Please use this identifier to cite or link to this item: http://doi.org/10.25358/openscience-6653
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dc.contributor.authorSpecht, Julian-
dc.contributor.authorSchroeder, Helene-
dc.contributor.authorKrakow, Karsten-
dc.contributor.authorMeinhardt, Günter-
dc.contributor.authorStegmann, Barbara-
dc.contributor.authorMeinhardt-Injac, Bozana-
dc.date.accessioned2021-12-17T10:02:14Z-
dc.date.available2021-12-17T10:02:14Z-
dc.date.issued2021-
dc.identifier.urihttps://openscience.ub.uni-mainz.de/handle/20.500.12030/6663-
dc.description.abstractBACKGROUND 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.en_GB
dc.description.sponsorshipOpen Access-Publizieren Universität Mainz / Universitätsmedizin Mainzde
dc.language.isoengde
dc.rightsCC BY-NC-ND*
dc.rights.urihttps://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subject.ddc150 Psychologiede_DE
dc.subject.ddc150 Psychologyen_GB
dc.titleAcceptance of immersive head-mounted display virtual reality in stroke patientsen_GB
dc.typeZeitschriftenaufsatzde
dc.identifier.doihttp://doi.org/10.25358/openscience-6653-
jgu.type.dinitypearticleen_GB
jgu.type.versionPublished versionde
jgu.type.resourceTextde
jgu.organisation.departmentFB 02 Sozialwiss., Medien u. Sportde
jgu.organisation.number7910-
jgu.organisation.nameJohannes Gutenberg-Universität Mainz-
jgu.rights.accessrightsopenAccess-
jgu.journal.titleComputers in human behavior reportsde
jgu.journal.volume4de
jgu.pages.alternative100141de
jgu.publisher.year2021-
jgu.publisher.nameElsevier Ltd.de
jgu.publisher.placeAmsterdamde
jgu.publisher.urihttps://doi.org/10.1016/j.chbr.2021.100141de
jgu.publisher.issn2451-9588de
jgu.organisation.placeMainz-
jgu.subject.ddccode150de
jgu.publisher.doi10.1016/j.chbr.2021.100141
jgu.organisation.rorhttps://ror.org/023b0x485
Appears in collections:JGU-Publikationen

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