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Immersive Virtual Reality and Gamification Within Procedurally Generated Environments to Increase Motivation During Gait Rehabilitation

机译:在程序生成的环境中进行沉浸式虚拟现实和游戏化,以提高步态康复过程中的动力

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Virtual Reality (VR) technology offers promising opportunities to improve traditional treadmill-based rehabilitation programs. We present an immersive VR rehabilitation system that includes a head-mounted display and motion sensors. The application is designed to promote the experience of relatedness, autonomy, and competence. The application uses procedural content generation to generate diverse landscapes. We evaluated the effect of the immersive rehabilitation system on motivation and affect. We conducted a repeated measures study with 36 healthy participants to compare the immersive program to a traditional rehabilitation program. Participants reported significant greater enjoyment, felt more competent and experienced higher decision freedom and meaningfulness in the immersive VR gait training compared to the traditional training. They experienced significantly lower physical demand, simulator sickness, and state anxiety, and felt less pressured while still perceiving a higher personal performance. We derive three design implications for future applications in gait rehabilitation: Immersive VR provides a promising augmentation for gait rehabilitation. Gamification features provide a design guideline for content creation in gait rehabilitation. Relatedness and autonomy provide critical content features in gait rehabilitation.
机译:虚拟现实(VR)技术为改进基于跑步机的传统康复计划提供了广阔的机遇。我们提出了一个沉浸式VR康复系统,其中包括一个头戴式显示器和运动传感器。该应用程序旨在促进相关性,自治性和能力的体验。该应用程序使用过程内容生成来生成各种景观。我们评估了沉浸式康复系统对动机和影响的影响。我们与36位健康参与者进行了一项重复措施研究,以将沉浸式计划与传统的康复计划进行比较。与沉浸式VR步态训练相比,参与者在沉浸式VR步态训练中享受了更多的乐趣,感觉更加称职,并拥有更高的决策自由度和意义。他们的体力需求,模拟器疾病和状态焦虑明显降低,感到压力较小,同时仍能感觉到较高的个人表现。对于未来在步态康复中的应用,我们得出了三个设计方面的含义:沉浸式VR为步态康复提供了有希望的增强。游戏化功能为步态康复中的内容创建提供了设计指南。关联性和自主性在步态康复中提供了关键的内容特征。

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