Cognitive Training Using Virtual Reality: An Assessment of Usability and Adverse Effects
View abstract on PubMed
Summary
This summary is machine-generated.Virtual reality (VR) cognitive training showed moderate usability but below-average user experience, with mild-to-moderate VR sickness. Professionals found VR more usable than patients, who experienced greater sickness.
Area Of Science
- Rehabilitation Medicine
- Human-Computer Interaction
- Neuroscience
Background
- Virtual reality (VR) offers novel therapeutic avenues for cognitive training.
- Assessing the usability and adverse effects of VR cognitive training is crucial for clinical implementation.
- Understanding user experience and VR sickness is key to optimizing VR interventions.
Purpose Of The Study
- To evaluate the usability and adverse effects of virtual reality (VR) cognitive training.
- To identify factors influencing the usability and adverse effects of VR cognitive training.
- To assess user experience and VR sickness in rehabilitation professionals and stroke patients undergoing VR cognitive training.
Main Methods
- A survey-based observational study was conducted in a hospital's Department of Rehabilitation Medicine.
- Twenty rehabilitation professionals and 10 stroke patients participated, using a Meta Quest 2 headset for 5 custom cognitive training sessions.
- System Usability Scale, User Experience Questionnaire (UEQ), and Cybersickness in VR questionnaire were administered post-training.
Main Results
- Mean System Usability Scale scores were 55.1 for professionals and 52.3 for patients.
- UEQ scores indicated generally below-average user experience, with professionals rating most items higher than patients.
- Mean cybersickness scores were 18.6 for professionals and 19.0 for patients, indicating mild-to-moderate VR sickness.
Conclusions
- VR cognitive training demonstrated moderate usability but a below-average user experience and mild-to-moderate VR sickness.
- Rehabilitation professionals reported higher usability than patients, who experienced more severe VR sickness.
- Findings provide insights for developing future VR cognitive training applications for patient populations.

