Vestibular disorders produce alterations in balance and spatial orientation, creating dizziness, and vertigo, and reducing the quality of life. In this pathology, traditional rehabilitation is focused on vestibular rehabilitation therapies. Virtual Reality (VR) offers immersive and interactive environments to enrich balance and spatial orientation, to improve adherence and engagement in therapeutic sessions. The purpose of our study is to test and analyze a novel system, the Dizzy Virtual Rehabilitation (DizzyVR), in terms of usability and safety. For this, we recruited a sample size composed of children without knowledge of immersive environments and health injuries. The participants interacted with the DizzyVR system for 5 min, and finally, they filled out the simulator sickness questionnaire (SSQ) and the system usability scale (SUS). Outcomes showed high levels in terms of usability, and lower results in Cibersickness. The use of DizzyVR is a complement to the rehabilitation processes of patients with vestibular disorders.

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Acceptability of an Immersive Virtual Reality in Healthy Children

  • Abdulaziz Ibrahem-Altwijri,
  • Sergio Albiol-Pérez,
  • José-Antonio Gil-Gómez,
  • José-Antonio Lozano-Quilis,
  • María Jesús Casuso-Holgado,
  • Cristina García-Muñoz

摘要

Vestibular disorders produce alterations in balance and spatial orientation, creating dizziness, and vertigo, and reducing the quality of life. In this pathology, traditional rehabilitation is focused on vestibular rehabilitation therapies. Virtual Reality (VR) offers immersive and interactive environments to enrich balance and spatial orientation, to improve adherence and engagement in therapeutic sessions. The purpose of our study is to test and analyze a novel system, the Dizzy Virtual Rehabilitation (DizzyVR), in terms of usability and safety. For this, we recruited a sample size composed of children without knowledge of immersive environments and health injuries. The participants interacted with the DizzyVR system for 5 min, and finally, they filled out the simulator sickness questionnaire (SSQ) and the system usability scale (SUS). Outcomes showed high levels in terms of usability, and lower results in Cibersickness. The use of DizzyVR is a complement to the rehabilitation processes of patients with vestibular disorders.