Aviv Elor, Michael Powell, Evanjelin Mahmoodi, Nico Hawthorne, M. Teodorescu, S. Kurniawan
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引用次数: 19
摘要
在美国和其他国家,缺乏运动和缺乏锻炼是一个紧迫的健康问题。沉浸式虚拟现实(iVR)是一种很有前途的媒介,可以通过参与虚拟环境来激励用户。目前,现代iVR缺乏研究和消费级运动和健康系统之间的比较分析。本文研究了两种iVR媒介:Cave自动化虚拟环境(Cave)和头戴式显示器(HMD)。具体来说,我们将房间大小的Mechdyne CAVE和HTC Vive Pro HMD与一款定制的内部运动游戏进行了比较,这款游戏的设计使两个系统之间的用户体验尽可能一致。为了确保我们的发现适用于不同能力的用户,我们招募了40名有或没有认知障碍的参与者,考虑到iVR环境和游戏在用户之间的认知挑战可能不同。我们的研究结果显示,在所有能力中,HMD在游戏中的表现、生物反馈反应和玩家粘性方面都表现出色。我们总结了利用iVR系统与不同认知能力的用户进行游戏的考虑。
Inactivity and a lack of engagement with exercise is a pressing health problem in the United States and beyond. Immersive Virtual Reality (iVR) is a promising medium to motivate users through engaging virtual environments. Currently, modern iVR lacks a comparative analysis between research and consumer-grade systems for exercise and health. This article examines two such iVR mediums: the Cave Automated Virtual Environment (CAVE) and the head-mounted display (HMD). Specifically, we compare the room-scale Mechdyne CAVE and HTC Vive Pro HMD with a custom in-house exercise game that was designed such that user experiences were as consistent as possible between both systems. To ensure that our findings are generalizable for users of varying abilities, we recruited 40 participants with and without cognitive disabilities with regard to the fact that iVR environments and games can differ in their cognitive challenge between users. Our results show that across all abilities, the HMD excelled in in-game performance, biofeedback response, and player engagement. We conclude with considerations in utilizing iVR systems for exergaming with users across cognitive abilities.