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    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Co-Designing Persuasive Virtual Reality Supermarkets for Practicing Activities of Daily Living - Extended Abstract</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Ethan McDonnell</string-name>
          <email>ethan@xelle.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Riley Mosca</string-name>
          <email>r.mosca@uq.net.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Clare Burns</string-name>
          <email>clare.burns@uq.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Trevor Russell</string-name>
          <email>t.russell@uq.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nilufar Baghaei</string-name>
          <email>n.baghaei@uq.edu.au</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>In: Kiemute Oyibo, Wenzhen Xu, Elena Vlahu-Gjorgievska (eds.): The Adjunct Proceedings of the 19th International Conference on</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Anxiety</institution>
          ,
          <addr-line>Continuous Monitoring and Feedback, Increased Motivation</addr-line>
          ,
          <country>Remote Rehabilitation</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Functional Task Training, Cognitive Rehabilitation</institution>
          ,
          <addr-line>individualised Difficulty Levels, Reduced</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Persuasive Technology</institution>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>The University of Queensland</institution>
          ,
          <addr-line>St Lucia 4072</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Virtual reality, VR, Persuasive VR, Rehabilitation</institution>
          ,
          <addr-line>User Study</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Figure 1: Virtual Reality Supermarket Acquired brain injury (ABI) is the broad term given to the injury of the brain after birth. These brain injuries affect the functional ability, physical integrity and or metabolic activity of the brain's nerve cells. ABI is a common cause of disability, affecting approximately 1 in 45 Australians. These types of chronic health conditions require careful monitoring and intervention by professionals. Despite the many studies undertaken, there are still many of which that fail to show efficacy due to the heterogeneity of brain injuries. One method of treatment that is relatively new but shows significant potential is that of virtual reality and its use in rehabilitation.</p>
      </abstract>
    </article-meta>
  </front>
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    <sec id="sec-1">
      <title>-</title>
      <p>2024 Copyright for this paper by its authors.
CEUR</p>
      <p>ceur-ws.org</p>
      <p>Our study brings a novel approach to virtual reality environments in clinical settings, as it was
co-designed with a physiotherapist and speech pathologist with expertise in clinical
rehabilitation. Understanding the clinical context and user requirements within a rehabilitation
environment guided the iterative supermarket design process. Their feedback was leveraged
through feedback sessions where the environment was demonstrated. This was done in two main
iterations discussing plans for the environment at the start and a major demonstration after
significant progress in development. The initial supermarket environment was then tested in a
non-clinical setting to examine usability and inform modifications that would need to be
undertaken prior to considering the tool for use with patients within a clinical rehabilitation
setting (n=19). The study was approved by the Human Ethics Committee at the University of
Queensland.</p>
      <p>We used System Usability Scale, NASA Task Load Index, Slater-Usoh-Steed Questionnaire as
well as collecting subjective feedback. The usability assessment indicated an overall usability
score of 82.5 or “A” rating. The level of immersion assessment resulted in a high average score
for the group of 72.56 but with mixed responses. Lastly participants were recorded finishing the
tasks assigned in an average time of 7 minutes 50 seconds. The participants enjoyed the
experience and made some suggestions for further improving the user experience. Overall, the
study showed significant potential for using a co-designed VR environment for rehabilitation in a
clinical setting.</p>
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