Addressing Patient Motivation In Virtual Reality Based Neurocognitive Rehabilitation A.S.Panic - M.Sc. Media & Knowledge Engineering Specialization Man.

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Addressing Patient Motivation In Virtual Reality Based Neurocognitive Rehabilitation A.S.Panic - M.Sc. Media & Knowledge Engineering Specialization Man Machine Interaction - September 2010 – Link to VRET WikiLink to VRET Wiki

In this presentation Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Problem statement and hypotheses Approach Prototype system design and implementation Evaluation and results Conclusions and suggestions 2

Problem statement Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Cognitive rehabilitation exercises are not designed to be motivating for the elderly population 1 Elderly population reports usability issues with computing technologies such as input/output devices and graphical interfaces 2 1) See e.g. Rizzo, A. S., & Kim, G. J. (2005). A SWOT Analysis of the Field of Virtual Reality Rehabilitation and Therapy. 2) See Fisk, A., Rogers, W., Charmes, N., Czaja, S. J., & Sharit, J. (2009). Designing for Older Adults. 3

Main hypotheses Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation H1 Rehabilitation exercises that are designed using principles of affective gaming increase the motivation to engage with the exercise in the elderly population. H2Rehabilitation exercises utilizing reality based interaction increase the motivation to engage with the exercise in the elderly population. Two main hypotheses related to problem: Goal: test these by development of prototype technology, and evaluation in clinical experiment 4

Approach Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Design and evaluate prototype system for use in subsequent (clinical) experiment 5

Approach Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Used the Situated Cognitive Engineering method Steps performed at TU Delft – Literature survey for WDS analysis – Prototype system development – Evaluation in pilot study Steps performed at ETH – Expert interviews for WDS analysis – Experiment design – Expert evaluation of prototype system/experiment design – Ethics committee approval 6

Envisioned prototype system Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Definition of system components, users and their roles 7

Prototype system design Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Choice of suitable cognitive task – Ecological validity – Repetitive in nature – Suitable for virtual reality Mental Rotation – Visuospatial skill – Simple task – Skill degradation caused by neurodegenerative disease (e.g. Alzheimer’s, Parkinson’s) – Skill degradation caused by typical aging (e.g. dementia) 8

Prototype system implementation Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Applied principles of affective gaming: – High level design heuristics “Assist me, emote me, challenge me” – Simulated virtual assistant avatar provides affective feedback based on inferred emotional state of player Automatic generation of stimuli was explored: – Generate stimuli with parameterized complexity using L-System algorithm – Computationally determining the usability of generated stimulus proved to be non-trivial 9

Prototype System – Patient interface Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation 10

Prototype System – therapist interface Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation 11

Prototype System – engineer/scientist interface Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation 12

Evaluation in pilot study Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Goal of pilot study was to evaluate: 1.If the prototype system works in an operational environment 2.If the prototype system is usable by the targeted population 3.The two main hypotheses (refined) 13

Protocol of pilot study Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Participants were asked to: 1.Fill in questionnaire 1 2.Complete a training round using the prototype system in ‘affective’ mode 3.Fill in questionnaire 2 4.Complete a training round using the prototype system in ‘conventional computer based training’ mode 5.Fill in questionnaire 3 14

Collected data Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Questionnaire 1: – Participant background, games and computer use – Categorical responses Questionnaire 2: – Experience during affective gaming based training – Responses on 4 point Likert scale, 5 th point for ‘no answer’ Questionnaire 3: – Experience during conventional computer based assessment – Responses on 4 point Likert scale, 5 th point for ‘no answer’ 15

Pilot study participants Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation 9 participants (5f/4m) recruited through friends and family: – Screened according to ecologically valid selection criteria: Age between 55 and 80 Able bodied, capable of independent living Ability to stand in front of a TV to play a computer game … –Selection criteria equal to those for experiment at ETH 16

Evaluated hypothesis (H1, refined) Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation H1 Rehabilitation exercises that are designed using principles of affective gaming increase the motivation to engage with the exercise in the elderly population. H1.1 Incorporating high scores as a game design element contributes to increasing motivation and willingness to engage. H1.2 Incorporating achievement medals as a game design element contributes to increasing motivation and willingness to engage. H1.3 Incorporating adaptive difficulty as a game design element contributes to increasing motivation and willingness to engage. H1.4 Incorporating different game modes as a game design element contributes to increasing motivation and willingness to engage. H1.5Incorporating virtual characters providing affective feedback as a game design element contributes to increasing motivation and willingness to engage. 17

Evaluated hypothesis (H2, refined) Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation H2 Rehabilitation exercises utilizing reality based interaction increase the motivation to engage with the exercise in the elderly population. H2.1 Rehabilitation exercises utilizing (head) tracking increase the motivation to engage with the exercise in the elderly population. H2.2Rehabilitation exercises utilizing gesture based interaction increase the motivation to engage with the exercise in the elderly population. 18

Interpreting data Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation To allow significance testing, responses were recoded to dichotomous scale Significance testing using binomial test : – Test proportion =

Results Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Hypoth.Question(s)Sig. H1Q2.1-Enjoyed playing the game.004 Q3.12-Increased motivation to play computer games1.000 Q3.13-Enjoyed first game more than second.508 H1.1 Q2.9-Motivated by score.508 Q2.14-Wants to play to increase score.004 H1.2 Q2.15-Wants to play to win medals.289 H1.3 Q2.8-Noticed adaptive game difficulty.008 Q2.16-Wants adaptive game difficulty.039 H1.4 Q2.21-Interested in multiple game modes.289 H1.5 Q2.11-Motivated by encouragement1.000 Q2.17-Wants encouragement

Results Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Hypoth.Question(s)Sig. H2.1 Q2.13-Motivated by head-tracking1.000 Q2.19-Wants 3-D gaming.070 H2.2 Q2.18-Wants movement-based gaming

Conclusions of pilot study Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation After calibration, prototype system works in an operational environment (simulated living room and clinical environment) After minor adjustments, prototype system was usable by targeted population Support for H1 – using affective gaming principles increases patient motivation… Some support for H2 – using reality based interaction mechanisms increases patient motivation…... however, more data points needed to get conclusive answers. 22

Recommendations Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation For experimental study at ETH: – Two separate installations for the training rounds – Modify questionnaires, replace verbal Likert scale categories with numeric ones – Design stimuli in cooperation with therapist – Match duration of experimental protocol with attention span of targeted population For future work: – Evaluate therapist interface – Create 3d and animated virtual assistant avatar – Improve and validate ‘emotion knowledge base’ used by virtual assistant to infer players’ emotional states 23

Conclusions of project Addressing Patient Motivation in Virtual Reality Based Neurocognitive Rehabilitation Limitations: – Only healthy participants have been tested – Prototype system needs setup and calibration by engineer Scientific contributions: – Generic, reusable Requirements Baseline and use case scenarios, – Computer based assessment environment, including content editor allowing precise control over presented stimuli – Affective gaming based training environment, including experiment design, can be used to investigate motivational variables 24