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We gained information on how to improve the exergames in the interviews.Ĭonclusions: Patients and therapists perceived the exergames as user-friendly however, using the games further with the actual test version was not perceived as conceivable. The intention to use the exergames in the future was rated 3.9 (SD 2.1) by patients and 3.7 (SD 1.8) by therapists. The attitude towards using the exergames was rated 4.8 (SD 1.9) by patients and 3.6 (SD 1.4) by therapists, respectively. The perceived user-friendliness score was 5.6 (SD 1.4) for patients and 4.9 (SD 1.4) for therapists. Results: The therapists took a more critical stance with a mean TAM questionnaire total score of 48.6 (SD 4.5) compared to the patients who had a mean total score of 56.1 (SD 12.3). We adopted content and comparative analysis to analyze the interviews and drew illustration maps to analyze the focus group interviews. To analyze the TAM questionnaires, we used descriptive statistics. Based on those responses, we conducted focus group interviews (with therapists) and individual interviews (with patients). The Technology Acceptance Model (TAM) questionnaire was filled out after the intervention. Methods: A total of 19 participants (7 patients, 12 therapists) evaluated the exergames they had used 5 times a week during 3 weeks. Specifically, we wanted to evaluate (1) perceived-user friendliness of the exergames, (2) attitude towards using the exergames, and (3) intention to use the exergames in the future.
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Objective: The purpose of this study was to quantitatively and qualitatively assess patient and therapist perspectives of a VR intervention based on the series of 9 exergames designed to explore hemineglected space.
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However, only a combination of both quantitative and qualitative data allows a full picture of user perspective. To date, most studies used questionnaires to assess user satisfaction with the intervention or product being tested. When new VR interventions are designed, it is important to assess the usability aspects of such management strategies within the target population.
We designed a series of 9 exergames aimed to improve exploration of the neglected side of space. Besides adopting conventional rehabilitation methods to treat neglect symptoms, the use of virtual reality (VR) is becoming increasingly popular. Physiotherapy and Occupational Therapy Research CenterĮmail: Visuospatial neglect due to stroke is characterized by the inability to perceive stimuli emerging in the area opposite to the side of brain damage.