了解用户在沉浸式虚拟现实练习中的参与和享受

A. Pyae
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引用次数: 2

摘要

运动游戏在促进用户身体和认知方面的健康方面显示出有希望的结果。尽管基于非沉浸式虚拟现实的游戏已被证明对用户的身体健康有用,但关于沉浸式虚拟现实(iVR)对游戏的研究有限,特别是在用户的参与度和乐趣方面。此外,在不使用数字游戏的情况下,比较iVR练习和传统练习的用户参与度和乐趣的研究也很有限。因此,在本探索性研究中,通过调查研究来探讨用户在做iVR练习时的参与度和享受程度。一项为期两周的调查研究的初步结果显示,与传统的练习相比,用户对iVR的参与度更高,用户的享受程度也存在类似的模式。研究结果表明,iVR练习对于参与体育锻炼的用户来说是潜在的有用和愉快的,同时它们可能是传统锻炼的替代方案。这些初步发现为未来研究用户基于静脉输液的练习创造了机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Towards Understanding Users’ Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises
Exergaming has shown promising results for promoting user's wellbeing in terms of physical and cognitive benefits. Although non-immersive virtual reality-based games have proven to be useful for user's physical wellbeing, there is limited study in immersive virtual reality (iVR) for exergaming particularly in user's engagement and enjoyment. Furthermore, there is limited study in comparing user's engagement and enjoyment between iVR exercises and conventional exercises without using digital games. Hence, in this exploratory study, user's engagement and enjoyment in doing iVR exercises were explored through a survey study. The preliminary findings from a two-week survey study show that users were more engaged in iVR than conventional exercises, and a similar pattern can be found in user's enjoyment. The findings suggest that iVR exercises are potentially useful and enjoyable for users to engage in physical exercises, while they may be an alternative to conventional exercises. These preliminary findings have created opportunities for future research in iVR-based exercises for users.
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