DEVELOPMENT OF A VIRTUAL REALITY GAME FOR VESTIBULAR REHABILITATION WITH SACCADIC EXERCISE
In the development of the vestibular rehabilitation process using saccadic exercises, challenges arise due to a lack of user engagement and appeal. These issues create barriers to achieving optimal results from saccadic exercises. Therefore, it is essential to seek innovative approaches that can...
Saved in:
Main Author: | |
---|---|
Format: | Theses |
Language: | Indonesia |
Online Access: | https://digilib.itb.ac.id/gdl/view/82552 |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
Institution: | Institut Teknologi Bandung |
Language: | Indonesia |
Summary: | In the development of the vestibular rehabilitation process using saccadic
exercises, challenges arise due to a lack of user engagement and appeal. These
issues create barriers to achieving optimal results from saccadic exercises.
Therefore, it is essential to seek innovative approaches that can effectively motivate
and engage users to enhance the efficacy of the vestibular rehabilitation process
through a VR game. Furthermore, in the context of developing a Virtual Reality
(VR) game for vestibular rehabilitation using saccadic exercises, there is ambiguity
regarding its usability level and potential side effects. This study aims to develop a
VR game based on saccadic exercises for vestibular rehabilitation and measure its
usability and side effects. The study employs the Design Research Method and the
ADDIE model as the research method to provide a comprehensive and systematic
explanation of the research. Participants in this study are residency doctors, and it
involves experts in the fields of ENT and IT. Data collection is conducted through
observations, interviews, questionnaires, and literature studies. The results indicate
the successful development of a VR game for vestibular rehabilitation named
"Saccadic VR," featuring two mini-games that have been validated for potential use
by vertigo sufferers. The software evaluation shows that "Saccadic VR" has a high
usability level with a score of 79.5 on the System Usability Scale (SUS) and a very
low level of side effects with a score of 12.8 on the Virtual Reality Sickness
Questionnaire (VRSQ). These findings suggest that the VR game can be an effective
and enjoyable tool for vestibular rehabilitation. However, clinical trials are needed
before it can be used by vertigo sufferers in the future. |
---|