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本文引用的文献

1
A Systematic Review of 10 Years of Augmented Reality Usability Studies: 2005 to 2014.2005年至2014年增强现实可用性研究十年的系统综述
Front Robot AI. 2018 Apr 17;5:37. doi: 10.3389/frobt.2018.00037. eCollection 2018.
2
An Interactive Virtual Reality Tour for Adolescents Receiving Proton Radiation Therapy: Proof-of-Concept Study.一项针对接受质子放射治疗的青少年的交互式虚拟现实之旅:概念验证研究。
JMIR Perioper Med. 2019 Mar 5;2(1):e11259. doi: 10.2196/11259.
3
Systematic Review and Meta-analysis of Virtual Reality in Pediatrics: Effects on Pain and Anxiety.虚拟现实在儿科中的系统评价和荟萃分析:对疼痛和焦虑的影响。
Anesth Analg. 2019 Nov;129(5):1344-1353. doi: 10.1213/ANE.0000000000004165.
4
Is virtual reality useful for pain management in patients who undergo medical procedures?虚拟现实对接受医疗程序的患者的疼痛管理有帮助吗?
Einstein (Sao Paulo). 2019 May 20;17(2):eMD4837. doi: 10.31744/einstein_journal/2019MD4837.
5
Virtual reality interventions for balance prevention and rehabilitation after musculoskeletal lower limb impairments in young up to middle-aged adults: A comprehensive review on used technology, balance outcome measures and observed effects.虚拟现实干预在年轻人到中年成年人的肌肉骨骼下肢损伤后预防和康复平衡:对使用的技术、平衡结果测量和观察到的效果的全面综述。
Int J Med Inform. 2019 Jun;126:46-58. doi: 10.1016/j.ijmedinf.2019.03.009. Epub 2019 Mar 12.
6
Effectiveness of Self-guided App-Based Virtual Reality Cognitive Behavior Therapy for Acrophobia: A Randomized Clinical Trial.基于自我引导的应用程序的虚拟现实认知行为疗法治疗恐高症的有效性:一项随机临床试验。
JAMA Psychiatry. 2019 Jul 1;76(7):682-690. doi: 10.1001/jamapsychiatry.2019.0219.
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Acceptance of immersive head-mounted virtual reality in older adults.老年人对沉浸式头戴虚拟现实技术的接受程度。
Sci Rep. 2019 Mar 14;9(1):4519. doi: 10.1038/s41598-019-41200-6.
8
The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature.虚拟现实与增强现实研究的过去、现在与未来:文献的网络与聚类分析
Front Psychol. 2018 Nov 6;9:2086. doi: 10.3389/fpsyg.2018.02086. eCollection 2018.
9
Neuroscience of Virtual Reality: From Virtual Exposure to Embodied Medicine.虚拟现实神经科学:从虚拟暴露到具身医学。
Cyberpsychol Behav Soc Netw. 2019 Jan;22(1):82-96. doi: 10.1089/cyber.2017.29099.gri. Epub 2018 Sep 5.
10
Virtual Reality for Anxiety Reduction Demonstrated by Quantitative EEG: A Pilot Study.通过定量脑电图证明虚拟现实可减轻焦虑:一项初步研究。
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虚拟现实健康相关应用的可用性评估方法入门

A Primer on Usability Assessment Approaches for Health-Related Applications of Virtual Reality.

作者信息

Zhang Timothy, Booth Richard, Jean-Louis Royce, Chan Ryan, Yeung Anthony, Gratzer David, Strudwick Gillian

机构信息

Centre for Addiction and Mental Health, Toronto, ON, Canada.

Faculty of Medicine, University of Toronto, Toronto, ON, Canada.

出版信息

JMIR Serious Games. 2020 Oct 28;8(4):e18153. doi: 10.2196/18153.

DOI:10.2196/18153
PMID:33112243
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC7657728/
Abstract

Health-related virtual reality (VR) applications for patient treatment, rehabilitation, and medical professional training are on the rise. However, there is little guidance on how to select and perform usability evaluations for VR health interventions compared to the supports that exist for other digital health technologies. The purpose of this viewpoint paper is to present an introductory summary of various usability testing approaches or methods that can be used for VR applications. Along with an overview of each, a list of resources is provided for readers to obtain additionally relevant information. Six categories of VR usability evaluations are described using a previously developed classification taxonomy specific to VR environments: (1) cognitive or task walkthrough, (2) graphical evaluation, (3) post hoc questionnaires or interviews, (4) physical performance evaluation, (5) user interface evaluation, and (6) heuristic evaluation. Given the growth of VR in health care, rigorous evaluation and usability testing is crucial in the development and implementation of novel VR interventions. The approaches outlined in this paper provide a starting point for conducting usability assessments for health-related VR applications; however, there is a need to also move beyond these to adopt those from the gaming industry, where assessments for both usability and user experience are routinely conducted.

摘要

用于患者治疗、康复和医学专业培训的与健康相关的虚拟现实(VR)应用正在兴起。然而,与其他数字健康技术所获得的支持相比,对于如何选择和开展VR健康干预措施的可用性评估,几乎没有相关指导。这篇观点论文的目的是介绍可用于VR应用的各种可用性测试方法的初步总结。除了对每种方法进行概述外,还为读者提供了一系列资源,以便他们获取更多相关信息。使用先前开发的特定于VR环境的分类法,描述了六类VR可用性评估:(1)认知或任务演练,(2)图形评估,(3)事后问卷调查或访谈,(4)身体性能评估,(5)用户界面评估,以及(6)启发式评估。鉴于VR在医疗保健领域的发展,严格的评估和可用性测试对于新型VR干预措施的开发和实施至关重要。本文概述的方法为开展与健康相关的VR应用的可用性评估提供了一个起点;然而,还需要超越这些方法,采用游戏行业的方法,在游戏行业中,可用性和用户体验评估是常规进行的。