摘要(英) |
Most speech rehabilitation therapy requires therapists to train patients through tools and specially designed courses to improve their language skills, but it often requires a lot of time and manpower. With the advancement of technology and the shortage of labor force, the use of technology to replace manpower has become the goal of various career fields. Therefore, this paper uses virtual reality technology to make users get more effective and interesting rehabilitation treatment. We set the subjects as autism and aphasia patients, and develop a speech rehabilitation system based on virtual reality.
This system is a speech rehabilitation tool that allows therapists to freely edit the content of the situation, and the system provides three well-constructed situations with different levels of difficulty for reference and use. 12 virtual characters and 13 different scenes have been constructed in the system for therapists to choose from, and therapists can set up to 20 sentences of virtual characters speech in the custom situation. The system can add keyword feedback to the sentence according to the needs of the therapist, and therapists can freely set multiple sets of keywords to evaluate whether users′ replies are correct. The way of talking with virtual characters makes users improve their language skills. After the situation is over, there are various evaluations from the system, including the time spent, the number of feedback, the number of words answered, the number of skips, etc. These allow users and therapists to know how did users perform in the situation. The results screen has a transcript for viewing, allowing therapists to understand all the conversations in the situation.
In order to evaluate the effect of this system, this experiment let 20 subjects (17 males and 3 females with an average age of 23.9 years, normal people without speech impairment) actually experience three situations with different difficulty and fill in the game experience questionnaire after the experience. From the results, we can see that the average time spent in simple situation is 69.3 seconds, the average time spent in normal situation is 69.7 seconds, and the average time spent in difficult situation is 80.2 seconds. The subjects spent more time than expected, so the distribution standard of the system assessment scores can be fine-tuned. In addition, adding more diverse keywords can make the system more complete. It can also be seen from the results of the game experience questionnaire that the first five items all scored above 4.5, and the negative emotion item was only 1.25. It means that the subjects are quite satisfied with the system, and the subjects thought the system is easy to use and very fun to experience. |
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