Virtually transforming detect: moving a 2-D gamified health assessment to virtual reality

Nicole Kosoris, Brian Liu, S. Phelps, A. Medda, Erik Swanson, R. Gore, M. LaPlaca, D. Wright, Tamara Espinoza, Kelsey Evans, Kristopher Hendershot
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引用次数: 2

Abstract

Researchers from Georgia Tech, Emory University, and Georgia Tech Research Institute previously collaborated on a 2D Heads-Up Display based gamified health assessment focused on determining neurologic impairment. As a part of continuing gamification of the assessment, the entire project was translated to 3D Virtual Reality under significant constraints. The system needed to test the same neural pathways in the same manner as the previous assessment in order to use data from the 2D system as validation for the approach. Some aspects of user response to immersion required significant changes to gameplay mechanics. Iterative, collaborative development was critical to increasing gamification while maintaining an effective assessment tool.
虚拟转化检测:将2-D游戏化健康评估移动到虚拟现实
佐治亚理工学院、埃默里大学和佐治亚理工学院的研究人员此前合作开发了一种基于2D平视显示器的游戏化健康评估,专注于确定神经损伤。作为持续游戏化评估的一部分,整个项目在很大的限制下被转换为3D虚拟现实。该系统需要以与之前评估相同的方式测试相同的神经通路,以便使用2D系统的数据作为方法的验证。用户对沉浸感的某些反应需要对游戏机制做出重大改变。迭代、协作开发是提高游戏化的关键,同时保持有效的评估工具。
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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