Virtual Buzzwire: assessment of a prototype VR game for stroke rehabilitation
Date Issued
March 2018
DOI
10.1109/VR.2018.8446535
Abstract
We created a VR version of the Buzzwire children’s toy as part of
a project to develop tools for assessment and rehabilitation of
upper-body motor skills for people with dexterity impairment after
stroke. In two pilot studies, participants wearing a HMD used a
hand-held wand with precision tracking to traverse virtual ‘wires’.
In the first study, we compared able-bodied participant’s
performance with and without binocular viewing to establish a
connection with previous experiments using physical versions of
the game. Furthermore, we show that our extended measures were
could also discern differences between subjects’ dominant versus
non-dominant hand. In a second study, we assessed the usability of
the system on a small sample of subjects with post-stroke
hemiparesis. There was positive acceptance of the technology with
no fatigue or nausea and measurements highlighted the differences
between the hemiparetic and unaffected hand.
a project to develop tools for assessment and rehabilitation of
upper-body motor skills for people with dexterity impairment after
stroke. In two pilot studies, participants wearing a HMD used a
hand-held wand with precision tracking to traverse virtual ‘wires’.
In the first study, we compared able-bodied participant’s
performance with and without binocular viewing to establish a
connection with previous experiments using physical versions of
the game. Furthermore, we show that our extended measures were
could also discern differences between subjects’ dominant versus
non-dominant hand. In a second study, we assessed the usability of
the system on a small sample of subjects with post-stroke
hemiparesis. There was positive acceptance of the technology with
no fatigue or nausea and measurements highlighted the differences
between the hemiparetic and unaffected hand.
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