Human Factors in Virtual Environments and Game Design最新文献

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VR-App for a Virtual Perception of Memory Impairment in Alzheimer’s Patients 虚拟现实应用程序对阿尔茨海默病患者记忆障碍的虚拟感知
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002088
A. Jedidi, F. Gargouri, Fahmi Bellalouna, Mika Luimula
{"title":"VR-App for a Virtual Perception of Memory Impairment in Alzheimer’s Patients","authors":"A. Jedidi, F. Gargouri, Fahmi Bellalouna, Mika Luimula","doi":"10.54941/ahfe1002088","DOIUrl":"https://doi.org/10.54941/ahfe1002088","url":null,"abstract":"Augmented, Virtual and Mixed Reality Technology (AR / VR / MR) - also known as xR technology - is one of the key technologies of digital transformation. Thanks to the existing powerful immersive hardware systems, complex technical and natural systems can be digitally represented in a realistic virtual environment. This enables users to completely immerse in the virtual environment and to observe and interact with the systems and objects contained therein without major restrictions, or to augment real products and systems with digital data in runtime. This creates new opportunities to present the behaviour and functionalities of complex systems in a tangible and understandable way. Therefore, the xR technology can revolutionize learning and training methods, especially in the qualification of specialists and experts. This paper will introduce the international project “International Cooperation on VR/AR Projects” (IC xR-P). The target of “IC xR-P” is the implementation of a practice-oriented xR training applications in the areas of medical training, rescue and Knowledge transfer in schools and universities and their testing and evaluation with selected experts. “IC xR-P” is an international cooperation between the University of Applied Sciences Karlsruhe from Germany, University of Applied Sciences Turku from Finland and the Higher Institute of Computer Science and Multimedia Sfax from Tunisia. Among the learning projects in the ICxRP, we focus in this paper on the implementation of VR training apps for medical training in this paper, we centred on the Perception of Memory Impairment in Alzheimer’s Patients. Patients with early Alzheimer’s disease may have spatial and time-oriented disorders. The objective is to use immersion in a virtual environment. This allows the user to experience a multisensory experience during which the user can feel and interact naturally and intuitively in real time via sensory interfaces. VR offers different levels of interaction, from the minimum level where the subject remains passive, looking at the environment, to more interactive levels where the subject is active, controlling its movement to the first person in the virtual environment via various interaction tools immersive.Within this project a VR-Training App will be designed and implemented, which fulfill the following functions with different virtual games facilitating the communication of the patient with the virtual environment. This application can develop the creating immersion and feeling of presence in patients. Also, we propose Family/Entourage Show service, it’s a memory stimulation exercise by integrating the family photos. We propose in addition a VR creation of patients’ usual living environment (home, hallway, bedroom…). We improve the valuing specific objects and places in the house to facilitate the orientation and the exploration of the environment. Finally, we propose à musical Training service: it offers a question-answer game that aims to sti","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121151984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Active and Passive Machine Learning Predictors to Build Adaptive Virtual Environments 主动和被动机器学习预测构建自适应虚拟环境
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003866
Timothy McMahan, Thomas Parsons
{"title":"Active and Passive Machine Learning Predictors to Build Adaptive Virtual Environments","authors":"Timothy McMahan, Thomas Parsons","doi":"10.54941/ahfe1003866","DOIUrl":"https://doi.org/10.54941/ahfe1003866","url":null,"abstract":"Virtual environments are increasingly used for assessment and training. While virtual environments offer ecologically valid stimulus presentations, they still follow a one-size fits all model. Technological innovation provides opportunities to transform the virtual environments into a customized experience for each individual user. This allows for the personalization of the virtual environment to the unique capabilities of a user. Active and passive data logging systems provide data necessary for adaptive virtual environments. Currently, most adaptive systems apply either active or passive data collection for building an adaptive virtual environment. The goal of the current research is to identify an optimal methodology for integrating both active and passive data into an adaptive virtual environment that can employ user data for fine tuning stimulus presentations. The framework suggested provides optimal performance parameters for identifying user cognitive and affective states and keeping users in a flow state. The result is a customized experience that is personalized to the user.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114226865","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Predicting Presence using Environment-Activated Motion in Immersive Virtual Reality 沉浸式虚拟现实中使用环境激活运动预测存在感
