Please use this identifier to cite or link to this item: http://doi.org/10.25358/openscience-6653
Authors: Specht, Julian
Schroeder, Helene
Krakow, Karsten
Meinhardt, Günter
Stegmann, Barbara
Meinhardt-Injac, Bozana
Title: Acceptance of immersive head-mounted display virtual reality in stroke patients
Online publication date: 17-Dec-2021
Year of first publication: 2021
Language: english
Abstract: BACKGROUND As virtual reality (VR) has become more accessible, it has increasingly come into focus for clinical application. Therapy with VR shows potential as an engaging, effective, and economic way to improve cognitive abilities following a stroke. OBJECTIVES While application of VR in clinical settings appears promising, its widespread use will crucially depend on acceptance of immersive head mounted display virtual reality (HMD-VR) systems when used in different patient groups. This study aimed to investigate acceptance of HMD-VR in stroke patients compared to a control group of healthy age-matched adults. METHODS The attitude towards HMD-VR, as one of the most important predictors of technology acceptance within the technology acceptance model framework, was assessed in 20 stroke patients and 20 age-matched healthy adults. Further HMD-VR acceptance related measures concerned self-reported user experience, computer self-efficacy and cybersickness (see also Huygelier et al., 2019). Additionally, performance measures for memory span and speed were recorded in two VR-tasks. RESULTS Both groups showed positive attitude above the neutral point of the scale and reported positive user experience in the VR-setting. Self-reported cybersickness was at modest levels and comparable in both groups. Controls had higher and more homogeneous scores in user experience, and performed notably faster in the VR-task while there were no significant differences in memory-span. CONCLUSION The study results suggest that treatment provided by immersive HMD-VR is tolerated by older adults, including those who have had strokes. This was the case without prior acquaintance with the VR-device or -software, and it was neither hindered by negative attitudes towards VR, nor cybersickness.
DDC: 150 Psychologie
150 Psychology
Institution: Johannes Gutenberg-Universität Mainz
Department: FB 02 Sozialwiss., Medien u. Sport
Place: Mainz
ROR: https://ror.org/023b0x485
DOI: http://doi.org/10.25358/openscience-6653
Version: Published version
Publication type: Zeitschriftenaufsatz
License: CC BY-NC-ND
Information on rights of use: https://creativecommons.org/licenses/by-nc-nd/4.0/
Journal: Computers in human behavior reports
4
Pages or article number: 100141
Publisher: Elsevier Ltd.
Publisher place: Amsterdam
Issue date: 2021
ISSN: 2451-9588
Publisher URL: https://doi.org/10.1016/j.chbr.2021.100141
Publisher DOI: 10.1016/j.chbr.2021.100141
Appears in collections:JGU-Publikationen

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