Gaitzilla:一款研究虚拟化身在步态康复中的效果的游戏

Sharif Shahnewaz, Imtiaz Afarat, Tanvir Irfan, G. Samaraweera, Mikael Dallaire-Cote, David R. Labbé, J. Quarles
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引用次数: 4

摘要

这项研究的长期目标是通过使用3D用户界面和虚拟化身来改善步态(即步行模式)康复。先前的研究表明,虚拟化身可以引发行为改变,增加锻炼的动力。然而,关于虚拟化身如何影响正在进行物理康复的人的研究很少。为了进一步研究这一点,我们为Gaitzilla设计了一款新颖的步态康复游戏,在游戏中,用户扮演一个巨大的怪物,正在被地面上的小型坦克攻击。使用者必须踩在坦克上才能生存。所需的运动在游戏的灵感来自真正的步态训练练习,重点放在脚的位置和控制。我们利用3D用户界面来控制用户的化身。这张海报介绍了游戏的概念和实现,设计背后的方法,以及未来研究虚拟化身对步态康复的影响的考虑。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gaitzilla: A game to study the effects of virtual embodiment in gait rehabilitation
The long term objective of this research is to improve gait (i.e., walking patterns) rehabilitation through the use of 3D user interfaces and virtual embodiment. Previous research has shown that virtual embodiment can elicit behavioral change and increased motivation for exercise. However, there has been minimal research on how virtual embodiment can affect persons undergoing physical rehabilitation. To enable the future study of this, we present Gaitzilla a novel gait rehabilitation game in which the user embodies a gigantic monster who is being attacked by small tanks on the ground. The user must step on the tanks to survive. The required movements in the game are inspired by real gait training exercises that focus on foot placement and control. We utilize 3D user interfaces for control of the user's avatar. This poster presents the concept and implementation of the game, the methodology behind the design, and future considerations for studying the effects of virtual embodiment on gait rehabilitation.
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