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. 2020 Oct 23;20(21):6045. doi: 10.3390/s20216045

Table 7.

Detailed testing plan.

Phase ID Purpose Activities Performance Measurements Duration
Phase 0 System presentation and accommodation - Informed consent
- Initial health parameters measured (heart rate, blood pressure)
- System presentation (hardware and software)
- VR accommodation (if applicable)
- User muscular profile calibrated on the Myo gesture control armband
- VR system configuration according to the user’s data (if applicable)
- User feedback One hour
Phase 1 Classical training exercises for both upper and lower limb
Goniometer and system’s recorded values comparison
- Fitness bracelet exercising mode started
- Upper limb exercises, 5 repetitions/trials with each limb at a time and 5 repetitions with both at the same time:
  • Shoulder: flexion 0°–90°, abduction 0°–90°;

  • Elbow: forearm flexion, supination;

  • Fist: arm pushing, extension.

- Lower limb exercises, 5 repetitions/trials with each limb at a time:
  • Hip: flexion, abduction;

  • Knee: flexion;

  • Ankle: flexion.

- Joint angles (system) for each individual trial
- Goniometer angle for first trial
- System accuracy—per exercise, per patient, overall
- Average joint angle for right/left limb across all 5 trials
- Mobility degree (according to mobility classes established in Appendix A)
- Average execution times for each exercise
One hour
Phase 2 Gamified training - Presentation of input for performing in-game actions and accommodation time (a few minutes) for each game
- Hit targets: 3 min adaptively, from easy and gradually increasing difficulty levels (medium, difficult)
- Ball directing: 3 trials of one minute each, the user must beat their previous record
- Whack-a-mole: 3 trials of one minute each with different levels of difficulty (easy, medium, difficult)
- Boxing—3 trials of one minute each in different settings (2 in the ring—easy, 1 with the punching bag—medium)
- Football—3 trials with 12 shots each (2 from penalty distance, 1 from free kick distance)
- Score according to each game’s logic
- Performance classes of each game (according to the classes established in Annex 2)
- Hit targets: maximum difficult reached, number of cans hit in each hit, number of tries to complete a level
- Ball directing game: number of holes hit
- Whack-a-mole: number of moles hit, maximum number of moles that could have been hit, accuracy
- Boxing: number of hits with right and left fist; applied force
- Football: number of goals, accuracy
30–45 min
Phase 3 Final feedback - Feedback collected related to topics such as:
  • Opinion on exercises, scenes, graphics

  • VR perception (negative effects, discomfort, embodiment)

  • Suggestions for improvement

- User feedback 15–20 min