Self-avatar-supported observational learning: Designing and evaluating VR-based physical exercise tutorial systems for older adults

IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Ruitong Che , Jiaan Li , Chi Deng , Qian Mao , Jeffrey C.F. Ho , Fiona Nah , Calvin K.L. Or , Hailiang Wang
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引用次数: 0

Abstract

The global trend toward longer life spans presents an opportunity to promote active and healthy aging. Physical exercises like Qigong support holistic well-being by integrating physical, cognitive, and emotional health. However, traditional programs lack adaptability to accommodate age-related changes in physical and cognitive abilities, which can limit accessibility and engagement for older adults. Virtual Reality (VR) offers a novel solution by creating immersive, customizable environments. In our study, we designed a VR-based physical exercise tutorial (VRPET) system and assessed the efficacy of using an adaptive self-avatar (i.e., a virtual representation of the user) to enhance user exercise performance and attitudes, while examining its impact on perceived workload. We conducted a two-phase mixed-methods investigation: (1) A formative phase involving focus group interviews (n=14), a consultation with a Qigong master on movement standardization, and a heuristic evaluation (n=5) to establish design requirements; (2) A user study (n = 30) that compared the self-avatar versus non-self-avatar conditions to assess their effects on perceived workload, exercise performance, and attitude metrics. Despite a significant dip in exercise performance (p=0.03) and a non-significant increase in perceived workload (p=0.58), participants expressed a preference for the self-avatar’s real-time feedback when scaffolded appropriately. Multi-modal analysis revealed auditory cues as most effective, followed by tactile and visual feedback. Based on these findings, we propose the ACT Framework (Adaptive, Cultural, Targeted) for developing age-appropriate VR exercise systems. Furthermore, we distill our iterative process into a tripartite validation workflow, advocating for a methodology that harmonizes user desirability, expert safety, and HCI usability. These evidence-based insights advance the design of therapeutic VR interventions that can support healthy aging populations.
自我头像支持的观察学习:设计和评估基于vr的老年人体育锻炼指导系统
全球寿命延长的趋势为促进积极和健康的老龄化提供了机会。像气功这样的体育锻炼通过整合身体、认知和情感健康来支持整体健康。然而,传统的项目缺乏适应与年龄相关的身体和认知能力变化的适应性,这可能限制老年人的可及性和参与度。虚拟现实(VR)通过创建沉浸式、可定制的环境提供了一种新颖的解决方案。在我们的研究中,我们设计了一个基于虚拟现实的体育锻炼教程(VRPET)系统,并评估了使用自适应自我化身(即用户的虚拟代表)来提高用户运动表现和态度的效果,同时研究了它对感知工作量的影响。我们进行了两阶段的混合方法调查:(1)形成阶段包括焦点小组访谈(n=14),与气功大师就动作标准化进行咨询,并进行启发式评估(n=5)以确定设计需求;(2)一项用户研究(n = 30),比较了自我化身与非自我化身的条件,以评估其对感知工作量、运动表现和态度指标的影响。尽管运动表现显著下降(p=0.03),而感知到的工作量没有显著增加(p=0.58),但参与者表示,在适当的支架下,他们更喜欢自我形象的实时反馈。多模态分析显示听觉线索是最有效的,其次是触觉和视觉反馈。基于这些发现,我们提出了ACT框架(Adaptive, Cultural, Targeted)来开发适合年龄的VR锻炼系统。此外,我们将迭代过程提炼为三方验证工作流,倡导一种协调用户需求、专家安全性和HCI可用性的方法。这些基于证据的见解推动了治疗性虚拟现实干预措施的设计,可以支持健康的老龄化人口。
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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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