在虚拟现实游戏化环境中存在对肌肉骨骼损伤后康复的影响

IF 0.7 4区 计算机科学 Q4 COMPUTER SCIENCE, CYBERNETICS
Élvio Rúbio Gouveia, Marcelo de Maio Nascimento, Cíntia França, Pedro Campos, Andreas Ihle, Krzysztof Przednowek, Adilson Marques, Nuno Nunes, Bruna R. Gouveia
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引用次数: 0

摘要

虚拟现实(VR)通过提供实时表现反馈和安全定制的训练环境,已成为康复治疗的有力选择。本研究旨在:(1)探讨虚拟环境中的存在感、系统的可用性、内在动机和沉浸感对肌肉骨骼损伤康复游戏的影响;(2)研究用户参与VR游戏后的愉悦、兴奋和支配情绪反应。37名年龄为23.69±6.98岁的人参加了五个定制的VR游戏,旨在提供肌肉骨骼损伤后的完整康复课程。使用Pearson积矩相关系数和多元回归分析来调查虚拟环境中的存在与沉浸倾向、系统可用性和内在动机之间的关系。采用Wilcoxon sign Rank检验来评估参与VR游戏对参与者在虚拟环境中的存在感的影响。在场和沉浸倾向之间存在显著相关性(r =−)。40, p = 0.017),内在动机(r = 0.42, p = 0.013)和系统可用性(r = 0.64, p <措施)。线性回归模型解释了虚拟环境存在时总方差的59%。从统计上看,从开始到结束,快乐得分有显著的增加。我们的研究结果表明,VR可能有助于增加对治疗的依从性,以恢复肌肉骨骼损伤。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Correlates of Presence in a Virtual Reality Gamification Environment for Rehabilitation after Musculoskeletal Injury
Abstract Virtual reality (VR) has emerged as a powerful option for rehabilitation by providing real-time performance feedback and a safe and customized training environment. This study aimed: (1) to investigate the association between the presence in the virtual environment, the usability of the system, the intrinsic motivation, and immersion in VR gaming designed for rehabilitation after musculoskeletal injury; and (2) to examine the users' emotional response in terms of pleasure, arousal, and dominance, after participating in VR gaming. Thirty-seven individuals aged 23.69 ± 6.98 years participated in five customized VR games designed to provide a complete rehabilitation session after a musculoskeletal injury. Pearson product-moment correlation coefficients and multiple regression analyses were used to investigate the relationship between presence in virtual environments and immersive tendencies, the usability of the system, and intrinsic motivation. The Wilcoxon Signed Rank Test was conducted to evaluate the impact of participation in VR gaming on participants' presence in virtual environments. Significant correlations were found between presence and immersive tendencies (r = −.40, p = .017), intrinsic motivation (r = .42, p = .013), and usability of the system (r = .64, p &lt; .001). The linear regression model explained 59% of the total variance in the presence of virtual environments. There was a statistically significant increase in the pleasure scores from the beginning to the end of the session. Our results indicate that VR may be useful in increasing adherence to treatment to recover musculoskeletal injuries.
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CiteScore
2.20
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0.00%
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