Realidade virtual imersiva em idosos: estudo de caso

Autores

  • Pablo Campo-Prieto Universidade de Vigo
  • José Mª Cancela Carral
  • Iris Machado de Oliveira
  • Gustavo Rodríguez-Fuentes

DOI:

https://doi.org/10.47197/retos.v0i39.78195

Palavras-chave:

Realidade Virtual, Terapia de Exposição à Realidade Virtual, Idoso, Doença de Parkinson

Resumo

Resumo. Introdução: O uso da Realidade Virtual Imersiva (RVI) está crescendo em todas as faixas etárias. No entanto, alguns problemas estruturais limitaram sua aplicação em grupos mais frágeis. Objetivo: Analisar a segurança, usabilidade e experiências de RVI em idosos. Método: 4 homens (2 parkinsonianos e 2 saudáveis, 57-78 anos) participaram do estudo. Eles fizeram uma sessão RVI (10 a 15 minutos) com um dispositivo de exibição na cabeça (HTC Vive Pro). Foram avaliadas a segurança da experiência imersiva (SSQ), a usabilidade do sistema (SUS) e as impressões após a experiência (GEQ e um questionário de satisfação ad hoc para identificar os pontos fortes e fracos da ferramenta). Resultados: Todos concluíram a sessão com sucesso, sem efeitos adversos. A usabilidade do sistema foi boa, superando até obstáculos como a presença de óculos de correção da visão e um aparelho auditivo. As opiniões após a sessão apontaram o lado positivo da experiência e todos mostraram sua predisposição para repeti-la, descrevendo-a como divertida, divertida e útil. Conclusão: O uso bem-sucedido da URA nos casos apresentados abre as portas para futuras pesquisas com ensaios clínicos que possam avaliar a possível melhoria de variáveis ​​físicas, psicológicas e sociais na população idosa espanhola.

Referências

Aguilar, M. I. H., & Villegas, A. A. G. (2016). Análisis comparativo de la Escala de

Usabilidad del Sistema (EUS) en dos versiones/Comparative analysis of the System Usability Scale (SUS) in two versions. RECI Revista Iberoamericana de las Ciencias Computacionales e Informática, 5(10), 44-58. https://www.reci.org.mx/index.php/reci/article/view/48

Bank, P. J. M., Cidota, M. A., Ouwehand, P. E. W., & Lukosch, S. G. (2018). Patient-Tailored Augmented Reality Games for Assessing Upper Extremity Motor Impairments in Parkinson’s Disease and Stroke. Journal Of Medical Systems, 42(12), 246. https://doi.org/10.1007/s10916-018-1100-9

Benham, S., Kang, M., & Grampurohit, N. (2019). Immersive Virtual Reality for the Management of Pain in Community-Dwelling Older Adults. OTJR: Occupation, Participation & Health, 39(2), 90-96. cin20. https://doi.org/10.1177/1539449218817291

Brooke, J. B. (1996). SUS-A quick and dirty usability scale. Usability Evaluation in Industry (189 Vol. 194, pp. 4-7).

Chen, Y., Fanchiang, H. D., & Howard, A. (2018). Effectiveness of Virtual Reality in Children With Cerebral Palsy: A Systematic Review and Meta-Analysis of Randomized Controlled Trials. Physical Therapy, 98(1), 63-77. https://doi.org/10.1007/s11042-019-7309-x

Coelho, H., Melo, M., Martins, J., & Bessa, M. (2019). Collaborative immersive authoring tool for real-time creation of multisensory VR experiences. Multimedia Tools and Applications, 78(14), 19473-19493. https://doi.org/10.1093/ptj/pzx107

Corno, G., Bouchard, S., & Forget, H. (2014). Usability Assessment of the Virtual Multitasking Test (V-MT) for Elderly People. Studies In Health Technology And Informatics, 199, 168-172.

Davis, S., Nesbitt, K., & Nalivaiko, E. (2014). A Systematic Review of Cybersickness. Proceedings of the 2014 Conference on Interactive Entertainment - IE2014, 1-9. https://doi.org/10.1145/2677758.2677780

Denisova, A., Nordin, A. I., & Cairns, P. (2016). The convergence of player experience questionnaires. Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play. 33-37 https://doi.org/10.1145/2967934.2968095

Díaz, I. A., Reche, M. P. C., Torres, J. M. T., & Rodríguez, J. M. R. (2019). Impacto de las apps móviles en la actividad física: Un meta-análisis (Impact of mobile apps on physical activity: A meta-analysis). Retos, 36(36), 52-57. https://recyt.fecyt.es/index.php/retos/article/view/66628

Duque, G., Boersma, D., Loza-Diaz, G., Hassan, S., Suarez, H., Geisinger, D.,

Suriyaarachchi, P., Sharma, A., & Demontiero, O. (2013). Effects of balance training using a virtual-reality system in older fallers. Clinical Interventions in Aging, 8, 257-263. https://doi.org/10.2147/CIA.S41453

Espay, A. J., Baram, Y., Dwivedi, A. K., Shukla, R., Gartner, M., Gaines, L., Duker, A. P., & Revilla, F. J. (2010). At-home training with closed-loop augmented-reality cueing device for improving gait in patients with Parkinson disease. The Journal of Rehabilitation Research and Development, 47(6), 573. https://doi.org/10.1682/JRRD.2009.10.0165

