Rehabilitation is essential for individuals with multiple sclerosis (MS) to improve their quality of life and mitigate the progression of the disease. Cognitive deficits, which commonly affect MS patients, significantly impact daily functioning and well-being. This paper focuses on the development of a digital version of the Tangram puzzle using virtual reality (VR) to promote logical reasoning, attention, and social interactions to enhance engagement in cognitive rehabilitation for MS patients. The developed simulation integrates social presence in the form of a non-playable character (NPC) intending to improve player performance and motivation to ultimately promote engagement and adherence to treatment. A user study involving different game modes with the NPC in either a supporting or interfering role, was conducted to evaluate the effectiveness and usability of the Tangram VR exergame. After collecting and analyzing questionnaire scores and performance data, our results suggest that the application was well-received by users, and the introduction of an NPC had an impact in terms of execution times and sense of frustration, depending on its behaviour. Nonetheless, only a limited set of significant differences between modes was found, suggesting that further study is necessary to validate the results fully.

Effects of Social Conditions in a Virtual Exergame for Cognitive Rehabilitation in Multiple Sclerosis / Ameri, Keivan; Battegazzorre, Edoardo; Galletti, Chiara; Bottino, Andrea; Podda, Jessica; Tacchino, Andrea; Brichetto, Giampaolo; De Micheli, Lorenzo; Barresi, Giacinto. - ELETTRONICO. - (2023), pp. 117-122. (Intervento presentato al convegno ICCE-Berlin 2023 tenutosi a Berlino (GER) nel 3-5 September 2023) [10.1109/ICCE-Berlin58801.2023.10375657].

Effects of Social Conditions in a Virtual Exergame for Cognitive Rehabilitation in Multiple Sclerosis

Battegazzorre, Edoardo;Bottino, Andrea;Barresi, Giacinto
2023

Abstract

Rehabilitation is essential for individuals with multiple sclerosis (MS) to improve their quality of life and mitigate the progression of the disease. Cognitive deficits, which commonly affect MS patients, significantly impact daily functioning and well-being. This paper focuses on the development of a digital version of the Tangram puzzle using virtual reality (VR) to promote logical reasoning, attention, and social interactions to enhance engagement in cognitive rehabilitation for MS patients. The developed simulation integrates social presence in the form of a non-playable character (NPC) intending to improve player performance and motivation to ultimately promote engagement and adherence to treatment. A user study involving different game modes with the NPC in either a supporting or interfering role, was conducted to evaluate the effectiveness and usability of the Tangram VR exergame. After collecting and analyzing questionnaire scores and performance data, our results suggest that the application was well-received by users, and the introduction of an NPC had an impact in terms of execution times and sense of frustration, depending on its behaviour. Nonetheless, only a limited set of significant differences between modes was found, suggesting that further study is necessary to validate the results fully.
2023
979-8-3503-2415-0
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11583/2981740