Unknown

Dataset Information

0

Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury.


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 83.3% for money transfers, and the specificity was 83% and 75%, respectively. For cash withdrawals, the average reaction time of the VR group was significantly shorter than that of the CAI group (p = 0.021). We found no significant differences in average reaction time or accuracy between groups for money transfers, although we did note positive improvement for the VR-ATM group.

Conclusion

We found the VR-ATM to be usable as a valid assessment and training tool for relearning the use of ATMs prior to real-life practice in persons with ABI.

SUBMITTER: Fong KN 

PROVIDER: S-EPMC2881048 | biostudies-literature | 2010 Apr

REPOSITORIES: biostudies-literature

altmetric image

Publications

Usability of a virtual reality environment simulating an automated teller machine for assessing and training persons with acquired brain injury.

Fong Kenneth N K KN   Chow Kathy Y Y KY   Chan Bianca C H BC   Lam Kino C K KC   Lee Jeff C K JC   Li Teresa H Y TH   Yan Elaine W H EW   Wong Asta T Y AT  

Journal of neuroengineering and rehabilitation 20100430


<h4>Objective</h4>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.<h4>Design</h4>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.<h4>Setting</h4>A rehabilitation hospital and university-based  ...[more]

Similar Datasets

| S-EPMC8276767 | biostudies-literature
| S-EPMC5817019 | biostudies-literature
| S-EPMC8190641 | biostudies-literature
| S-EPMC7428918 | biostudies-literature
| S-EPMC7508957 | biostudies-literature
| S-EPMC4901458 | biostudies-literature
| S-EPMC6249076 | biostudies-literature
2022-06-14 | GSE178069 | GEO
| S-EPMC7494474 | biostudies-literature
| S-EPMC7593866 | biostudies-literature