Andrade Ferreira Luis Duarte, Ferreira Henrique, Cavaco Sofia, Cameirão Mónica, I Badia Sergi Bermúdez
NOVA LINCS, Dep de Informática, Faculdade de Ciências e Tecnologia, Universidade Nova de Lisboa, Lisboa, Portugal.
Madeira Interactive Technologies Institute, Universidade Madeira, Funchal, Portugal.
JMIR Serious Games. 2020 Aug 5;8(3):e17565. doi: 10.2196/17565.
Serious games (SGs) are used as complementary approaches to stimulate patients with dementia. However, many of the SGs use out-of-the-shelf technologies that may not always be suitable for such populations, as they can lead to negative behaviors, such as anxiety, fatigue, and even cybersickness.
This study aims to evaluate how patients with dementia interact and accept 5 out-of-the-shelf technologies while completing 10 virtual reality tasks.
A total of 12 participants diagnosed with dementia (mean age 75.08 [SD 8.07] years, mean Mini-Mental State Examination score 17.33 [SD 5.79], and mean schooling 5.55 [SD 3.30]) at a health care center in Portugal were invited to participate in this study. A within-subject experimental design was used to allow all participants to interact with all technologies, such as HTC VIVE, head-mounted display (HMD), tablet, mouse, augmented reality (AR), leap motion (LM), and a combination of HMD with LM. Participants' performance was quantified through behavioral and verbal responses, which were captured through video recordings and written notes.
The findings of this study revealed that the user experience using technology was dependent on the patient profile; the patients had a better user experience when they use technologies with direct interaction configuration as opposed to indirect interaction configuration in terms of assistance required (P=.01) and comprehension (P=.01); the participants did not trigger any emotional responses when using any of the technologies; the participants' performance was task-dependent; the most cost-effective technology was the mouse, whereas the least cost-effective was AR; and all the technologies, except for one (HMD with LM), were not exposed to external hazards.
Most participants were able to perform tasks using out-of-the-shelf technologies. However, there is no perfect technology, as they are not explicitly designed to address the needs and skills of people with dementia. Here, we propose a set of guidelines that aim to help health professionals and engineers maximize user experience when using such technologies for the population with dementia.
严肃游戏(SGs)被用作刺激痴呆症患者的辅助方法。然而,许多严肃游戏使用的是现成技术,这些技术可能并不总是适合这类人群,因为它们可能会导致负面行为,如焦虑、疲劳,甚至晕动症。
本研究旨在评估痴呆症患者在完成10项虚拟现实任务时如何与5种现成技术进行交互并接受它们。
在葡萄牙的一家医疗保健中心,共邀请了12名被诊断为痴呆症的参与者(平均年龄75.08[标准差8.07]岁,平均简易精神状态检查表得分17.33[标准差5.79],平均受教育年限5.55[标准差3.30])参与本研究。采用受试者内实验设计,让所有参与者与所有技术进行交互,如HTC VIVE、头戴式显示器(HMD)、平板电脑、鼠标、增强现实(AR)、Leap Motion(LM)以及HMD与LM的组合。通过行为和言语反应对参与者的表现进行量化,这些反应通过视频记录和书面笔记进行捕捉。
本研究结果表明,使用技术的用户体验取决于患者的个人情况;就所需帮助(P = 0.01)和理解能力(P = 0.01)而言,与间接交互配置的技术相比,患者在使用直接交互配置的技术时具有更好的用户体验;参与者在使用任何技术时均未引发任何情绪反应;参与者的表现取决于任务;最具成本效益的技术是鼠标,而最不具成本效益的是AR;除一种技术(HMD与LM的组合)外,所有技术均未面临外部危害。
大多数参与者能够使用现成技术执行任务。然而,不存在完美的技术,因为它们并非专门为满足痴呆症患者的需求和技能而设计。在此,我们提出一套指导方针,旨在帮助医疗专业人员和工程师在为痴呆症患者群体使用此类技术时最大限度地提升用户体验。