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1.
Sensors (Basel) ; 21(4)2021 Feb 08.
Article in English | MEDLINE | ID: mdl-33567570

ABSTRACT

Although virtual reality (VR) has already achieved technological maturity, there are still some significant drawbacks for technology acceptance and broader user adoption, presenting research challenges. Thus, there is a need for standard, reliable, and quick assessment tools for Virtual Reality-Induced Symptoms and Effects (VRISE) and user experience in VR Assessing VRISE and user experience could be time consuming, especially when using objective physiological measures. In this study, we have reviewed, compared, and performed a suitability assessment of existing standard measures for evaluating VRISE and user experience in VR We have developed a first-person VR game with different scenes and different conditions. For assessing VRISE symptoms, we have used the Simulator Sickness Questionnaire (SSQ) and Fast Motion Sickness Score (FMS). For assessing user experience, we have used the short version of the User Experience Questionnaire (UEQ-S). We have also used a novel Virtual Reality Neuroscience Questionnaire (VRNQ) for assessing VRISE and user experience aspects. The result has shown that FMS and VRNQ (VRISE section) are suitable for quick assessment of VRISE and that VRNQ (User experience section) is suitable for assessing user experience. The advantage of FMS and VRNQ questionnaires is that they are shorter to fulfill and easier to understand. FMS also enables to record the VRISE levels during the virtual experience and thus capturing its trend over time. Another advantage of the VRNQ is that it also provides the minimum and parsimonious cut-offs to appraise the suitability of VR software, which we have confirmed in our study to be adequate.

2.
Technol Health Care ; 28(4): 391-402, 2020.
Article in English | MEDLINE | ID: mdl-32200361

ABSTRACT

BACKGROUND: Reduced coordination of precise small movements of the hand, wrist and fingers in Parkinson's disease (PD) has been mostly solved by medications and deep brain stimulation. The effects have been evaluated by clinical tests only. OBJECTIVE: Virtual reality-based exergaming may enhance fine movements, decrease the medications dosage and provide an additional non-subjective evaluation. METHODS: 3D pick-and-place task (10Cubes) has been developed in a virtual world. The person placed the virtual cubes by the virtual hand, an avatar of the real hand tracked by a Leap Motion Controller (LMC). The system computed the time of manipulating the cube, the total time, the average time, the speed, and the distance. It counted and managed the number of cubes touched, and calculated the hand shake level, i.e. the average tremor index. A pilot test was carried out in a healthy neurologically intact person and a patient with PD using a 3D head-mounted device (HMD) or LCD screen. RESULTS: The results indicate that substantial and also statistically significant (p< 0.05) differences exist between both participants in all objective parameters; the most noteworthy is the average tremor index. However, we found the parameters only marginally different with 2D equipment. CONCLUSIONS: The evaluation system of 10Cubes has proved applicable at an unchanged medication plan, but its clinical effectiveness could be confirmed with a randomized study.


Subject(s)
Parkinson Disease , Virtual Reality , Hand , Humans , Movement , Parkinson Disease/therapy , User-Computer Interface
3.
Sensors (Basel) ; 18(6)2018 Jun 05.
Article in English | MEDLINE | ID: mdl-29874794

ABSTRACT

We present the results of a study evaluating the suitability of an inexpensive eye-tracking device for the enhancement of user experience evaluations. Ensuring a comfortable user experience is an important part of the mobile application design process. Evaluation of user experience is usually done through questionnaires and interviews, but it can be improved using eye tracking sensors for user experience studies. We conducted a user experience study of DriveGreen, a mobile application devoted to ecodriving for a transition to a low-carbon society. We used an inexpensive eye-tracking device in addition to standard User Experience Questionnaire and Single Ease Question questionnaires. The results show that the inexpensive eye-tracking device data correlate with data from User Experience Questionnaire and Single Ease Question questionnaires and interviews with users. We conclude that an enhancement of user experience evaluations with inexpensive eye-tracking device is possible.


Subject(s)
Mobile Applications , Optical Devices , Walking/physiology , Adult , Carbon Dioxide/analysis , Cell Phone Use , Conservation of Energy Resources , Female , Humans , Male , Middle Aged , Surveys and Questionnaires , Young Adult
4.
Sensors (Basel) ; 17(10)2017 Oct 21.
Article in English | MEDLINE | ID: mdl-29065476

ABSTRACT

New models and methods have been designed to predict the influence of the user's environment and activity information to the driving style in standard automotive environments. For these purposes, an experiment was conducted providing two types of analysis: (i) the evaluation of a self-assessment of the driving style; (ii) the prediction of aggressive driving style based on drivers' activity and environment parameters. Sixty seven h of driving data from 10 drivers were collected for analysis in this study. The new parameters used in the experiment are the car door opening and closing manner, which were applied to improve the prediction accuracy. An Android application called Sensoric was developed to collect low-level smartphone data about the users' activity. The driving style was predicted from the user's environment and activity data collected before driving. The prediction was tested against the actual driving style, calculated from objective driving data. The prediction has shown encouraging results, with precision values ranging from 0.727 up to 0.909 for aggressive driving recognition rate. The obtained results lend support to the hypothesis that user's environment and activity data could be used for the prediction of the aggressive driving style in advance, before the driving starts.


