Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents

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Abstract

Over the last five years, virtual reality (VR) has become more popular in pediatric physiotherapy. In this study, we assessed the feasibility and acceptability of measuring upper-limb movements in typically-developing children and adolescents using an immersive virtual reality (iVR) headset. Thirty-six typically-developing children (age: 12 ± 2.1 y) were recruited and required to draw circles in a custom-built virtual environment using a Meta-Quest-2 headset. Outcomes were the System Usability Scale (SUS), Developmental Coordination Disorder-Questionnaire (DCD-Q), and three metrics of circle drawing performance (movement time, mean velocity and circle roundness). The mean score for the SUS was 74 ± 11, indicating good levels of acceptability and usability when the participants used the headset. No strong relationships were observed between the circle drawing metrics and DCD-Q scores (rho = < 0.3, p = > 0.05), but circle roundness ratios were positively and significantly correlated with SUS scores (rho = 0.5, p = 0.003). No adverse effects associated with iVR use were reported for any participants. This study showed that iVR is a viable method to measure upper-limb motor performance in children and adolescents, highlighting the potential value of this tool in pediatric physiotherapy practice.

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Alrashidi, M., Evans, J. O., Tomlinson, R. J., Williams, C. A., & Buckingham, G. (2024). Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents. Virtual Reality, 28(2). https://doi.org/10.1007/s10055-024-00996-z

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