Influence of Virtual Reality Illusions on Balance Performance and Immersive User Experience in Young Adults: A Within-Subject Experimental Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-06-27 DOI:10.2196/70376
R Achintha M Abayasiri, Antonio Padilha Lanari Bo, Taylor J M Dick, Nilufar Baghaei
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引用次数: 0

Abstract

Background: Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.

Objective: This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.

Methods: Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.

Results: Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.

Conclusions: This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.

虚拟现实幻觉对年轻人平衡表现和沉浸式用户体验的影响:一项受试者内实验研究。
背景:改善站立平衡的康复干预通常是繁琐和复杂的,限制了用户的参与,增加了临床医生提供这些干预的负担。虚拟现实(VR)作为一种解决方案已被纳入此类实践,VR幻觉已成为一种干扰干预内平衡的方法。然而,VR幻觉对平衡性能(如压力中心(CoP))和用户体验指标)的影响仍有待研究。目的:本研究旨在评估虚拟现实幻觉对年轻人站立平衡和沉浸式用户体验的影响。方法:15名年龄在18-35岁的年轻健康成年人站在测力板上进行VR乒乓球游戏,并根据参与者的身高进行8个方向和大小的VR错觉。虚拟现实幻觉是通过在虚拟现实中抵消手的位置产生的,每个参与者通过8次试验提供。每个虚拟现实幻觉在每70秒试验的最后50秒内呈现。通过对绝对CoP位移、CoP位移方向趋势和游戏性能的分析,评价了虚拟现实错觉的影响。对用户体验问卷、slutter - usoh - steed在场问卷、NASA任务负荷指数和虚拟现实疾病问卷的反馈进行分析,以评估沉浸式用户体验。结果:虚拟现实错觉的大小和虚拟现实错觉方向的变化均导致CoP位移显著增大,错觉大小较高,前后方向错觉与CoP位移较高相关。相反,这些幻觉的大小和方向与较低的游戏表现有关。在不同的错觉方向上,CoP位移的方向倾向不同,但与错觉方向有显著的相关性。问卷调查结果显示,参与者在虚拟现实幻觉范式中具有中等到高度的沉浸式用户体验。结论:本研究为未来发展更有效的基于vr的平衡康复干预提供了新的途径。这些结果为未来基于vr的游戏的开发提供了灵感,这些游戏可以干扰CoP的方向和大小。通过VR幻觉的方向和大小变化来调整难度等级,exergames可以提供个性化的康复体验。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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