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The Sony PlayStation II EyeToy: Low-Cost Virtual Reality for Use in Rehabilitation
Author(s) -
Debbie Rand,
Rachel Kizony,
Patrice Tamar Weiss
Publication year - 2008
Publication title -
journal of neurologic physical therapy
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.046
H-Index - 52
eISSN - 1557-0584
pISSN - 1557-0576
DOI - 10.1097/npt.0b013e31818ee779
Subject(s) - virtual reality , usability , rehabilitation , physical medicine and rehabilitation , population , psychology , physical therapy , applied psychology , computer science , medicine , gerontology , human–computer interaction , environmental health
The objective of this study was to investigate the potential of using a low-cost video-capture virtual reality (VR) platform, the Sony PlayStation II EyeToy, for the rehabilitation of older adults with disabilities. This article presents three studies that were carried out to provide information about the EyeToy's potential for use in rehabilitation. The first study included the testing of healthy young adults (N = 34) and compared their experiences using the EyeToy with those using GestureTek's IREX VR system in terms of a sense of presence, level of enjoyment, control, success, and perceived exertion. The second study aimed to characterize the VR experience of healthy older adults (N = 10) and to determine the suitability and usability of the EyeToy for this population and the third study aimed to determine the feasibility of the EyeToy for use by individuals (N = 12) with stroke at different stages. The implications of these three studies for applying the system to rehabilitation are discussed.

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