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.
Authors
- Diego E. Guzmán (ORCID: https://orcid.org/0000-0003-2890-3087)
- Carlos Felipe Rengifo Rodas (ORCID: https://orcid.org/0000-0002-0601-3481)
- Carlos García (ORCID: https://orcid.org/0000-0003-3367-4151)
- Juan David Guzman (ORCID: https://orcid.org/0000-0003-3514-5966)
Institutions
- University of Cauca (CO)
- European Telecommunications Standards Institute (FR)
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
- Field-Weighted Citation Impact
- 0.00