Avaliação da usabilidade de um sistema eletrônico interativo para auxiliar na reabilitação motora e cognitiva de pacientes com acidente vascular cerebral

Introduction: Serious games have been widely used as support to traditional therapies in healthcare. However, their usability has to be evaluated first to assure its effectiveness with the target group. OBJECTIVE: To evaluate the usability of a serious game developed to assist in the motor rehabilit...

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Detalles Bibliográficos
Autores: Fonseca, Luiza Gabriela de Araújo, Silva, Aline Layze Pereira, Oliveira, Victor Galdino, Pantoja, André Luis Hernandez, Bahia, Carlomagno Pacheco, Dantas, Rummenigge Rudson, Rosa, José Guilherme da Silva Santa, Pereira, Antonio
Tipo de recurso: artículo
Estado:Versión publicada
Fecha de publicación:2019
País:Brasil
Institución:Universidade Federal do Rio Grande do Norte (UFRN)
Repositorio:Repositório Institucional da UFRN
Idioma:portugués
OAI Identifier:oai:repositorio.ufrn.br:123456789/30811
Acceso en línea:https://repositorio.ufrn.br/handle/123456789/30811
Access Level:acceso abierto
Palabra clave:Jogos Sérios
Usabilidade
Reabilitação
Serious Games
Rehabilitation
Usability
Descripción
Sumario:Introduction: Serious games have been widely used as support to traditional therapies in healthcare. However, their usability has to be evaluated first to assure its effectiveness with the target group. OBJECTIVE: To evaluate the usability of a serious game developed to assist in the motor rehabilitation of stroke patients. METHODS: 21 subjects evaluated the virtual game “O Caçador de Relíquias Perdidas” and its multisensory glove “NEDGlove”, developed by the NeuroErgoDesign research group. The subjects tested the game two sessions of 5-min. For the statistical analysis, we used the Wilcoxon test and the Spearman correlation. The project was approved by the Research Ethics Committee of the University Hospital Onofre Lopes (CAAE: 34478214.0.0000.5292). RESULTS: We observed significant correlations between actual experience and the visual aspects of the game, concentration, adaptation and immersion in the virtual environment. There was also a correlation between design of both hardware and software and performance of the task. CONCLUSION: The system’s usability suggests a successful acceptance by the target population, stroke rehabilitation patients