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Comparison of an immersive vs. non-immersive virtual reality serious game to measure and rehabilitate motor and cognitive functions after stroke

(2022)

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VALMY_Madly_53301600_2021-2022.pdf
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Abstract
BACKGROUND: With the increasing needs for stroke rehabilitation, new technological means such as immersive and non-immersive virtual reality (VR) have been recently developed. In this study, we aimed to compare the usability of a serious game (REAsmash) when developed in both immersive and non-immersive VR. Secondary objectives were to assess the effect of immersion on the different parameters measured by the serious game. METHOD: REAsmash is a serious game where participants are asked to smash, as quickly as possible, a virtual mole appearing from a grid of 24 holes. According to the level of the game, this mole is presented among a different type of distractors. During the game, different parameters are measured: the number of omissions, errors and the action time. Thirty-two healthy participants were recruited for this study and played with REAsmash in immersive and non-immersive VR. After completing the experiment, they were asked to complete the system usability scale questionnaire (SUS). Analyses were then conducted to compare the usability and the parameters provided by REAsmash when performed in immersive vs non-immersive VR. Complementary analyses were also conducted to assess the effect of distractors on the parameters. RESULTS: Non-immersive VR (SUS = 83.75 [77.5 – 90]) appeared to be more usable than immersive VR (SUS = 78.8 [68.13 – 87.5]) (p = 0.017) and action times were observed to be lower in non-immersive VR than immersive VR (p < 0.05). For both set-ups, the number and type of distractors had a significant influence on action time (p < 0.05). No significant difference was observed between immersive and non-immersive VR regarding the number of errors and omissions (p > 0.762). CONCLUSION: REAsmash is a usable application, developed in both immersive and non-immersive VR, holding potential for measuring and rehabilitating motor and cognitive impairments after a stroke.