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003865
Andrew T. Dilanchian, Michael Prevratil
{"title":"Predicting Presence using Environment-Activated Motion in Immersive Virtual Reality","authors":"Andrew T. Dilanchian, Michael Prevratil","doi":"10.54941/ahfe1003865","DOIUrl":"https://doi.org/10.54941/ahfe1003865","url":null,"abstract":"Immersive virtual reality (IVR) has shown promise in being an effective method for a variety of interventions across a multitude of disciplines. Indeed, IVR allows researchers to place participants in realistic three-dimensional environments with a level of control that may not have been feasible in physical environments. Additionally, IVR elicits a higher sense of presence than computer-based interventions. Evidence suggests that presence, defined as the “sense of being there”, is a key factor in the success of these interventions. The relationship between presence and hardware and software factors have been extensively investigated. Behavioral factors have comparatively received little attention. While these system factors are important to investigate, behavioral differences across users may preclude them from engaging in meaningful IVR interventions, regardless of the hardware and software solutions applied. Therefore, this study investigated how an individual’s interaction with the virtual experience may influence their sense of presence. More specifically, we wanted to probe the relationship between environment-activated motion (EAM) and presence in IVR. EVM can be described as any motion within the experience initiated by the user or the environment. This is activated by user-activated motion (i.e., a user looks around) or environment-activated motion (i.e., a virtual dog moves within view). 80 younger adults (22 male, 1 non-binary) completed a 10-minute IVR experience in Vesper Peak using the HTC Vive IVR system. The experience consisted of playing with a virtual robot dog (ex., petting and playing fetch) and teleporting to different areas of the mountain. The session was screen captured using OBS. EVM data were collected by analyzing the videos via OpenCV’s implementation of Dense Optical Flow (DOF). Presence was collected via the IGroup Presence Questionnaire (IPQ, Cronbach’s ⍺ = 0.87). Five data were removed due to corruption, resulting in a final sample size of 75. A regression was conducted with EVM as the predictor and presence as the predictand. The overall model was non-significant (R2 = 0.04, RSE = 5.87, F(1,73) = 12.61, p = 0.054). These results suggest that environment-activated motion may not play a significant role in presence during IVR experiences. Future IVR-based interventions may not have to control for environment-activated motion and can focus more on user interaction and environment design. Further research is needed to look into how environment-activated motion and user-activated motion separately may affect presence in different ways.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127685784","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Coin game to improve the education of designers in product design 投币游戏提高设计师在产品设计方面的教育水平
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002079
Fabiola Cortes Chavez, Ana Paula Diaz Pinal, Elvia Luz González-Muñoz, A. Rossa-Sierra, M. Garcia-Hernandez, Marcela De Obaldia
{"title":"Coin game to improve the education of designers in product design","authors":"Fabiola Cortes Chavez, Ana Paula Diaz Pinal, Elvia Luz González-Muñoz, A. Rossa-Sierra, M. Garcia-Hernandez, Marcela De Obaldia","doi":"10.54941/ahfe1002079","DOIUrl":"https://doi.org/10.54941/ahfe1002079","url":null,"abstract":"The education of the creative professions is always a challenge, and speaking of the new generations of product designers, it further complicates the need to find new ways to capture their attention and correctly teach the basics of design. That is why we present a teaching tool that promotes the education of the design, the logic of design together with the concept of play, called \"Fichas\"","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"10 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134194592","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Impact of Interactive AR Technology on the Communication of Intangible Cultural Heritage - Case Study of Chaozhou Opera in China 互动AR技术对非物质文化遗产传播的影响——以中国潮剧为例
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003876
Mingyan Xiao, Yue Chen, Hua Huang
