定制沉浸式VR训练的物理和生理数据

A. Uribe-Quevedo, B. Kapralos, David Rojas Gualdron, A. Dubrowski, Sharman Perera, F. Alam, Simon Xu
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引用次数: 0

摘要

虚拟现实(VR)应用程序和严肃游戏的评估通常依赖于可用性、参与度、晕动病、认知和用户表现等指标,以确定体验的感知方式以及学习结果是否得到满足。此外,还捕获了身体和生理信息,以了解有助于改善用户体验的行为模式。然而,生理信息的获取需要高端设备,通常只有行业和研究机构才能使用,随着消费级VR技术、开放电子产品和创客空间变得越来越容易获得,这种情况正在发生变化。然而,VR技术仍然是排他性的,因为硬件和交互采用了一种一刀切的方法,几乎没有定制化,这说明了固有的高度用户可变性。虽然目前正在努力使VR更具包容性和可访问性,但解决方案侧重于特定的用户需求。本文提出了一个框架的原型设计,该框架由三个子系统组成,用于分解上肢人体工程学、皮肤反应和肌肉活动,以及凝视跟踪作为辅助VR任务完成的指标。由于这项工作的初步性质,我们将讨论到目前为止我们通过在三个用例中应用这些子系统的开发所学到的内容。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Physical and Physiological Data for Customizing Immersive VR Training
The assessment of Virtual reality (VR) applications and serious games often relies on measures of usability, engagement, motion sickness, and cognitive and user performance to determine how the experience was perceived and whether the learning outcomes were met. In addition, physical and physiological information is captured to develop an understanding of behavioral patterns that can help improve the user experience. However, the acquisition of physiological information requires high-end equipment typically exclusive to industry and research institutions, a scenario that is changing as consumer-level VR technology, open electronics, and Makerspace are becoming more readily available. However, VR technology remains exclusive as hardware and interactions assume a one-size- fits-all approach with little customization that accounts for the inherent high user variability. While efforts are currently underway to make VR more inclusive and accessible, the solutions focus on specific user needs. This paper presents the prototyping of a framework consisting of three subsystems for factoring of upper limb ergonomics, skin response, and muscle activity, and gaze tracking as metrics to assist in VR task completion. Due to the preliminary nature of this work, we present a discussion on what we have learned so far through the development of these subsystems applied in three use cases.
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