Design and evaluation of a virtual rehabilitation system integrating intangible cultural heritage: A case study of Baduanjin-based somatosensory training

IF 2.8 4区 计算机科学 Q2 COMPUTER SCIENCE, SOFTWARE ENGINEERING
Yifan Zhang , Lanqi Xu , Xu Lang , Jianing Liu , Pengfei Leng , Xuanchi Gong , Xiao Song , Zhigeng Pan
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引用次数: 0

Abstract

Motor coordination disorders significantly impair patients’ ability to perform daily activities. Traditional rehabilitation approaches often suffer from low adherence due to their monotony. This study presents The Wonderful Journey Based on Baduanjin (TWJB), a gamified virtual rehabilitation system that integrates somatosensory interaction with the traditional Chinese exercise Baduanjin. The system employs embodied narrative scenarios and avatar-guided mechanisms to facilitate culturally embedded rehabilitation training. By incorporating real-time motion capture, dynamic feedback, and interactive knowledge cards, the system enhances user immersion and rehabilitation motivation. A controlled experiment was conducted to evaluate its effectiveness. Results indicate that TWJB outperforms conventional rehabilitation methods in terms of user engagement, cultural knowledge acquisition, and functional recovery. These findings underscore the potential of combining traditional culture with intelligent interaction technologies in modern rehabilitation medicine.

Abstract Image

整合非物质文化遗产的虚拟康复系统设计与评价——以八段锦体感训练为例
运动协调障碍严重损害患者进行日常活动的能力。传统的康复方法往往由于其单调性而导致依从性较低。本研究提出了基于八段锦的奇妙之旅(TWJB),这是一个将体感互动与中国传统运动八段锦相结合的游戏化虚拟康复系统。该系统采用具身叙事场景和化身引导机制,促进文化嵌入式康复训练。通过结合实时动作捕捉、动态反馈和交互式知识卡,该系统增强了用户沉浸感和康复动机。通过对照实验对其有效性进行了评价。结果表明,TWJB在用户参与、文化知识获取和功能恢复方面优于传统康复方法。这些发现强调了传统文化与智能交互技术在现代康复医学中的结合潜力。
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来源期刊
Computers & Graphics-Uk
Computers & Graphics-Uk 工程技术-计算机:软件工程
CiteScore
5.30
自引率
12.00%
发文量
173
审稿时长
38 days
期刊介绍: Computers & Graphics is dedicated to disseminate information on research and applications of computer graphics (CG) techniques. The journal encourages articles on: 1. Research and applications of interactive computer graphics. We are particularly interested in novel interaction techniques and applications of CG to problem domains. 2. State-of-the-art papers on late-breaking, cutting-edge research on CG. 3. Information on innovative uses of graphics principles and technologies. 4. Tutorial papers on both teaching CG principles and innovative uses of CG in education.
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