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Virtual reality (VR) simulations can be used for prosthetic device training and patient rehabilitation. Prior studies found that using VR simulations can reduce mental workload and increase perceived usability of prosthetic devices. Although previous studies have evaluated the usability of prostheses in VR settings, they mainly relied on user-testing which require a functional device or prototype. However, assessing the usability of prosthetic devices in early stages of the design process can be cost effective and help developers design a more usable prosthetic device. Therefore, the objective of this study was to present an approach to predict usability of prostheses in VR training settings. A human-subject study with 20 participants was conducted. Two prosthetic device configurations (i.e., direct control and pattern recognition) and a daily living task (i.e., clothespin relocation test) were simulated in a VR setting. The results suggested that the model outcomes were similar to the results of the human-subject experiment. The tool was able to predict the usability dimensions based on a few input parameters (e.g., device calibration quality, first impression of the device) and using a graphical user interface. The findings provided a quick and practical tool for a prototype-level usability analysis of prostheses. Furthermore, the tool could eventually help clinicians find, test, and recommend prosthetic devices that better fit the needs of amputees.
Keywords
Usability, virtual reality, prosthesis, prediction, human performance model
1. Introduction
Virtual reality (VR) offers immersive training for complex situations [1] and allows for customizing prosthetic devices to individual needs, enabling personalized training [2, 3]. Furthermore, training in VR gives immediate feedback on user movements, aiding in movement adjustment and prosthesis control [3]. It also enables safe and repetitive practice, critical for developing muscle memory and improving prosthesis handling [4]. Lack of usability in prostheses can lead to device underuse or rejection [5]. Existing questionnaires like System Usability Scale (SUS) [6] and Usefulness, Satisfaction, and Ease of Use (USE) [7] assess the usability of prosthetic devices but are typically used in later design stages, requiring functional devices and costly, time-consuming human subject studies [8]. These methods also have self-report biases. Therefore, this study aims to present an approach to predict usability of upper-limb prostheses during VR-based training (i.e., Human Performance Model for Upper Limbs; HPM-UP).
2. Human...