How people with brain injury run and evaluate a SLAM-based smartphone augmented reality application to assess object-location memory.

Autor: Mendez-Lopez M; Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain.; Instituto de Investigación Sanitaria Aragón (IIS Aragón), Zaragoza, Spain., Juan MC; Instituto Universitario de Automática e Informática Industrial, Universitat Politècnica de València, Valencia, Spain., Burgos T; Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain., Mendez M; Instituto de Neurociencias del Principado de Asturias (INEUROPA), Oviedo, Spain.; Departamento de Psicología, Universidad de Oviedo, Facultad de Psicología, Oviedo, Spain., Fidalgo C; Departamento de Psicología y Sociología, Universidad de Zaragoza, Facultad de Ciencias Sociales y Humanas, Teruel, Spain.; Instituto de Investigación Sanitaria Aragón (IIS Aragón), Zaragoza, Spain.
Jazyk: angličtina
Zdroj: PsyCh journal [Psych J] 2024 Jun 18. Date of Electronic Publication: 2024 Jun 18.
DOI: 10.1002/pchj.784
Abstrakt: Augmented reality (AR) technology allows virtual objects to be superimposed on the real-world environment, offering significant potential for improving cognitive assessments and rehabilitation processes in the field of visuospatial learning. This study examines how patients with acquired brain injury (ABI) evaluate the functions and usability of a SLAM-based smartphone AR app to assess object-location skills. Ten ABI patients performed a task for the spatial recall of four objects using an AR app. The data collected from 10 healthy participants provided reference values for the best performance. Their perceptions of the AR app/technology and its usability were investigated. The results indicate lower effectiveness in solving the task in the patient group, as the time they needed to complete it was related to their level of impairment. The patients showed lower, yet positive, scores in factors related to app usability and acceptance (e.g., mental effort and satisfaction, respectively). There were more patients reported on entertainment as a positive aspect of the app. Patients' perceived enjoyment was related to concentration and calm, whereas usability was associated with perceived competence, expertise, and a lower level of physical effort. For patients, the sensory aspects of the objects were related to their presence, while for healthy participants, they were related to enjoyment and required effort. The results show that AR seems to be a promising tool to assess spatial orientation in the target patient population.
(© 2024 The Author(s). PsyCh Journal published by Institute of Psychology, Chinese Academy of Sciences and John Wiley & Sons Australia, Ltd.)
Databáze: MEDLINE