2. Materials and Methods
Com@Rehab was designed and created by a multidisciplinary team gathering expertise in areas such as Linguistics, Technology, and Rehabilitation, whose purpose is to contribute to the rehabilitation of post-ICU patients in home environments. As mentioned, it is the result of interdisciplinary collaborative research that followed a co-creation methodology, integrating the research centre HEI_Lab, three organic units of NOVA - FCT, FCSH, NMS - in collaboration with the Centro de Medicina e Reabilitação de Alcoitão (CMRA) and the Value for Health CoLAB. The study was approved by the Commission on Ethics and Deontology of Scientific Research at the Escola de Psicologia e Ciências da Vida of Universidade Lusófona de Humanidades e Tecnologias in May 2022.
The Com@Rehab arises from the need to adapt the VR4NeuroPain® solution to post-COVID patients and from the observation of the difficulties patients feel in interacting with technology, and in this context, therapists need to develop motivational communication with them. The VR4NeuroPain® is an innovative interactive rehabilitation technology system, triply awarded (SantaCasa Challenge, Acredita Portugal, Hintt), which combines VR and a biosensor glove to rehabilitate patients in a hospital/home setting. To reduce the communication gaps felt by all involved, it is intended to integrate into the existing solution a communicative support module for post-COVID patients, designated MCDRehab. Com@Rehab integrates an interactive rehabilitation methodology focused on humanised communication between rehabilitation professionals (therapists) and patients through a virtual reality game. In this methodology, the patient plays a central role.
The following steps were taken in the development of Com@Rehab concerning the methodology employed and are shown in
Figure 1:
Identify the requirements of the serious game;
Definition of the role of the actors within the communication for rehabilitation (patients, caregivers, therapists, etc.);
Characterisation of the patient profile;
Decision on which activity of daily living should be employed in the game;
Definition and description of the VR activity tasks and dividing them into difficulty levels;
Definition of the game design and game mechanics;
Definition of effective patient-oriented types of communication (including verbal and non-verbal communication);
Structuring the VR activity and interface considering the previous steps;
Game development for VR rehabilitation for oculus Quest 2;
Design of the questionnaire to collect data and evaluate health literacy components;
Focus group test with non-patients (technology testing).
The defined requirements for the VR activity were firstly, being easy to use, which means the platform should be intuitive and quick to learn, especially since the main users are older adults, as well as physicians or therapists that professionally are not used to working with technology. Secondly, performing a serious and interactive patient-centred rehabilitation using different forms of communication, always with a motivating purpose. The VR activity should also be accompanied by a therapist and report the patient’s progress. Furthermore, the VR activity should be comprehensive and compatible with other types of diseases that also have motor repercussions besides COVID-19. A game scenario was developed to meet these requirements, where the innovation lies in the contributions of linguistics to structure the interactive component and increase communication effectiveness during the VR activity.
Regarding the patient profile, the inclusion criteria are: age above 65 years, post-ICU hospitalisation with overall decreased strength, i.e., muscle weakness and reduced range of motion. The individual shows no signs of ataxia, sensory deficits, or cognitive and/or perceptive impairments. Moreover, based on the International Classification of Functioning, Disability and Health (ICF), which is the WHO framework for evaluating health and disability at both individual and population levels, it was determined that the patient suffered from a “Moderate Problem”. ICF offers a generic qualifier with the negative scale, used to indicate the extent or magnitude of an impairment, where the moderate problem is defined as up to half of the time or half the scale of total difficulty, corresponding to a broad range of percentages related to the severity of the problem of 25% - 49% [
9].
The ICF’s Activities and Participation domain guided the selection of suitable rehabilitation activities for the platform. Specifically, Self-Care activities were chosen, given their emphasis on taking care of oneself and personal health, as they are crucial for maintaining self-esteem and one’s image [
9]. Within this chapter, Com@Rehab focuses on the subchapter of washing oneself, particularly in showering, where the patient is led, step by step, to reproduce the appropriate movements for autonomously washing a specific body area. The difficulty of washing body parts may vary depending on the individual’s condition and limitations. However, body parts that are harder to reach, require more range of motion or require more fine motor control may be more difficult to wash independently. Thus, the VR activity and the game design were structured so that body parts were arranged in varying difficulty levels, and progression to the next level depended on the preceding level’s successful completion. The choice of this setting is related to the patient’s occupational interests and the repercussions that post-COVID sequelae have on the performance of activities of daily living. In addition, in conventional therapy, the activities of daily living are trained, namely showering, in a clinical context to promote patient independence. In addition, before the training, the activities are graded to adapt to the capacity and dysfunctions of each patient.
For instance, the first difficulty level includes washing the belly and forearm, with voice instructions using clear and easily understandable language for the patient.
