ObjectiveTo evaluate the usability and adverse effects associated with virtual reality(VR) cognitive training and identify factors influencing them. DesignSurvey-based observational study SettingDepartment of Rehabilitation Medicine in the hospital Participant20 rehabilitation professionals(mean(standard deviation) age; 30.0(4.8) years, male 8(40%) and female 12(60%)) and 10 patients with stroke(mean(standard deviation) age; 64.1(13.6) years, male 2(20%) and female 8(80%)). InterventionsThe participants wore a Head-Mounted Display (Meta Quest2) and consecutively underwent custom-designed five cognitive training. Main outcome measuresAfter the training, participants completed three questionnaires: the Systemic Usability Scale (SUS), User Experience Questionnaire (UEQ), and CyberSickness in Virtual Reality Questionnaire (CSO-VR). ResultsThe mean SUS score was 55.1 and 52.3 for rehabilitation professionals and patients, respectively. For the UEQ, the mean score for each item, including Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty, were 0.9/0.2, 0.6/0.2, 0.5/-0.5, 1.2/0.8, 0.9/0.4, and 0.6/0.8 for rehabilitation professionals/patients, respectively. Rehabilitation professionals had slightly higher scores in most UEQ items. The mean CSQ-VR scores were 18.6 and 19.0 for rehabilitation professionals and patients, respectively. ConclusionsParticipants reported moderate usability and a generally below-average user experience, with mild to moderate VR sickness during VR cognitive training. The rehabilitation professionals rated usability higher than the patient group, while patients experienced more severe VR sickness. These findings may serve as a significant insight for developing virtual reality cognitive training for application to patients in the future.
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