Serious Gaming in Augmented Reality using HMDs for Assessment of Upper Extremity Motor Dysfunctions

User Studies for Engagement and Usability

Journal Article (2016)
Author(s)

Marina Cidota (TU Delft - Technology, Policy and Management)

Stephan Lukosch (TU Delft - Technology, Policy and Management)

P Dezentje

PJM Bank (Universiteit Leiden)

Heide Lukosch (TU Delft - Technology, Policy and Management)

RMS Clifford (University of Canterbury)

Research Group
System Engineering
DOI related publication
https://doi.org/10.1515/icom-2016-0020 Final published version
More Info
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Publication Year
2016
Language
English
Research Group
System Engineering
Issue number
2
Volume number
15
Pages (from-to)
155-169
Page Views
407
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Institutional Repository
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Abstract

For a better understanding of how different disorders affect motor function, a uniform, standardized and objective evaluation is a desirable goal for the clinical community. We explore the potential of Augmented Reality (AR) combined with serious gaming and free hand tracking to facilitate objective, cost-effective and patient-friendly methods for evaluation of upper extremity motor dysfunction in different patient groups. In this paper, we describe the design process of the game and the system architecture of the AR framework to meet these requirements. Furthermore, we report our findings from two pilot studies we conducted with healthy people aged over 50. First, we present a usability study (n = 5) on three different modalities of visual feedback for natural hand interaction with AR objects (i. e., no augmented hand, partial augmented hand and a full augmented hand model). The results show that a virtual representation of the fingertips or hand improves the usability of natural hand interaction. Secondly, a study about game engagement is presented. The results of this experiment (n = 8) show that there might be potential for engagement, but usability needs to be improved before it can emerge.

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