• DocumentCode
    548447
  • Title

    Investigating the possible role and usefulness of video capture virtual reality in motor impairment rehabilitation

  • Author

    Hanif, Muhammad ; Niaz, Hamza ; Khan, Muhammad Afsar

  • Author_Institution
    Sch. of Eng. at Blekinge, Inst. of Technol., Ronneby, Sweden
  • fYear
    2011
  • fDate
    21-23 June 2011
  • Firstpage
    23
  • Lastpage
    30
  • Abstract
    Researchers in serious games area and professionals in stroke rehabilitation, working collaboratively in explorative interdisciplinary research studies in order to develop usable and effective applications. In this context, physiotherapists and occupational therapy are important elements of stroke rehabilitation. Applications from such exploratory development reflect motivational and easy to use features, which could be further designed and developed by serious games developers. This research study aims to investigate the role and usefulness of Video Capture Virtual Reality Technology (VCVRT) in motor impairment rehabilitation, to identify and explore the importance of this technology in healthcare, specifically in motor impairment rehabilitation. Likewise, to analyze the acceptance of VCVRT among the physiotherapists in terms of perceived ease of use, perceived usefulness and perceived intension to use. Results imply that video capture virtual reality technology can be use as complement to conventional physiotherapy. This technology is cheap, easy to use and is useful as a home based rehabilitation tool, but together with physiotherapist supervision or coaching. Moreover, VCVRT is motivational for weak patients and useful in motor rehabilitation in terms of quantity, i.e. intensity of exercise can be increased. Physiotherapist centered approach is necessary for game design process; effective game design suggestions and the idea of single gaming framework consists of different games acquiring multiple rehabilitation goals, are achieved from physiotherapists during the research. Technology acceptance value is high among physiotherapists. The research study provides a more detailed understanding of the factors involved in the implication of video capture virtual reality technology in motor impairment rehabilitation.
  • Keywords
    computer games; health care; human computer interaction; medical computing; patient rehabilitation; physiology; video signal processing; virtual reality; VCVRT; healthcare; home based rehabilitation tool; motor impairment rehabilitation; occupational therapy; physiotherapist centered approach; serious games; stroke rehabilitation; technology acceptance value; video capture virtual reality technology; Games; Hospitals; Interviews; Solid modeling; Virtual reality; Technology Acceptance Model (TAM); motor impairment; serious games; stroke rehabilitation; video capture virtual reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Next Generation Information Technology (ICNIT), 2011 The 2nd International Conference on
  • Conference_Location
    Gyeongju
  • Print_ISBN
    978-1-4577-0266-2
  • Electronic_ISBN
    978-89-88678-39-8
  • Type

    conf

  • Filename
    5967466