Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain.
Instituto de Investigación Sanitaria Aragón (IIS Aragón), Zaragoza, Spain.
Psych J. 2024 Dec;13(6):903-914. doi: 10.1002/pchj.784. Epub 2024 Jun 18.
Augmented reality (AR) technology allows virtual objects to be superimposed on the real-world environment, offering significant potential for improving cognitive assessments and rehabilitation processes in the field of visuospatial learning. This study examines how patients with acquired brain injury (ABI) evaluate the functions and usability of a SLAM-based smartphone AR app to assess object-location skills. Ten ABI patients performed a task for the spatial recall of four objects using an AR app. The data collected from 10 healthy participants provided reference values for the best performance. Their perceptions of the AR app/technology and its usability were investigated. The results indicate lower effectiveness in solving the task in the patient group, as the time they needed to complete it was related to their level of impairment. The patients showed lower, yet positive, scores in factors related to app usability and acceptance (e.g., mental effort and satisfaction, respectively). There were more patients reported on entertainment as a positive aspect of the app. Patients' perceived enjoyment was related to concentration and calm, whereas usability was associated with perceived competence, expertise, and a lower level of physical effort. For patients, the sensory aspects of the objects were related to their presence, while for healthy participants, they were related to enjoyment and required effort. The results show that AR seems to be a promising tool to assess spatial orientation in the target patient population.
增强现实(AR)技术可以将虚拟物体叠加到真实环境中,为改善视空间学习领域的认知评估和康复过程提供了巨大的潜力。本研究探讨了患有获得性脑损伤(ABI)的患者如何评估基于 SLAM 的智能手机 AR 应用程序的功能和可用性,以评估物体定位技能。10 名 ABI 患者使用 AR 应用程序完成了一项四项物体空间回忆任务。从 10 名健康参与者那里收集的数据提供了最佳表现的参考值。他们对 AR 应用程序/技术及其可用性的看法也进行了调查。结果表明,患者组在解决任务方面的效果较低,因为他们完成任务所需的时间与他们的损伤程度有关。患者在与应用程序可用性和接受度相关的因素方面的得分较低,但为阳性(例如,心理努力和满意度)。更多的患者将娱乐作为应用程序的积极方面报告。患者的感知乐趣与注意力和冷静有关,而可用性与感知能力、专业知识和较低的体力消耗有关。对于患者来说,物体的感觉方面与他们的存在有关,而对于健康参与者来说,它们与享受和所需的努力有关。结果表明,AR 似乎是评估目标患者群体空间定向的有前途的工具。