6533b855fe1ef96bd12b0a3c

RESEARCH PRODUCT

Investigating the User Experience of Virtual Reality Rehabilitation Solution for Biomechatronics Laboratory and Home Environment

Tonje Fjeldstad MarksethFilippo SanfilippoMorten OttestadJulie Madelen MadshavenGhislain Maurice Norbert IsabweDavid Bye JomåsFrank Reichert

subject

VDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550::Datateknologi: 551Computer scienceHeadset0206 medical engineeringTraining systemOculus02 engineering and technologyVirtual reality03 medical and health sciences0302 clinical medicineUser experience designHuman–computer interactionuser experienceImmersion (virtual reality)General Materials Sciencephysical rehabilitationbusiness.industryUsabilityQA75.5-76.95020601 biomedical engineeringBiomechatronicsbiomechatronics labhome systemElectronic computers. Computer sciencevirtual realitybusiness030217 neurology & neurosurgery

description

Virtual reality (VR) technology is a promising tool in physical rehabilitation. Research indicates that VR-supported rehabilitation is beneficial for task-specific training, multi-sensory feedback, diversified rehabilitation tasks, and patient motivation. Our first goal was to create a biomechatronics laboratory with a VR setup for increasing immersion and a motion platform to provide realistic feedback to patients. The second goal was to investigate possibilities to replicate features of the biomechatronics laboratory in a home-based training system using commercially available components. The laboratory comprises of a motion platform with 6-degrees-of-freedom (Rexroth eMotion), fitted with a load cell integrated treadmill, and an Oculus Quest virtual reality headset. The load cells provide input for data collection, as well as VR motion control. The home-based rehabilitation system consists of a Nintendo Wii Balance Board and an Oculus Rift virtual reality headset. User studies in the laboratory and home environment used direct observation techniques and self-reported attitudinal research methods to assess the solution’s usability and user experience. The findings indicate that the proposed VR solution is feasible. Participants using the home-based system experienced more cybersickness and imbalance compared to those using the biomechatronics laboratory solution. Future studies will look at a setup that is safe for first patient studies, and exercises to improve diagnosis of patients and progress during rehabilitation.

10.3389/frvir.2021.645042https://www.frontiersin.org/articles/10.3389/frvir.2021.645042/full