Comparing objective and subjective metrics between physical and virtual tasks

S. N. Gieser, Caleb Gentry, James LePage, Fillia Makedon

Research output: Chapter in Book/Report/Conference proceedingConference contribution

14 Scopus citations

Abstract

Virtual Reality (VR) is becoming a tool that is more often used in various types of activities, including rehabilitation. However, studies using VR rehabilitation mainly focus on comparing the performances of participants, but not their opinions. In this paper, we present a virtual version of the Box and Blocks Test. We also present the results of a pilot study where participants completed a physical version of the Box and Blocks Test and the virtual version, comparing their scores and opinions. We also compare how the participants viewed the passage of time while performing both versions as a way to see how engaged they were during the task.

Original languageEnglish (US)
Title of host publicationVirtual, Augmented and Mixed Reality - 8th International Conference, VAMR 2016 and Held as Part of HCI International 2016, Proceedings
EditorsStephanie Lackey, Randall Shumaker
PublisherSpringer Verlag
Pages3-13
Number of pages11
ISBN (Print)9783319399065
DOIs
StatePublished - 2016
Event8th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2016 and Held as Part of 18th International Conference on Human-Computer Interaction, HCI International 2016 - Toronto, Canada
Duration: Jul 17 2016Jul 22 2016

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume9740
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Other

Other8th International Conference on Virtual, Augmented and Mixed Reality, VAMR 2016 and Held as Part of 18th International Conference on Human-Computer Interaction, HCI International 2016
Country/TerritoryCanada
CityToronto
Period7/17/167/22/16

Keywords

  • Box and blocks test
  • Gamification
  • Leap motion
  • Time perception
  • Upper extremity rehabilitation
  • Virtual reality

ASJC Scopus subject areas

  • Theoretical Computer Science
  • General Computer Science

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