Virtual Reality Game for Cognitive Training: A Usability and Qualitative Evaluation

This study introduces the development and evaluation of a virtual reality (VR) application designed for physical and cognitive training, simulating everyday life activities. Developed in Unity3D and compatible with MetaQuest 2, the application offers scenarios such as organizing a closet, collecting objects, and memorizing positions. Usability and user acceptance were assessed using a pilot group of twelve adults. Results indicate high acceptance of the technology, with users finding the controllers easy to use and tutorials effective. Users expressed interest in incorporating VR into their routines, particularly appreciating the need for body movement during interaction. However, suggestions for improvement, such as adding visual and sound effects, were noted. Despite the pilot group being younger than the target demographic, findings suggest VR's potential for broad adoption, providing an alternative to conventional exercises and fostering increased engagement in physical and cognitive activities imitating real-world tasks. Collaboration with healthcare professionals is recommended to tailor the technology to diverse demographic needs and integrate it into clinical contexts.

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Publication Details

Published
2024-11-06
DOI
https://doi.org/10.1109/robot61475.2024.10796937
Primary Topic
Technology and Human Factors in Education and Health
Type
article
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article

Virtual Reality Game for Cognitive Training: A Usability and Qualitative Evaluation

Diego E. Guzmán, Carlos Felipe Rengifo Rodas, Carlos García, Juan David Guzman
Technology and Human Factors in Education and Health
article

Virtual Reality Game for Cognitive Training: A Usability and Qualitative Evaluation

Diego E. Guzmán, Carlos Felipe Rengifo Rodas, Carlos García, Juan David Guzman
article en

Abstract

This study introduces the development and evaluation of a virtual reality (VR) application designed for physical and cognitive training, simulating everyday life activities. Developed in Unity3D and compatible with MetaQuest 2, the application offers scenarios such as organizing a closet, collecting objects, and memorizing positions. Usability and user acceptance were assessed using a pilot group of twelve adults. Results indicate high acceptance of the technology, with users finding the controllers easy to use and tutorials effective. Users expressed interest in incorporating VR into their routines, particularly appreciating the need for body movement during interaction. However, suggestions for improvement, such as adding visual and sound effects, were noted. Despite the pilot group being younger than the target demographic, findings suggest VR's potential for broad adoption, providing an alternative to conventional exercises and fostering increased engagement in physical and cognitive activities imitating real-world tasks. Collaboration with healthcare professionals is recommended to tailor the technology to diverse demographic needs and integrate it into clinical contexts.

University of Cauca (CO), European Telecommunications Standards Institute (FR)
Openalex Percentile: Top 63%
Technology and Human Factors in Education and Health
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Virtual Reality Game for Cognitive Training: A Usability and Qualitative Evaluation — Diego E. Guzmán, Carlos Felipe Rengifo Rodas, et al. · (2024) | TGRS Research Map | TGRS