{"title":"The Impact of Interactive AR Technology on the Communication of Intangible Cultural Heritage - Case Study of Chaozhou Opera in China","authors":"Mingyan Xiao, Yue Chen, Hua Huang","doi":"10.54941/ahfe1003876","DOIUrl":"https://doi.org/10.54941/ahfe1003876","url":null,"abstract":"The dissemination of intangible cultural heritage has gradually become the core of national cultural development and progress, and how to properly protect and inherit intangible culture has also become the main task of the cultural industry. With the accelerated development of artificial intelligence and technology, technology has brought new vitality and vitality to the dissemination of intangible cultural heritage. This study is based on augmented reality technology and uses interactive AR technology to design and practice the problems and challenges in the inheritance of intangible cultural heritage. Digitally transforming traditional Chinese Chaoju culture, breaking through traditional presentation methods, not only achieves the revitalization of intangible cultural heritage, but also strengthens the convenience of dissemination. The article first discovers the current inheritance issues of intangible cultural heritage through research, questionnaires, and literature research, and summarizes the current status of intangible cultural heritage dissemination technology. Then, the application and advantages of AR technology in the dissemination of intangible cultural heritage were explored. Through existing case studies, the design methods and principles of AR technology intervention were analyzed, and the application forms of AR technology in the design of intangible cultural heritage dissemination were sorted out. The direction and direction of design practice were proposed. Finally, taking the Chinese Chaozhou Opera culture as an example, the design practice was verified. Through field visits and questionnaires, the researchers deeply explored the current living conditions and communication difficulties of Chaozhou Opera, and grasped the pain points of Chaozhou Opera communication. After a series of analysis and summary, the cultural elements of Chaozhou Opera are extracted, and interpreted with Chinese traditional Paper Cuttings technology, forming a three-dimensional picture book. Then, based on user experience theory, considering the dimensions of visual presentation, functional attributes, and interactive experience, Chaoju characters are interacted with users in the form of augmented reality through an app. This includes an introduction to the history and culture of Chaozhou Opera, as well as interactive features of Chaozhou Opera characters, enhancing users' interactivity, entertainment, and participation in experiencing intangible cultural heritage. In the design practice, it has explored a new path for the dissemination of Chinese Chaozhou Opera culture, laid a foundation for the development of its digital path, and also verified the design orientation of augmented reality technology in the dissemination of intangible cultural heritage, as well as its advantages and necessity for the dissemination of intangible cultural heritage. At the same time, it has also provided some reference experience for the dissemination of other intangible ","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"53 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132385003","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Metaverse Applications for Location-based Virtual Reality 基于位置的虚拟现实的虚拟空间应用
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002070
C. Kerdvibulvech
{"title":"Metaverse Applications for Location-based Virtual Reality","authors":"C. Kerdvibulvech","doi":"10.54941/ahfe1002070","DOIUrl":"https://doi.org/10.54941/ahfe1002070","url":null,"abstract":"Recently, the metaverse has considerably dominated tech headlines for researchers in the fields of human-computer interaction and human factors and ergonomics around the world, due to the advancement of its software and hardware. With its ability to immerse humans in a virtual, inexpensive, and safe world, it has greatly become popular in recent years, particularly virtual reality. Nevertheless, despite the extremely increasing attention to virtual reality, there is still very limited research work for summarizing and analyzing location-based virtual reality in which virtual reality tools are utilized for assisting humans to experience virtual reality by physically interacting with the environment. This paper proposes a new research study for investigating recent works of location-based virtual reality applications. After that, the evolution of virtual reality using location-based features is explored. Finally, we conduct a comparative analysis of virtual reality and augmented reality works, including location-based works in the past five years.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115132494","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Mobile application design with augmented reality triggers 带有增强现实触发器的移动应用程序设计
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002078
César Guevara, Carlos Borja, Hugo Arias-Flores
{"title":"Mobile application design with augmented reality triggers","authors":"César Guevara, Carlos Borja, Hugo Arias-Flores","doi":"10.54941/ahfe1002078","DOIUrl":"https://doi.org/10.54941/ahfe1002078","url":null,"abstract":"Mobile applications developed for educational topics are a playful contri-bution to the teaching-learning process. This research presents a mobile application generated from participatory design and user experience. This study presents the concept construction phase, the theoretical foundation of the proposal focused on human-computer interaction, in addition to the methodological process that allowed obtaining a final product framed in a research project that was articulated to a bonding project with the commu-nity. 189 children from public and private educational schools in the cities of Quito and