Finley James M, Gotsis Marientina, Lympouridis Vangelis, Jain Shreya, Kim Aram, Fisher Beth E
Division of Biokinesiology and Physical Therapy, University of Southern California, Los Angeles, CA, United States.
Neuroscience Graduate Program, University of Southern California, Los Angeles, CA, United States.
Front Neurol. 2021 Jan 15;11:577713. doi: 10.3389/fneur.2020.577713. eCollection 2020.
People with Parkinson's disease (PD) commonly have gait impairments that reduce their ability to walk safely in the community. These impairments are characterized, in part, by a compromised ability to turn and negotiate both predictable and unpredictable environments. Here, we describe the development and usability assessment of a virtual reality training application, , that allows people with PD to practice skills such as turning, obstacle avoidance, and problem-solving during over-ground walking in a game-based setting. Nine people with PD completed three sessions with , and each session was directed by their personal physical therapist. Our outcome measures included perceived sense of presence measured using the International Test Commission-Sense of Presence Inventory (ITC-SOPI), levels of motivation using the Intrinsic Motivation Inventory (IMI), overall system usability using the System Usability Scale (SUS), and setup time by the physical therapists. Both the people with PD and the physical therapists rated their sense of presence in the training system positively. The system received high ratings on the interest and value subscales of the IMI, and the system was also rated highly on usability, from the perspective of both the patient during gameplay and the therapist while controlling the experience. These preliminary results suggest that the application and task design yielded an experience that was motivating and user-friendly for both groups. Lastly, with repeated practice over multiple sessions, therapists were able to reduce the time required to help their patients don the headset and sensors and begin the training experience.
帕金森病(PD)患者通常存在步态障碍,这降低了他们在社区中安全行走的能力。这些障碍部分表现为在转弯以及应对可预测和不可预测环境时能力受损。在此,我们描述了一款虚拟现实训练应用程序的开发及可用性评估,该应用程序能让帕金森病患者在基于游戏的场景中进行地面行走时练习转弯、避障和解决问题等技能。九名帕金森病患者完成了该应用程序的三个训练课程,每个课程由他们各自的物理治疗师指导。我们的结果指标包括使用国际存在感测试委员会存在感量表(ITC - SOPI)测量的存在感、使用内在动机量表(IMI)测量的动机水平、使用系统可用性量表(SUS)测量的整体系统可用性以及物理治疗师的设置时间。帕金森病患者和物理治疗师对他们在训练系统中的存在感评价都很高。该系统在IMI的兴趣和价值子量表上获得了高分,并且从游戏过程中患者和控制体验时治疗师的角度来看,该系统在可用性方面也获得了高度评价。这些初步结果表明,该应用程序和任务设计为两组人员带来了具有激励性且用户友好的体验。最后,通过多个课程的反复练习,治疗师能够减少帮助患者佩戴头戴式设备和传感器并开始训练体验所需的时间。