This article aims to understand which methods and user assessment approaches are most commonly used in motor rehabilitation studies that use Augmented Reality (AR) applications. The way in which this was performed and discussed was through a systematic review of the area. Firstly, the different uses of AR in these treatments, and the importance of improving usability studies to evaluate these interfaces and their interactions with their users, were discussed. Then, the systematic review of the literature was structured according to previous studies and covered the period from 2007 to September 2017, using the main scientific journals of the area. Of the 666 results collected in the initial search, 32 articles were selected within the planned requirements and scope. These publications were classified by relevance, using the QualSyst evaluation tool for health technology research, and the type of evaluation, approach, and methods used were catalogued. It was found that most of the studies prioritise methods of data collection, such as task execution and performance analysis. However, through QualSyst, it was verified that the best-evaluated studies chose to use a combination of quantitative and qualitative analysis, through the application of methods such as user preference questionnaires, interviews, and observations. The results presented in this review may benefit designers who intend to design and conduct usability assessments for AR within this context.
To demonstrate the relationship between design and emotional development for kids, this article offers an initial approach about the definition and historical aspects of emotion in product development, citing the main authors of this issue. Based the field research conducted with children from 2 to 6 years of age, was also describes the basic ideas of Piaget in the child psychology and pre-operational stage (age group studied) and the significance of children's toys from the perspective of Vigostsky. Using this theoretical framework and results of field research, we can infer some emotional design as advocated by the producers of positive affect on humans and its relationship with the child's development and choices of their toys.
This paper sets out the case for the importance of using virtual reality immersion for diagnostic analysis and rehabilitating people with disabilities. To do so, a review of the literature was undertaken by examining articles published between 2000 and 2012. The results show that browsing in virtual immersion environments simulates real-world situations, with the advantage that this enables there to be full control over the variables analyzed and consequently over the health aspects involved. Furthermore, when using multisensory channels, the human-task-system interface tools enable there to be simultaneous treatment of multiple morbidities, which characterizes there having been an important advance made in the functional independence of people with disabilities.
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