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Brain training with the body in mind: Towards gamified approach-avoidance training using virtual reality
International Journal of Human-Computer Studies ( IF 5.3 ) Pub Date : 2021-03-03 , DOI: 10.1016/j.ijhcs.2021.102626
Naomi Kakoschke , Rowan Page , Barbora de Courten , Antonio Verdejo-Garcia , Jon McCormack

Approach-Avoidance Training (AAT) is a promising intervention for modifying automatic cognitive biases towards highly palatable, but unhealthy food cues. As AAT requires repetitive motor exercises in response to basic visual stimuli, users typically find the training unengaging. Virtual reality (VR) provides an innovative opportunity for delivering more engaging, and ultimately, effective training through presenting virtual sensory stimuli in the virtual environment that replace the user's sensory stimuli. In this study, we compared user experience (flow, immersion, engagement) and performance (accuracy, approach bias) of AAT delivered via three interfaces (computer, smartphone, and VR). Participants were 24 adults (50% female; n = 12) aged 20–45 years old (M = 31.05, SD = 8.18). Results showed that VR-delivered AAT received higher engagement, flow, and immersion ratings from users than AAT delivered via a computer or smartphone application. Participants also made fewer errors on the VR delivered AAT. Thus, in our experiment, VR was a more engaging and effective way to deliver the training. Future research should examine the potential of VR to further leverage gamification elements within more immersive environments.



中文翻译:

考虑身体的大脑训练:迈向使用虚拟现实的游戏化方法避免训练

避免进近训练(AAT)是一种有前途的干预措施,可以改变对高度可口但不健康食品提示的自动认知偏见。由于AAT要求对基本的视觉刺激做出重复的运动锻炼,因此用户通常会发现训练没有进行。虚拟现实(VR)通过在虚拟环境中呈现虚拟感官刺激来替代用户的感官刺激,从而提供了一种创新的机会,以提供更具吸引力的,最终有效的培训。在本研究中,我们比较了通过三种界面(计算机,智能手机和VR)提供的AAT的用户体验(流程,沉浸感,参与度)和性能(准确性,方法偏差)。参与者为24位成人(50%的女性;n  = 12),年龄20-45岁(M  = 31.05,SD = 8.18)。结果表明,与通过计算机或智能手机应用程序交付的AAT相比,由VR交付的AAT获得了更高的用户参与度,流量和沉浸感评级。参与者在VR交付的AAT上犯的错误也更少了。因此,在我们的实验中,VR是一种更引人入胜,更有效的培训方法。未来的研究应探讨VR在更身临其境的环境中进一步利用游戏化元素的潜力。

更新日期:2021-03-08
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