Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR

Dennis Dietz, Carl Oechsner, Changkun Ou, Francesco Chiossi, F. Sarto, Sven Mayer, A. Butz
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引用次数: 6

Abstract

Dynamic balance is an essential skill for the human upright gait; therefore, regular balance training can improve postural control and reduce the risk of injury. Even slight variations in walking conditions like height or ground conditions can significantly impact walking performance. Virtual reality is used as a helpful tool to simulate such challenging situations. However, there is no agreement on design strategies for balance training in virtual reality under stressful environmental conditions such as height exposure. We investigate how two different training strategies, imitation learning, and gamified learning, can help dynamic balance control performance across different stress conditions. Moreover, we evaluate the stress response as indexed by peripheral physiological measures of stress, perceived workload, and user experience. Both approaches were tested against a baseline of no instructions and against each other. Thereby, we show that a learning-by-imitation approach immediately helps dynamic balance control, decreases stress, improves attention focus, and diminishes perceived workload. A gamified approach can lead to users being overwhelmed by the additional task. Finally, we discuss how our approaches could be adapted for balance training and applied to injury rehabilitation and prevention.
走这条梁:不同的平衡辅助策略和高度暴露对VR表现和生理唤醒的影响
动态平衡是人类直立行走的一项基本技能;因此,定期的平衡训练可以改善姿势控制,减少受伤的风险。即使是步行条件的微小变化,如高度或地面条件,也会显著影响步行表现。虚拟现实被用作一种有用的工具来模拟这种具有挑战性的情况。然而,在高度暴露等压力环境条件下的虚拟现实平衡训练设计策略尚无一致意见。我们研究了两种不同的训练策略,模仿学习和游戏化学习,如何帮助动态平衡控制不同压力条件下的表现。此外,我们评估应激反应的外围生理指标的压力,感知工作量,和用户体验索引。两种方法都在没有指令的基线上进行了测试,并相互比较。因此,我们表明模仿学习方法可以立即帮助动态平衡控制,减少压力,提高注意力集中,并减少感知工作量。游戏化的方法可能会导致用户被额外的任务压垮。最后,我们讨论了如何将我们的方法应用于平衡训练并应用于损伤康复和预防。
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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