Vishwas G. Kini;Shonraj Ballae Ganeshrao;P. C. Siddalingaswamy
{"title":"Realization of Game Mechanics in Virtual Reality for Amblyopia Treatment","authors":"Vishwas G. Kini;Shonraj Ballae Ganeshrao;P. C. Siddalingaswamy","doi":"10.1109/ACCESS.2024.3472217","DOIUrl":null,"url":null,"abstract":"The number of Amblyopia cases has been constantly rising in the recent times. Difficulty in regular clinical visits for therapy has created a need for a monitored engaging home-based amblyopia treatment. In this regard, various technological designs are proposed of which gamified VR amblyopia treatment has showcased positive outcomes over time. However in this work, we identify a need to understand and improvise the gamified VR amblyopia treatment in terms of attentional & engaging elements for better engageability and ensure correlation of stimulus in the virtual environment to the real world for test efficacy. Additionally, correlating the distance and stimulus parameters in VR to the real world is showcased as a design guideline for which the visual acuity test yielded a positive correlation (r =0.845, p =0.002 at \n<inline-formula> <tex-math>$\\alpha =0.01$ </tex-math></inline-formula>\n, N =10). To identify the XR interaction game mechanics promoting engagement and motivation in users for regular treatment, a user based study is conducted. The identified game mechanics with a cognitive task load (NASA TLX, M =12.26) are later mapped with the recognised amblyopia characteristics to propose a prototype of XR amblyopic game mechanics. The prototype is evaluated for motivational and engagement factors through Octalysis (Score =332). System Usability Scale and Nielsen’s Heuristic Evaluation are further used to evaluate the design by the experts. Results obtained (SUS, M =72.8 & Heuristics, M >60% and N =10) demonstrate the potential usability of the prototype as home-based gamified amblyopia treatment.","PeriodicalId":13079,"journal":{"name":"IEEE Access","volume":"12 ","pages":"145018-145037"},"PeriodicalIF":3.4000,"publicationDate":"2024-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=10703065","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Access","FirstCategoryId":"94","ListUrlMain":"https://ieeexplore.ieee.org/document/10703065/","RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q2","JCRName":"COMPUTER SCIENCE, INFORMATION SYSTEMS","Score":null,"Total":0}
引用次数: 0
Abstract
The number of Amblyopia cases has been constantly rising in the recent times. Difficulty in regular clinical visits for therapy has created a need for a monitored engaging home-based amblyopia treatment. In this regard, various technological designs are proposed of which gamified VR amblyopia treatment has showcased positive outcomes over time. However in this work, we identify a need to understand and improvise the gamified VR amblyopia treatment in terms of attentional & engaging elements for better engageability and ensure correlation of stimulus in the virtual environment to the real world for test efficacy. Additionally, correlating the distance and stimulus parameters in VR to the real world is showcased as a design guideline for which the visual acuity test yielded a positive correlation (r =0.845, p =0.002 at
$\alpha =0.01$
, N =10). To identify the XR interaction game mechanics promoting engagement and motivation in users for regular treatment, a user based study is conducted. The identified game mechanics with a cognitive task load (NASA TLX, M =12.26) are later mapped with the recognised amblyopia characteristics to propose a prototype of XR amblyopic game mechanics. The prototype is evaluated for motivational and engagement factors through Octalysis (Score =332). System Usability Scale and Nielsen’s Heuristic Evaluation are further used to evaluate the design by the experts. Results obtained (SUS, M =72.8 & Heuristics, M >60% and N =10) demonstrate the potential usability of the prototype as home-based gamified amblyopia treatment.
IEEE AccessCOMPUTER SCIENCE, INFORMATION SYSTEMSENGIN-ENGINEERING, ELECTRICAL & ELECTRONIC
CiteScore
9.80
自引率
7.70%
发文量
6673
审稿时长
6 weeks
期刊介绍:
IEEE Access® is a multidisciplinary, open access (OA), applications-oriented, all-electronic archival journal that continuously presents the results of original research or development across all of IEEE''s fields of interest.
IEEE Access will publish articles that are of high interest to readers, original, technically correct, and clearly presented. Supported by author publication charges (APC), its hallmarks are a rapid peer review and publication process with open access to all readers. Unlike IEEE''s traditional Transactions or Journals, reviews are "binary", in that reviewers will either Accept or Reject an article in the form it is submitted in order to achieve rapid turnaround. Especially encouraged are submissions on:
Multidisciplinary topics, or applications-oriented articles and negative results that do not fit within the scope of IEEE''s traditional journals.
Practical articles discussing new experiments or measurement techniques, interesting solutions to engineering.
Development of new or improved fabrication or manufacturing techniques.
Reviews or survey articles of new or evolving fields oriented to assist others in understanding the new area.