Heredia, N. M., Rodríguez, E. S., & Rodríguez-García, A.-M. (2020). Beneficios de la actividad física para la promoción de un envejecimiento activo en personas mayores. Revisión bibliográfica (Benefits of physical activity for the promotion of active aging in elderly. Bibliographic review). Retos, 0(39), Article 39. https://recyt.fecyt.es/index.php/retos/article/view/74537

Hoehn, M. M., & Yahr, M. D. (1967). Parkinsonism: Onset, progression and mortality. Neurology, 17(5), 427-442. https://doi.org/10.1212/wnl.17.5.427

Howes, S., Charles, D., Holmes, D., Pedlow, K., Wilson, I., & McDonough, S. (2017). Older adults’ experience of falls prevention exercise delivered using active gaming and virtual reality...Abstracts from Physiotherapy UK Conference 2017, Birmingham, UK, 10-11 November 2017a. Physiotherapy, 103, e4-e5. cin20. https://doi.org/10.1016/j.physio.2017.11.155

Ijsselsteijn, W. A., de Kort, Y. A. W. & Poels, K. (2013). The Game Experience Questionnaire. Eindhoven: Technische Universiteit Eindhoven.

Kennedy, R. S., Drexler, J., & Kennedy, R. C. (2010). Research in visually induced motion sickness. Applied Ergonomics, 41(4), 494-503. https://doi.org/10.1016/j.apergo.2009.11.006

Kennedy, R. S., Lane, N. E., Berbaum, K. S., & Lilienthal, M. G. (1993). Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, 3(3), 203-220. https://doi.org/10.1207/s15327108ijap0303_3

Kim, A., Darakjian, N., & Finley, J. M. (2017). Walking in fully immersive virtual environments: An evaluation of potential adverse effects in older adults and individuals with Parkinson’s disease. Journal of Neuroengineering and Rehabilitation, 14(1), 16. https://doi.org/10.1186/s12984-017-0225-2

Lawson, B.D., Graeber, D.A., Mead, A.M., & Muth, E.R. (2002). Signs and symptoms of human syndromes associated with synthetic experiences. Handbook of virtual environments: Design, implementation, and applications, 589-618.

Murray CD, Pettifer S, Howard T, Patchick EL, Caillette F, Kulkarni J, & Bamford C. (2007). The treatment of phantom limb pain using immersive virtual reality: Three case studies. Disability & Rehabilitation, 29(18), 1465-1469. cin20. https://doi.org/10.1080/09638280601107385

Pargaonkar, A., Mishra, W., & Kadam, S. (2019). A Study on Elderly Individuals’ Attitude Towards ICTs. En A. Chakrabarti (Ed.), Research into Design for a Connected World (pp. 723-734). Springer Singapore. https://doi.org/10.1007/978-981-13-5977-4_61

Phu, S., Vogrin, S., Al Saedi, A., & Duque, G. (2019). Balance training using virtual reality improves balance and physical performance in older adults at high risk of falls. Clinical Interventions in Aging, 14, 1567-1577. https://doi.org/10.2147/CIA.S220890

Rebenitsch, L., & Owen, C. (2016). Review on cybersickness in applications and visual displays. Virtual Reality, 20(2), 101-125. https://doi.org/10.1007/s10055-016-0285-9

Roberts, A. R., De Schutter, B., Franks, K., & Radina, M. E. (2019). Older Adults’ Experiences with Audiovisual Virtual Reality: Perceived Usefulness and Other Factors Influencing Technology Acceptance. Clinical Gerontologist, 42(1), 27-33. cin20. https://doi.org/10.1080/07317115.2018.1442380

Robles-García, V., Arias, P., Sanmartín, G., Espinosa, N., Flores, J., Grieve, K. L., & Cudeiro, J. (2013). Motor facilitation during real-time movement imitation in Parkinson’s disease: A virtual reality study. Parkinsonism & Related Disorders, 19(12), 1123-1129. cin20. https://doi.org/10.1016/j.parkreldis.2013.08.005

Trombetta, M., Bazzanello Henrique, P. P., Brum, M. R., Colussi, E. L., De Marchi, A. C. B., & Rieder, R. (2017). Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation. Computer Methods And Programs In Biomedicine, 151, 15-20. https://doi.org/10.1016/j.cmpb.2017.08.008

Warland, A., Paraskevopoulos, I., Tsekleves, E., Ryan, J., Nowicky, A., Griscti, J., Levings, H., & Kilbride, C. (2019). The feasibility, acceptability and preliminary efficacy of a low-cost, virtual-reality based, upper-limb stroke rehabilitation device: A mixed methods study. Disability and Rehabilitation, 41(18), 2119-2134. https://doi.org/10.1080/09638288.2018.1459881

Yildirim, C. (2019). Don’t make me sick: Investigating the incidence of cybersickness in commercial virtual reality headsets. Virtual Reality. https://doi.org/10.1007/s10055-019-00401-0

Publicado

2021-01-01

Como Citar

Campo-Prieto, P., Cancela Carral, J. M., Machado de Oliveira, I., & Rodríguez-Fuentes, G. (2021). Realidade virtual imersiva em idosos: estudo de caso. Retos, 39, 1001–1005. https://doi.org/10.47197/retos.v0i39.78195

Edição

Secção

Monográfica: Atividade física e esportiva em idosos. Castillo-Rodríguez

Artigos mais lidos do(s) mesmo(s) autor(es)

1 2 > >>