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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Bibliographic Details
Authors: 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
Format: article
Status:Published version
Publication Date:2019
Country:Brasil
Institution:Universidade Federal do Rio Grande do Norte (UFRN)
Repository:Repositório Institucional da UFRN
Language:Portuguese
OAI Identifier:oai:repositorio.ufrn.br:123456789/30811
Online Access:https://repositorio.ufrn.br/handle/123456789/30811
Access Level:Open access
Keyword:Jogos Sérios
Usabilidade
Reabilitação
Serious Games
Rehabilitation
Usability
Description
Summary: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