Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents
dc.contributor.author | Alrashidi, M | |
dc.contributor.author | Evans, JO | |
dc.contributor.author | Tomlinson, RJ | |
dc.contributor.author | Williams, CA | |
dc.contributor.author | Buckingham, G | |
dc.date.accessioned | 2024-09-26T13:42:11Z | |
dc.date.issued | 2024-04-23 | |
dc.date.updated | 2024-09-26T10:49:52Z | |
dc.description.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. | en_GB |
dc.description.sponsorship | University of Exeter | en_GB |
dc.description.sponsorship | Taibah University | en_GB |
dc.format.extent | 99- | |
dc.identifier.citation | Vol. 28, article 99 | en_GB |
dc.identifier.doi | https://doi.org/10.1007/s10055-024-00996-z | |
dc.identifier.uri | http://hdl.handle.net/10871/137554 | |
dc.identifier | ORCID: 0000-0002-1740-6248 (Williams, Craig A) | |
dc.identifier | ScopusID: 57201609242 (Williams, Craig A) | |
dc.identifier | ResearcherID: AAQ-8954-2020 (Williams, Craig A) | |
dc.identifier | ORCID: 0000-0002-6950-5504 (Buckingham, Gavin) | |
dc.language.iso | en | en_GB |
dc.publisher | Springer | en_GB |
dc.rights | © The Author(s) 2024. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/. | en_GB |
dc.subject | Pediatric rehabilitation | en_GB |
dc.subject | Technology-based assessment | en_GB |
dc.subject | Head-mounted displays | en_GB |
dc.subject | Virtual environment | en_GB |
dc.subject | Circle drawing task | en_GB |
dc.title | Examining the feasibility of immersive virtual reality to measure upper limb motor performance in typically developing children and adolescents | en_GB |
dc.type | Article | en_GB |
dc.date.available | 2024-09-26T13:42:11Z | |
dc.identifier.issn | 1359-4338 | |
exeter.article-number | 99 | |
dc.description | This is the final version. Available from Springer via the DOI in this record. | en_GB |
dc.description | Data availability. The datasets generated during and/or analysed during the current study are available from the corresponding author on reasonable request. | en_GB |
dc.identifier.eissn | 1434-9957 | |
dc.identifier.journal | Virtual Reality | en_GB |
dc.relation.ispartof | Virtual Reality, 28(2) | |
dc.rights.uri | http://creativecommons.org/licenses/by/4.0/ | en_GB |
dcterms.dateAccepted | 2024-04-09 | |
rioxxterms.version | VoR | en_GB |
rioxxterms.licenseref.startdate | 2024-04-23 | |
rioxxterms.type | Journal Article/Review | en_GB |
refterms.dateFCD | 2024-09-26T13:36:47Z | |
refterms.versionFCD | VoR | |
refterms.dateFOA | 2024-09-26T13:42:19Z | |
refterms.panel | A | en_GB |
refterms.dateFirstOnline | 2024-04-23 |
Files in this item
This item appears in the following Collection(s)
Except where otherwise noted, this item's licence is described as © The Author(s) 2024. Open Access This article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/.