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Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation
Virtual Reality ( IF 4.2 ) Pub Date : 2021-07-27 , DOI: 10.1007/s10055-021-00544-z
Emil Rosenlund Høeg 1 , Jon Ram Bruun-Pedersen 1 , Lars Koreska Andersen 1 , Razvan Paisa 1 , Stefania Serafin 1 , Belinda Lange 2 , Shannon Cheary 3
Affiliation  

Virtual reality (VR)-based rehabilitation is a growing technological field, which gradually becomes integrated into existing programs. However, technology has to support human behavior and -needs, including social relatedness, to achieve health-related outcomes. Elderly people have high risk of loneliness, and VR has technological affinity for natural social interaction. Previous studies have relied on competitiveness rather than collaborative elements, but research shows that competitiveness can lead to (feelings of) stress and aggressive behavior in some individuals. This article presents a mixed methods study to gather end-user feedback on a social VR scenario that encourages inter-player collaboration on a virtual tandem bike. Outpatients (\(n=11\), 64% males, \(60\pm 11\) years) were invited to participate with a co-player (friend or family). Participants biked on average 10.7 (± 3) minutes with a mean speed of 14.8 kmph (± 5.8). The results indicate potential and feasibility for the collaborative social biking application. Participants reported excellent usability-scores (85 ± 5), high intrinsic motivation in all categories: enjoyment (6.5 ± 0.5), effort/importance (6.4 ± 0.3), relatedness (6.3 ± 0.7) and minimal increase in symptoms of nausea, oculomotor and disorientation. Furthermore, participants found the social aspect enjoyable, agreed that collaboration eased tasks and that they lost track of exercise duration. Interpersonal interaction between participants varied, but was mostly positively rated valence, even if the sense of copresence was limited by physical constraints and avatar representation. Most participants expressed that they would use the program again, but future studies should explore how to improve location and appearance of the virtual coactor, as well as implement additional tasks.



中文翻译:

好友骑自行车:一项关于康复虚拟现实运动游戏中社会协作的用户研究

基于虚拟现实 (VR) 的康复是一个不断发展的技术领域,它逐渐融入现有项目中。然而,技术必须支持人类行为和需求,包括社会相关性,以实现与健康相关的结果。老年人孤独风险高,VR 对自然社交互动具有技术亲和力。以前的研究依赖于竞争力而不是协作元素,但研究表明,竞争力会导致某些人的(感觉)压力和攻击性行为。本文介绍了一项混合方法研究,以收集最终用户对社交 VR 场景的反馈,该场景鼓励玩家在虚拟双人自行车上进行协作。门诊病人 ( \(n=11\) , 64% 男性, \(60\pm 11\)年)被邀请与共同玩家(朋友或家人)一起参与。参与者平均骑自行车 10.7 (± 3) 分钟,平均速度为 14.8 kmph (± 5.8)。结果表明协作社交自行车应用的潜力和可行性。参与者报告了出色的可用性分数 (85 ± 5),所有类别的高内在动机:享受 (6.5 ± 0.5)、努力/重要性 (6.4 ± 0.3)、相关性 (6.3 ± 0.7) 以及恶心、动眼神经症状的最小增加和迷失方向。此外,参与者发现社交方面令人愉快,同意协作减轻了任务,并且他们忘记了运动持续时间。参与者之间的人际互动各不相同,但大多是积极评价效价,即使共存感受到身体限制和虚拟形象的限制。

更新日期:2021-07-27
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