Ambato, in Ecuador, aged between 6 to 8 years, participated. The research defined the scope of the application, its structure, require-ments, usability and navigability. For the development of the prototype, Unity was used, for the generation of the videogame and its functionalities. On the other hand, Cinema 4D was used for 3D modeling, together with Vuforia SDK for augmented reality. In addition, Adobe Audition was ap-plied for the generation of the audiobook complemented by Adobe Pho-toshop and Adobe Illustrator in the graphic theme. The application was created for Android and IOS mobile platforms.For the design of augmented reality triggers, illustrations with colored frames were used, making possible to clearly recognize on which pages the mobile device should be used. The project is in the final evaluation phase, and it is expected to conclude testing the participating educational schools, in which the Tobii Eye Tracker 4C device, an eye tracking tool, will be used, which will allow information to be re-collected about the impact and integration that this application generates on users, on the topic addressed, on the design and composition of the product and on the results obtained with the use of this human-computer interaction model.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116489109","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Myopia Prevention Game Interface Design Based on Children's Cognition 基于儿童认知的近视预防游戏界面设计
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002072
Peiqi Yi, Yunzhu Hu, Xiaoxue Zhang, Hui Wang, Xinting He
{"title":"Myopia Prevention Game Interface Design Based on Children's Cognition","authors":"Peiqi Yi, Yunzhu Hu, Xiaoxue Zhang, Hui Wang, Xinting He","doi":"10.54941/ahfe1002072","DOIUrl":"https://doi.org/10.54941/ahfe1002072","url":null,"abstract":"This paper is based on the cognitive characteristics of Chinese children. Through literature review and user study, we understand that children prefer pictures and videos for information acquisition, and they are more concerned with saturated colours. What’s more children are more willing to experience and interact in action. Therefore, this article addresses the above characteristics, takes the prevention of children's myopia as the application scenario, and combines the most common information media that children currently come into contact with, to design a game interface that is suitable for children's cognitive characteristics. The design runs in the form of a game that can make children willing to interact and willing to accept the treatment of myopia prevention. And using a smartwatch, which is commonly used by Chinese children as an information medium, saturated colours and cute, rounded design elements are used to ultimately design the game interface. Finally, the paper combines interviews and research with children to understand that the design meets the cognitive and aesthetic needs of children and has gained their approval.","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126726073","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences 衡量家庭VR游戏中的人为影响因素:优化每用户游戏体验
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002056
Marc Antoine Moinnereau, Tiago Henrique Falk, Alcyr Alves De Oliveira
{"title":"Measuring Human Influential Factors During VR Gaming at Home: Towards Optimized Per-User Gaming Experiences","authors":"Marc Antoine Moinnereau, Tiago Henrique Falk, Alcyr Alves De Oliveira","doi":"10.54941/ahfe1002056","DOIUrl":"https://doi.org/10.54941/ahfe1002056","url":null,"abstract":"It is known that human influential factors (HIFs, e.g., sense of presence/immersion; attention, stress, and engagement levels; fun factors) play a crucial role in the gamer’s perceived immersive media experience [1]. To this end, recent research has explored the use of affective brain-/body-computer interfaces to monitor such factors [2, 3]. Typically, studies have been conducted in laboratory settings and have relied on research-grade neurophysiological sensors. Transferring the obtained knowledge to everyday settings, however, is not straightforward, especially since it requires cumbersome and long preparation times (e.g., placing electroencephalography caps, gel, test impedances) which could be overwhelming for gamers. To overcome this limitation, we have recently developed an instrumented “plug-and-play” virtual reality head-mounted display (termed iHMD) [4] which directly embeds a number of dry ExG sensors (electroencephalography, EEG; electrocardiography, ECG; electromyography, EMG; and electrooculography, EoG) into the HMD. A portable bioamplifier is used to collect, stream, and/or store the biosignals in real-time. Moreover, a software suite has been developed to automatically measure signal quality [5], enhance the biosignals [6, 7, 8], infer breathing rate from the ECG [9], and extract relevant HIFs from the post-processed signals [3, 10, 11]. More recently, we have also developed companion software to allow for use and monitoring of the device at the gamer’s home with minimal experimental supervision, hence exploring its potential use truly “in the wild”. The iHMD, VR controllers, and a laptop, along with a copy of the Half-Life: Alyx videogame, were dropped off at the homes of 10 gamers who consented to participate