tailieunhanh - Báo cáo khoa hoc:" Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury"

Tuyển tập báo cáo các nghiên cứu khoa học quốc tế ngành y học dành cho các bạn tham khảo đề tài: Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury | Fong et al. Journal of NeuroEngineering and Rehabilitation 2010 7 19 http content 7 1 19 J NER JOURNAL OF NEUROENGINEERING AND REHABILITATION RESEARCH Open Access Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury Kenneth NK Fong 1 Kathy YY Chow2 Bianca CH Chan1 Kino CK Lam1 Jeff CK Lee1 Teresa HY Li1 Elaine WH Yan2 and AstaTYWong2 Abstract Objective This study aimed to examine the usability of a newly designed virtual reality VR environment simulating the operation of an automated teller machine ATM for assessment and training. Design Part I involved evaluation of the sensitivity and specificity of a non-immersive VR program simulating an ATM VR-ATM . Part II consisted of a clinical trial providing baseline and post-intervention outcome assessments. Setting A rehabilitation hospital and university-based teaching facilities were used as the setting. Participants A total of 24 persons in the community with acquired brain injury ABI - 14 in Part I and 10 in Part II -made up the participants in the study. Interventions In Part I participants were randomized to receive instruction in either an early or a late VR-ATM program and were assessed using both the VR program and a real ATM. In Part II participants were assigned in matched pairs to either VR training or computer-assisted instruction CAI teaching programs for six 1-hour sessions over a three-week period. Outcome Measures Two behavioral checklists based on activity analysis of cash withdrawals and money transfers using a real ATM were used to measure average reaction time percentage of incorrect responses level of cues required and time spent as generated by the VR system also used was the Neurobehavioral Cognitive Status Examination. Results The sensitivity of the VR-ATM was 100 for cash withdrawals and for money transfers and the specificity was 83 and 75 respectively. For cash withdrawals .

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