L'uso della realtà virtuale (VR) nella riabilitazione fisica e cognitiva porta numerosi vantaggi, come una maggiore motivazione e maggior coinvolgimento del paziente, consentendo lo svolgimento degli esercizi in un ambiente sicuro e controllato. Questo lavoro presenta un supermercato virtuale, che ha lo scopo di esercitare pazienti post-ictus. L'ambiente virtuale immersivo è stato valutato su un campione di soggetti sani; un confronto è stato fatto con la precedente versione del software del supermercato virtuale sviluppata per addestrare le capacità cognitive negli utenti anziani. Usabilità del sistema, effetti fisici indesiderati e senso di presenza sono stati osservati e quantificati per riportare eventuali modifiche prima di una valutazione finale sui pazienti post-ictus.
Technological improvements have contributed to the development of new innovative approaches to rehabilitation. The use of virtual reality (VR) in physical and cognitive rehabilitation brings several advantages, such as greater motivation and patient enjoyment, allowing for the performance of everyday life tasks in a safe and controlled environment. This work presents a virtual super-market, aiming at the training of post-stroke patients. The immersive virtual en-vironment was validated on a sample of healthy subjects; a comparison was made with the previous software version of the virtual supermarket developed to train cognitive capabilities in elderly users. System usability, cyber-sickness and sense of presence have been investigated to highlight desirable modifications before a final assessment on clinical patients.
Assessment of an Immersive Virtual Supermarket to Train Post-Stroke Patients: a Pilot Study on Healthy People
Marta Mondellini;Luca Greci;Marco Sacco
2019
Abstract
Technological improvements have contributed to the development of new innovative approaches to rehabilitation. The use of virtual reality (VR) in physical and cognitive rehabilitation brings several advantages, such as greater motivation and patient enjoyment, allowing for the performance of everyday life tasks in a safe and controlled environment. This work presents a virtual super-market, aiming at the training of post-stroke patients. The immersive virtual en-vironment was validated on a sample of healthy subjects; a comparison was made with the previous software version of the virtual supermarket developed to train cognitive capabilities in elderly users. System usability, cyber-sickness and sense of presence have been investigated to highlight desirable modifications before a final assessment on clinical patients.| File | Dimensione | Formato | |
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Descrizione: Assessment of an Immersive Virtual Supermarket to Train Post-Stroke Patients: a Pilot Study on Healthy People
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