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|Usability study of physical user interface in interactive application for potentially applied for upper extremity rehabilitation
|Chiang Mai : Graduate School, Chiang Mai University
|This research aims to select commercial game controllers that have the opportunity to be used to control applications in rehabilitation. Study the capabilities, limitations, and parameters of commercial game controllers. Each type can be used for the utilization of parameter studies for rehabilitation measurements. We searched for relevant research databases from the ACM, PubMed, IEEE Explore, and Scopus. We are using Systematic Reviews and Meta-Analyses (PRISMA) and verification with commercial game controllers still available on the Amazon.com and E-bay.com websites. Conditionally screened commercial game controllers were used to find and correlate parameters with rehabilitation parameters in the Fugl-Meyer Assessment (FMA). Test for the potential use from those who have the opportunity to use commercial game controllers. The first group is Serious game programmers/producers evaluating the potential use of screened commercial game controllers. It was assessed using a Weighted Linear Combination (WLC) method. The result of the assessment and analysis of the most potential commercial game controller is the Oculus VR. Then, used the Oculus VR to determine its usability by 40 general users. We divided the participants into two groups according to their age. The first group consisted of 20 people, ages 59 to 82, and group 2, ages 18 to 24. All participants played a shooting virtual reality game using Oculus VR for approximately 5 minutes each. After that, answer the questions with the System Usability Scale (SUS), where the first group got a score of 55.4, representing a grade of D, and the second group, a score of 64.6, representing a grade of C. The Oculus VR had a passing score based on the assessment of both participants group. From the analysis of the data, it can be concluded that this device has the potential to be used. But it is necessary to learn before using it. The third group is 5 medical staff who have the opportunity to work with patients who need rehabilitation. Takes the results of using an Oculus VR device, which shows the characteristic patterns of the graph data. The qualitative assessment was conducted using the thematic analysis process to find the potential for use. Data on the Smoothness and Range characteristics of the graph, the medical staff, agreed that it has the potential to be used and the potential to inform the progress of rehabilitation. As for the slope characteristics of the graph, three evaluators opined that it might be challenging to interpret and use to differentiate between ordinary people and patients.
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