Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function presented at ISAGA Conference, Singapore, 2009
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Evaluation of a Systems Engineering Approach to using a Virtual Reality Game for Rehabilitation of Motor Function
1. Evaluation of a Systems
Engineering Approach to
using a Virtual Reality
Game for Rehabilitation of
Motor Function
Dr Alasdair G Thin
Heriot-Watt University, Edinburgh, UK
International Simulation and Gaming Association Conference, Singapore, 2009
3. Human Motor Function
Impairment Rehabilitation
Variety of Disease Promote neural
processes plasticity
Physical Trauma Early
Aging Intensive
Repetitive
Prolonged
Poor Compliance?
4. Virtual Rehabilitation
“the combination of computers, special
interfaces, and simulation exercises used to
train patients in an engaging and motivating
way” (Burdea et al., 2007)
Call for holistic approach (Tinetti et al., 1994) to
improve both
Motor Skill
Confidence (self-efficacy)
5. Video Games
Video games are highly interactive and engaging
Potential application to rehabilitation only recently
recognized (Lange et al., 2009)
Greater realism
Correspond more closely to everyday activities
Current Game-based approaches to rehabilitation
generally very basic
Will aspiration of highly engaging game-based
approach have anticipated rehabilitation impact?
6. Systems Engineering Approach
Need to integrate physiological and psychological
aspects in an engaging game play scenario
Holistic approach is characteristic of systems
engineering
In order to assess potential of game-based rehabilitation
Counter-intuitive approach adopted
Developed Motor Deficit model to fit commercially
available body-movement controlled video game
7. Training Protocol
Session 1 2 3 4 5 6
RWT VRG VRG VRG RWT
Familiar-
Activity Pre- Training Training Training Post-
ization
Training 1 2 3 Training
Real World Task (RWT) Virtual Reality Game (VRG)
8. Real World Task Motor Skill Test
10 Practice Shots for each Stroke
Dominant Forehand (DF), Dominant Backhand (DB)
Non-Dominant Forehand (NDF), Non-Dominant Backhand (NDB)
10 Test Shots for Each Stroke
9. Virtual Reality Game Training
30 minutes each session - Drills and Match Play
Dominant and Non-Dominants Hands
10. Pre-Training Self-Efficacy
Subjects’ (n=17) ratings of their ability to hit the target were
significantly lower for both non-dominant hand strokes (NDF & NDB)
11. Pre-Training Motor Skill
Mean number of shots on target were significantly lower for
both non-dominant hand strokes (NDF & NDB)
12. Post-Training Self-Efficacy
Subjects’ (n=17) ratings of their ability to hit the target were
significantly increased after training for both non-dominant
hand strokes (NDF & NDB)
13. Post-Training Skill
Mean number of shots on target increased significantly for non-
dominant backhand (NDB) and just failed to reach statistical
significance (p=0.06) for NDF
14. Summary
Motor Deficit Model valuable research tool
Systems Engineering Approach ensured that Virtual Reality
Game closely mimicked the Real World Task:
Improvement in Motor Skill
Increase in Confidence (self-efficacy)
Engaging game play experience
Immersive nature of feedback was internalized and
operationalized
Audio “Contact” with the virtual tennis ball
Trajectory of the ball in the on screen game play
Game score
Response of Virtual Spectators
15. Conclusion
Results of study bode well for future development of
immersive and engaging interactive Virtual Reality
Games (VRGs) for Motor Rehabilitation Applications
Proviso that Systems Engineering Approach is
adopted so that VRGs are designed to closely
match the corresponding Real World Task (RWT)