in the study. All public health COVID-19 protocols were followed, including sanitizing the iHMD in a UV-C light chamber and with sanitizing wipes 48h prior to dropping the equipment off. Instructions on how to set up the equipment and the game, as well as a google form with a multi-part questionnaire [12] to be answered after the game were provided via videoconference. The researcher remained available remotely in case any participant questions arose, but otherwise, interventions were minimal. Participants were asked to play the game for around one hour and none of the participants reported cybersickness. This paper details the obtained results from this study and shows the potential of measuring HIFs from ExG signals collected “in the wild,” as well as their use in remote gaming experience monitoring. In particular, we will show the potential of measuring gamer engagement and sense of presence from the collected signals and their influence on overall experience. The next steps will be to use these signals and inferred HIFs to adjust the game in real-time, thus maximizing the experience for each individual gamer.References[1] Perkis, A., et al, 2020. QUALINET white paper on definitions of immersive media experience (IMEx). ","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126759253","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
Evaluation of Rapport in Human-Agent Interactions with a VR Trainer after a 6-week Exergame Training for Senior Users with Hypertension. 对高血压老年用户进行为期6周的游戏训练后,VR训练师对人-代理互动关系的评价
Human Factors in Virtual Environments and Game Design Pub Date : 1900-01-01 DOI: 10.54941/ahfe1002071
I. Buchem, O. Stamm, Susan Vorwerg, Kai Kruschel, Kristain Hildebrand
{"title":"Evaluation of Rapport in Human-Agent Interactions with a VR Trainer after a 6-week Exergame Training for Senior Users with Hypertension.","authors":"I. Buchem, O. Stamm, Susan Vorwerg, Kai Kruschel, Kristain Hildebrand","doi":"10.54941/ahfe1002071","DOIUrl":"https://doi.org/10.54941/ahfe1002071","url":null,"abstract":"Human interactions with the trainer during physical training can be highly engaging and motivating [1] and are based on rapport as a dynamic structure of mutual attentiveness and coordination [2]. Human-Agent interaction in virtual reality (VR) aims to establish interaction patterns and rapport with virtual agents similar to real life. Research shows that users react towards virtual agents similar to real people [3] and that rapport is established similar to human rapport [4]. Therefore, rapport with virtual trainers in exergames is used to enhance an engaging and motivating user experience.In this paper we report on the results from an evaluation study on perceptions and interactions with the virtual trainer “Anna” after a 6-week exergame training for senior patients with hypertension. The human-like “Anna” is the key element of interaction design in a gamified series of exergames developed in the bewARe project. Anna was developed as a realistic, full body, female figure (silhouette) to motivate participation in the VR training. The primary goal of our research was to evaluate to what extent senior users can establish rapport with the virtual trainer as a factor contributing to positive user experience and training outcomes. The evaluation was conducted with 23 participants aged 65 and older with diagnosed hypertension. The virtual trainer Anna facilitated user participation in both exergames by giving instructions, modeling movements and providing feedback during the exergames in the HTC Vive Pro Headset. We used the 15-item rapport scale by [5] to measure rapport. The study also applied further research instruments to explore perceptions of the virtual trainer such as the trait list with 9 items describing selected features of the virtual trainer, and the bipolar uncanniness questionnaire with 40 adjectives used to assess possible Uncanny Valley effects described by [6]. The results of the rapport scale indicate that the design of the virtual trainer was effective for establishing rapport especially in terms of building a relationship with the virtual trainer and enhancing the engagement of senior users to participate in the VR training. However, the design was less effective in creating a positive perception of the trainer as a warm, caring and respectful agent. The overall median of the rapport scale was 6 (Min:1,Max:8). The results of the evaluation of the trait list revealed that voice quality, speech pauses and bodily movements were rated highest, followed by head and hand movements. The lowest values were researched for face expression. In the Uncanny Valley questionnaire, the median value for the humannes scale was 1 (Min:-3,Max:3), for the attractiveness 1 (Min:0,Max:3) and for the eeriness 0 (Min:-1,Max:0). Furthermore, the paper explores the relationships between the rapport scores and the perception of senior trainees of selected characteristics of the virtual agent and the uncanniness scale. Finally, given the diverse results from","PeriodicalId":389727,"journal":{"name":"Human Factors in Virtual Environments and Game Design","volume":"48 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120920774","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
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