Abstract

ObjectiveThis study aimed to examine the usability of a newly designed virtual reality (VR) environment simulating the operation of an automated teller machine (ATM) for assessment and training.DesignPart I involved evaluation of the sensitivity and specificity of a non-immersive VR program simulating an ATM (VR-ATM). Part II consisted of a clinical trial providing baseline and post-intervention outcome assessments.SettingA rehabilitation hospital and university-based teaching facilities were used as the setting.ParticipantsA total of 24 persons in the community with acquired brain injury (ABI) - 14 in Part I and 10 in Part II - made up the participants in the study.InterventionsIn Part I, participants were randomized to receive instruction in either an "early" or a "late" VR-ATM program and were assessed using both the VR program and a real ATM. In Part II, participants were assigned in matched pairs to either VR training or computer-assisted instruction (CAI) teaching programs for six 1-hour sessions over a three-week period.Outcome MeasuresTwo behavioral checklists based on activity analysis of cash withdrawals and money transfers using a real ATM were used to measure average reaction time, percentage of incorrect responses, level of cues required, and time spent as generated by the VR system; also used was the Neurobehavioral Cognitive Status Examination.ResultsThe sensitivity of the VR-ATM was 100% for cash withdrawals and 83.3% for money transfers, and the specificity was 83% and 75%, respectively. For cash withdrawals, the average reaction time of the VR group was significantly shorter than that of the CAI group (p = 0.021). We found no significant differences in average reaction time or accuracy between groups for money transfers, although we did note positive improvement for the VR-ATM group.ConclusionWe found the VR-ATM to be usable as a valid assessment and training tool for relearning the use of ATMs prior to real-life practice in persons with ABI.

Highlights

  • Operating an automated teller machine (ATM) is one of the most common tasks involving community-living skills that a person might undertake

  • We found no significant differences in average reaction time or accuracy between groups for money transfers, we did note positive improvement for the virtual reality (VR)-ATM group

  • We found the VR program simulating an ATM (VR-ATM) to be usable as a valid assessment and training tool for relearning the use of ATMs prior to real-life practice in persons with acquired brain injury (ABI)

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Summary

Introduction

Operating an automated teller machine (ATM) is one of the most common tasks involving community-living skills that a person might undertake. Using an ATM simulator, the researchers showed that common problems affecting the elderly in their use of ATMs were 1) long response times, 2) difficulties collecting information in a short time, 3) excess response to voice messages, 4) recurrence of the same errors, 5) difficulties understanding the operational tasks, and 6) the influence of social pressure. Persons with acquired brain injuries (ABI) have different levels of cognitive function that can affect their ability to perform basic self-care and participate in the community [3]. They may lack the ability to operate an ATM either because of cognitive deficits like memory difficulty, poor problem-solving, or slow motor and information processing speed, or a lack of confidence from insufficient practice. Studies have been undertaken of ATM use by the elderly [2], there has yet to be a study investigating the use of ATMs by other populations, including people with disabilities

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