Sharif Mohammad Shahnewaz Ferdous, Andrew Michael, Tanvir Irfan Chowdhury, J. Quarles
{"title":"Use of Scaling to Improve Reach in Virtual Reality for People with Parkinson's Disease","authors":"Sharif Mohammad Shahnewaz Ferdous, Andrew Michael, Tanvir Irfan Chowdhury, J. Quarles","doi":"10.1109/SEGAH54908.2022.9978555","DOIUrl":null,"url":null,"abstract":"This research investigates the effect of scaling in virtual reality to improve the reach of users with Parkinson's disease (PD). People with PD have limited reach, often due to impaired postural stability. We investigated how virtual reality (VR) can improve reach during and after VR exposure. Participants played a VR game where they smashed water balloons thrown at them by crossing their midsection. The distance the balloons were thrown at increased and decreased based on success or failure. Their perception of the distance and their hand were scaled in three counterbalanced conditions: under-scaled (scale = 0.83), not-scaled (scale = 1), and over-scaled (scale = 1.2), where the scale value is the ratio between the virtual reach that they perceive in the virtual environment (VE) and their actual reach. In each study condition, six data were measured −1. Real World Reach (pre-exposure), 2. Virtual Reality Baseline Reach, 3. Virtual Reality Not-Scaled Reach, 4. Under-Scaled Reach, 5. Over-Scaled Reach, and 6. Real World Reach (post-exposure). Our results show that scaling a person's movement in virtual reality can help improve reach. Therefore, we recommend including a scaling factor in VR games for people with Parkinson's disease.","PeriodicalId":252517,"journal":{"name":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","volume":"47 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-08-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SEGAH54908.2022.9978555","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
This research investigates the effect of scaling in virtual reality to improve the reach of users with Parkinson's disease (PD). People with PD have limited reach, often due to impaired postural stability. We investigated how virtual reality (VR) can improve reach during and after VR exposure. Participants played a VR game where they smashed water balloons thrown at them by crossing their midsection. The distance the balloons were thrown at increased and decreased based on success or failure. Their perception of the distance and their hand were scaled in three counterbalanced conditions: under-scaled (scale = 0.83), not-scaled (scale = 1), and over-scaled (scale = 1.2), where the scale value is the ratio between the virtual reach that they perceive in the virtual environment (VE) and their actual reach. In each study condition, six data were measured −1. Real World Reach (pre-exposure), 2. Virtual Reality Baseline Reach, 3. Virtual Reality Not-Scaled Reach, 4. Under-Scaled Reach, 5. Over-Scaled Reach, and 6. Real World Reach (post-exposure). Our results show that scaling a person's movement in virtual reality can help improve reach. Therefore, we recommend including a scaling factor in VR games for people with Parkinson's disease.
本研究调查了虚拟现实中的缩放效果,以提高帕金森病(PD)用户的覆盖范围。PD患者的活动范围有限,通常是由于姿势稳定性受损。我们研究了虚拟现实(VR)如何在VR暴露期间和之后提高可达性。参与者们玩了一个虚拟现实游戏,在游戏中,他们穿过腹部,砸碎扔向他们的水球。气球投掷的距离根据成功或失败而增加或减少。他们对距离的感知和他们的手在三种平衡的条件下进行缩放:未缩放(尺度= 0.83),未缩放(尺度= 1)和过度缩放(尺度= 1.2),其中缩放值是他们在虚拟环境(VE)中感知的虚拟距离与他们的实际距离之间的比率。在每个研究条件下,测量6个数据- 1。《Real World Reach》(曝光前);虚拟现实基线达到,3。虚拟现实非缩放范围,4。规模不足,5分。6.规模过大;Real World Reach(曝光后)。我们的研究结果表明,在虚拟现实中缩放一个人的运动可以帮助提高覆盖面。因此,我们建议在帕金森病患者的VR游戏中加入缩放因子。