To develop the framework, it was necessary to outline the different types of communication underpinning the game development stage, subdivided into two, game-patient communication and patient-therapist-game interaction. On the one hand, the game-patient communication includes verbal communication, with voice-based and written instructions/messages containing domain-specific terms and expressions adapted to patient/caregiver understanding. On the other hand, non-verbal elements have also been included and play a key role, for example within the scope of VR, an animation of a 2D User Interface (UI) assistant performing the intended activities is used, and hence mimics, in case the player needs help to perform the activity; there are also sound effects, such as clapping, to congratulate the patient for the successful completion of a given task; the game contains visual indications of temperature and dirt when, for instance, a body part is being washed, which in turn, provides information on how long the patient might still take to complete that task; finally, emojis have also been incorporated to allow the patient to describe his/her emotions at different stages of the game.
Regarding the patient-therapist-game interaction, it exists in two forms: firstly, by showing motivational/emotional patient-oriented communication, which can be conveyed through written or visual means; for instance, the patient can interact with the game by selecting the body part he/she would like to wash which, in this case, will retrieve from the database a set of tasks pre-defined by the therapist according to that patient’s stage in the rehabilitation process, while the second form comprises therapist voice instructions for each rehabilitation exercise.
The interface was designed concerning the user’s characteristics and the narratives of the procedure and comprised two different screens. The main screen that shows the principal information is positioned on a level of a seated person, and the secondary screen shows auxiliary information below, usually the task’s status.
In cases where there are questions to the user, the options appear beside the main screen, and selection is made with the eye gaze.
The first challenge in the user interface and interaction was the clarity of the message, meaning the readability. A sans-serif font was used, and size and leading were considered to improve the readability in older adults [
10].
Figure 2.
VR activity scenario with the animated character.
Figure 2.
VR activity scenario with the animated character.
2.1. Prototype testing
The main goal of prototype testing was to evaluate the therapeutic experience through a self-assessment form for satisfaction and motivation. It was intended to collect the user’s opinions on their experience, namely the main difficulties encountered in using the VR activity and suggestions for improving the interaction. A usability test was conducted with a group of 33 individuals without associated pathologies to evaluate the activity’s usability from a technological point of view.
The tasks asked were divided into two different activities in a bathroom originally designed in a virtual environment: washing the belly and washing the forearm. These two activities correspond to the first level of the VR activity and have a maximum duration of 10 minutes. The activities’ options were chosen through the individual’s gaze direction to simplify the selection. For both activities, yellow balls are placed in the region to be washed to help perform the necessary path and successfully complete the activity. In contrast, in the case of the belly, it is first necessary to calibrate the location where the player intends to wash it. All activities have three repetitions, according to the rehabilitation process. If the player has difficulty performing the movements, a 2D animated character with animations of the movements to be performed in each of the activities is available on the player’s right-hand side. All player options, in addition to the number of times the player looks at the character for help, are recorded in the database after each session for further analysis. After completing the two activities, the VR session ends.
The questionnaire consisted of three groups of questions, the first related to functional literacy, the second about communicational literacy, and the third was about motivational literacy. Each of them was composed of 6-8 questions, which were rated by participants on a scale of 1 (totally disagree) to 5 (totally agree) according to their level of agreement. The functional literacy questions concern the clarity of the elements, for example, if the time is enough to read the instructions or if using gaze to choose the options is easy. Meanwhile, communicational literacy questions focus on understanding words, voice instructions, and non-verbal communication effects. Finally, motivational literacy, as the name suggests, has to do with the motivation felt by the subject concerning different aspects of the activity.
Once the questionnaire was finished, the test was concluded, with a total duration of approximately 30 minutes.
In regards to the questionnaires, interviews, and game metrics encompassed in this study, each individual was identified by a code. All of the data enters a database associated with the participant’s respective code, and the identity of each participant and his/her code association will be included in a single document accessible only to the investigators responsible for the Com@Rehab project, which will be destroyed upon completion of the study.
2.2. Experimental Protocol
The experimental protocol followed a series of steps demonstrated in
Figure 3 that will be explained in the next paragraph. At the beginning of the experience, it was given to the participant a statement of informed consent, which included the objectives and relevant information about the experience, as well as the guarantee of anonymity of the recorded information and the contact information of the responsible researchers. Besides that, it was reinforced that the participation was voluntary and that the withdrawal from the experiment was available at any time. Once signed, the participant was asked to complete a sociodemographic questionnaire about age, genre, nationality, and experience with video games and VR, among others.
After that, and before starting the experiment, the VR glasses were placed on the participant, who was in a seated position, and the handling of the controllers was explained. After completing the activities, the VR glasses were removed, and a questionnaire about the game experience and its usability was conducted. In this type of activity, considering that the participant only had to perform movements of the upper limbs and head, the risk of cybersickness was very low. However, in case it occurs or if the participant feels any discomfort, he/she has the possibility to abandon the experience at any time.