A natural locomotion interface: Its impact on presence and usage in a social-media charity event for mental health

James Dannatt, M. Barlow, E. Lakshika
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引用次数: 2

Abstract

Video games requiring active participation have become a promising technology in reducing the habitual sedentary time associated with the contemporary lifestyle. Unfortunately, the interface devices for these games often fail to maintain user engagement for sustained periods of time. By increasing the users' sense of presence within the virtual environment through careful interface design, we hypothesise that user engagement can be maintained. This results in continued use and positive health related gains. In this paper, firstly we introduce an interface for providing users with a natural, cost effective means of locomotion in a virtual environment. This interface is based on a modified elliptical walker (that can connect to any game) and facilitates natural locomotion by mapping the player's movement on the elliptical walker to their character in the virtual environment. We hypothesise that accurately reproducing a natural means of navigation through virtual environments will result in an increased presence compared with a traditional keyboard mouse interface and present our experimental results to support this hypothesis. Secondly, we discuss an application of the proposed interface to mental health - a virtual charity run named `Digital Miles' that was hosted and streamed online by the authors to raise money for an Australian mental health organisation. This application shows the potential of the interface to achieve people's fitness and well-being goals through game-play and raise mental health awareness among a wider audience.
一个自然运动界面:它对社交媒体心理健康慈善活动的存在和使用的影响
需要积极参与的电子游戏已经成为一种很有前途的技术,可以减少与当代生活方式相关的习惯性久坐时间。不幸的是,这些游戏的界面设备往往无法长期维持用户粘性。通过精心的界面设计增加用户在虚拟环境中的存在感,我们假设可以保持用户参与度。这导致持续使用和与健康有关的积极收益。在本文中,我们首先介绍了一个界面,为用户提供一种在虚拟环境中自然、经济有效的运动方式。这个界面是基于一个改进的椭圆助行器(可以连接到任何游戏),并通过将玩家在椭圆助行器上的运动映射到他们在虚拟环境中的角色来促进自然运动。我们假设,与传统的键盘鼠标界面相比,通过虚拟环境准确地再现自然的导航方式会增加存在感,并提出我们的实验结果来支持这一假设。其次,我们讨论了提议的接口在心理健康方面的应用——一个名为“数字里程”的虚拟慈善机构,由作者主持并在线直播,为澳大利亚的一家心理健康组织筹集资金。这个应用程序展示了该界面的潜力,通过游戏实现人们的健身和健康目标,并在更广泛的受众中提高心理健康意识。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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