for this study. Two games, using common game-design concepts with distinct approaches, were evaluated for system acceptance via the Technology Acceptance Model (TAM) and usability through the System Usability Scale (SUS). In a well-distributed group of 15 participants with an average age of 22 years, greater technology acceptance was observed among women. Those playing more hours per day reported lower perceived ease of use, though one game achieved an excellent SUS rating of 83.3. Conversely, the other game, which was tested with 11 participants with an average age of 20 years, showed a potential negative impact on behavioral intention. The particular sample used in the study has limitations, so the study should be repeated to obtain more reliable and conclusive results. In conclusion, the successful integration of VR and robot assistance in physiotherapy games relies on the proper application of the game design principle.
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spelling A Virtual Reality Game-Based Approach for Shoulder RehabilitationVirtual reality (VR)physiotherapytechnology acceptance model (TAM)system usability scale (SUS)gamificationIn recent years, with widespread access to virtual reality (VR) headsets, VR has become an affordable supplement to physiotherapy. Researchers explore the use of existing commercial games or develop new ones to enhance physiotherapy sessions, finding that gamers exhibit reduced nervousness, report less pain, and experience increased enjoyment. However, ensuring consistent exercise adherence poses a challenge. Another area of interest involves integrating robots to aid patients. In our study, we seamlessly integrated a Kuka LBR Med 7 R800 with Unity through a meticulously developed Application Programming Interface (API). This fusion of robotics and video games assists in physiotherapeutic exercises. The games were developed specifically for compatibility with the Oculus Quest 2 virtual reality headset, chosen as the preferred VR platform for this study. Two games, using common game-design concepts with distinct approaches, were evaluated for system acceptance via the Technology Acceptance Model (TAM) and usability through the System Usability Scale (SUS). In a well-distributed group of 15 participants with an average age of 22 years, greater technology acceptance was observed among women. Those playing more hours per day reported lower perceived ease of use, though one game achieved an excellent SUS rating of 83.3. Conversely, the other game, which was tested with 11 participants with an average age of 20 years, showed a potential negative impact on behavioral intention. The particular sample used in the study has limitations, so the study should be repeated to obtain more reliable and conclusive results. In conclusion, the successful integration of VR and robot assistance in physiotherapy games relies on the proper application of the game design principle.Multimodal Techonologies and Interaction2024-12-21T10:49:05Z2024-12-212024-10-16T00:00:00Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articlehttp://hdl.handle.net/11110/3091https://doi.org/Moreira, M.; Vilhena, E.; Carvalho, V.; Duque, D. A Virtual Reality Game-Based Approach for Shoulder Rehabilitation. Multimodal Technol. Interact. 2024, 8, 86. https:// doi.org/10.3390/mti8100086http://hdl.handle.net/11110/3091engMoreira, MoisésVilhena, EstelaCarvalho, VitorDuque, Duarteinfo:eu-repo/semantics/openAccessreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2024-12-26T04:30:33Zoai:ciencipca.ipca.pt:11110/3091Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:20:20.644549Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse
dc.title.none.fl_str_mv A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
title A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
spellingShingle A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
Moreira, Moisés
Virtual reality (VR)
physiotherapy
technology acceptance model (TAM)
system usability scale (SUS)
gamification
title_short A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
title_full A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
title_fullStr A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
title_full_unstemmed A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
title_sort A Virtual Reality Game-Based Approach for Shoulder Rehabilitation
author Moreira, Moisés
author_facet Moreira, Moisés
Vilhena, Estela
Carvalho, Vitor
Duque, Duarte
author_role author
author2 Vilhena, Estela
Carvalho, Vitor
Duque, Duarte
author2_role author
author
author
dc.contributor.author.fl_str_mv Moreira, Moisés
Vilhena, Estela
Carvalho, Vitor
Duque, Duarte
dc.subject.por.fl_str_mv Virtual reality (VR)
physiotherapy
technology acceptance model (TAM)
system usability scale (SUS)
gamification
topic Virtual reality (VR)
physiotherapy
technology acceptance model (TAM)
system usability scale (SUS)
gamification
description In recent years, with widespread access to virtual reality (VR) headsets, VR has become an affordable supplement to physiotherapy. Researchers explore the use of existing commercial games or develop new ones to enhance physiotherapy sessions, finding that gamers exhibit reduced nervousness, report less pain, and experience increased enjoyment. However, ensuring consistent exercise adherence poses a challenge. Another area of interest involves integrating robots to aid patients. In our study, we seamlessly integrated a Kuka LBR Med 7 R800 with Unity through a meticulously developed Application Programming Interface (API). This fusion of robotics and video games assists in physiotherapeutic exercises. The games were developed specifically for compatibility with the Oculus Quest 2 virtual reality headset, chosen as the preferred VR platform for this study. Two games, using common game-design concepts with distinct approaches, were evaluated for system acceptance via the Technology Acceptance Model (TAM) and usability through the System Usability Scale (SUS). In a well-distributed group of 15 participants with an average age of 22 years, greater technology acceptance was observed among women. Those playing more hours per day reported lower perceived ease of use, though one game achieved an excellent SUS rating of 83.3. Conversely, the other game, which was tested with 11 participants with an average age of 20 years, showed a potential negative impact on behavioral intention. The particular sample used in the study has limitations, so the study should be repeated to obtain more reliable and conclusive results. In conclusion, the successful integration of VR and robot assistance in physiotherapy games relies on the proper application of the game design principle.
publishDate 2024
dc.date.none.fl_str_mv 2024-12-21T10:49:05Z
2024-12-21
2024-10-16T00:00:00Z
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/article
format article
status_str publishedVersion
dc.identifier.uri.fl_str_mv http://hdl.handle.net/11110/3091
https://doi.org/Moreira, M.; Vilhena, E.; Carvalho, V.; Duque, D. A Virtual Reality Game-Based Approach for Shoulder Rehabilitation. Multimodal Technol. Interact. 2024, 8, 86. https:// doi.org/10.3390/mti8100086
http://hdl.handle.net/11110/3091
url http://hdl.handle.net/11110/3091
https://doi.org/Moreira, M.; Vilhena, E.; Carvalho, V.; Duque, D. A Virtual Reality Game-Based Approach for Shoulder Rehabilitation. Multimodal Technol. Interact. 2024, 8, 86. https:// doi.org/10.3390/mti8100086
dc.language.iso.fl_str_mv eng
language eng
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dc.publisher.none.fl_str_mv Multimodal Techonologies and Interaction
publisher.none.fl_str_mv Multimodal Techonologies and Interaction
dc.source.none.fl_str_mv reponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
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instname_str FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologia
instacron_str RCAAP
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reponame_str Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
collection Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)
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