Subject(s)
Automobile Driving , Environment , Models, Psychological , Aggression , Human Activities , Humans , Reproducibility of Results , Self-Assessment , Smartphone
5.
J Med Syst ; 40(4): 92, 2016 Apr.
Article in English | MEDLINE | ID: mdl-26860915

ABSTRACT

We present the results of the user studies of the CareMe prototype telecare service for supporting older adults with remote telecare services. The CareMe solution targets older adults who are capable of living independently and outside of a dedicated medical institution or a nursing home, but require occasional medical attention, and formal or informal care. The studies were conducted between November 2013 and March 2014 and followed the participatory design approach. The research questions focused on understanding the difference in the participatory design approach when older adults use paper prototypes vs interactive prototypes, and the difference when older adults use interactive prototypes with poor interface design vs interactive prototypes with rich interface design. In total, 45 older adults living in Slovenia participated in the field trial. They were retired, 32 of whom were nursing home residents and 13 were living independently at home. The study sample's age distribution was between 64 and 91 years. The analysis of the filed trial results indicated the importance of the factors that influence users' decision about how and when they use new technology, i.e., the perceived usefulness and the perceived ease-of-use. Main insights gained from the studies show, that it is very difficult to keep older people focused on the topics of discussion and that they have often difficulties to clearly present/express their ideas. Furthermore, abstract concepts, such as paper only prototypes proved to be challenging to cope with, whereas using real applications and services when trying out scenarios using interactive prototypes provided much better experience and feedback.


Subject(s)
Home Care Services/organization & administration , Independent Living , Telemedicine/methods , Telemedicine/organization & administration , User-Computer Interface , Aged , Aged, 80 and over , Female , Health Status , Homes for the Aged/organization & administration , Humans , Male , Middle Aged , Nursing Homes/organization & administration , Slovenia
6.
Sensors (Basel) ; 14(2): 3702-20, 2014 Feb 21.
Article in English | MEDLINE | ID: mdl-24566635

ABSTRACT

We present the results of an evaluation of the performance of the Leap Motion Controller with the aid of a professional, high-precision, fast motion tracking system. A set of static and dynamic measurements was performed with different numbers of tracking objects and configurations. For the static measurements, a plastic arm model simulating a human arm was used. A set of 37 reference locations was selected to cover the controller's sensory space. For the dynamic measurements, a special V-shaped tool, consisting of two tracking objects maintaining a constant distance between them, was created to simulate two human fingers. In the static scenario, the standard deviation was less than 0.5 mm. The linear correlation revealed a significant increase in the standard deviation when moving away from the controller. The results of the dynamic scenario revealed the inconsistent performance of the controller, with a significant drop in accuracy for samples taken more than 250 mm above the controller's surface. The Leap Motion Controller undoubtedly represents a revolutionary input device for gesture-based human-computer interaction; however, due to its rather limited sensory space and inconsistent sampling frequency, in its current configuration it cannot currently be used as a professional tracking system.

7.
Sensors (Basel) ; 12(11): 15888-906, 2012 Nov 16.
Article in English | MEDLINE | ID: mdl-23202238

ABSTRACT

Stressors encountered in daily life may play an important role in personal well-being. Chronic stress can have a serious long-term impact on our physical as well as our psychological health, due to ongoing increased levels of the chemicals released in the ‘fight or flight’ response. The currently available stress assessment methods are usually not suitable for daily chronic stress measurement. The paper presents a context-aware chronic stress recognition system that addresses this problem. The proposed system obtains contextual data from various mobile sensors and other external sources in order to calculate the impact of ongoing stress. By identifying and visualizing ongoing stress situations of an individual user, he/she is able to modify his/her behavior in order to successfully avoid them. Clinical evaluation of the proposed methodology has been made in parallel by using electrodermal activity sensor. To the best of our knowledge, the system presented herein is the first one that enables recognition of chronic stress situations on the basis of user context.


Subject(s)
Stress, Physiological , Stress, Psychological/diagnosis , Adaptation, Psychological , Awareness , Chronic Disease , Humans , Mental Health
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