2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) 2018
DOI: 10.1109/segah.2018.8401313
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Assessment of the usability of an immersive virtual supermarket for the cognitive rehabilitation of elderly patients: A pilot study on young adults

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Cited by 21 publications
(12 citation statements)
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References 34 publications
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“…Our results on higher usability but equal cognitive load for the IVR vs. the 2D screen are in line with studies suggesting that usability and mental workload are two non-overlapping concepts that should be addressed independently, but that, when jointly enhanced, might significantly improve human performance (Longo 2018). High usability has been consistently reported alongside high motivation for games or VR applications in the fields of cognitive rehabilitation (Mondellini et al 2018;Rocha et al 2016;Sokolov et al 2020), motor rehabilitation (Nijenhuis et al 2015;Radder et al 2016), and self-awareness (Llorens et al 2015). A correlation between motivation and usability in online learning platforms has also been reported (Hu 2008).…”
Section: Immersive Virtual Reality Was Reported As the Most Usable Visualizationsupporting
confidence: 89%
“…Our results on higher usability but equal cognitive load for the IVR vs. the 2D screen are in line with studies suggesting that usability and mental workload are two non-overlapping concepts that should be addressed independently, but that, when jointly enhanced, might significantly improve human performance (Longo 2018). High usability has been consistently reported alongside high motivation for games or VR applications in the fields of cognitive rehabilitation (Mondellini et al 2018;Rocha et al 2016;Sokolov et al 2020), motor rehabilitation (Nijenhuis et al 2015;Radder et al 2016), and self-awareness (Llorens et al 2015). A correlation between motivation and usability in online learning platforms has also been reported (Hu 2008).…”
Section: Immersive Virtual Reality Was Reported As the Most Usable Visualizationsupporting
confidence: 89%
“…Lack of familiarity, and thus of the chance on relying on previous experiences, could have played a role too (Fahle & Henke-Fahle 1996). However, due to the ease of use of our system (discussed in (Mondellini et al 2018) and (Arlati et al 2021)), and having excluded the very first trials, we believe that it was plausible to exclude this element's contribution.…”
Section: Discussionmentioning
confidence: 99%
“…Second, the study of Olbrich et al (Olbrich et al 2018) has shown that users preferred the controller to interact with a virtual object during a maintenance task, highlighting the higher efficiency of controllers over cyber-gloves. Third, the interaction modality we designed for the Virtual Supermarket environment (i.e., the virtual environment that was simplified for the current study) revealed usable and intuitive, for both young and older adults with cognitive deficits with no familiarity with VR (Arlati et al 2021;Mondellini et al 2018).…”
Section: Aimsmentioning
confidence: 91%
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“…In the following sections we will first present a brief analysis of the use of VR with 3D head mounted display virtual reality (HMD) technology to deliver cognitive healthcare interventions to people affected by ADRD (García-Betances et al, 2015b). Next we will discuss the key challenges (Hayhurst, 2018), accessibility issues (Mondellini et al, 2018) and other specific concerns that characterize the use of VR-based technology for this particular cognitive healthcare purpose. Finally and as a result of the analysis, and attending to best practices considerations, we present specific design recommendations tailored to address the particular needs of VR-based interventions for cognitive healthcare of people affected by ADRD.…”
Section: Introductionmentioning
confidence: 99%