Realization of Game Mechanics in Virtual Reality for Amblyopia Treatment

IF 3.4 3区 计算机科学 Q2 COMPUTER SCIENCE, INFORMATION SYSTEMS IEEE Access Pub Date : 2024-10-02 DOI:10.1109/ACCESS.2024.3472217
Vishwas G. Kini;Shonraj Ballae Ganeshrao;P. C. Siddalingaswamy
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Abstract

The number of Amblyopia cases has been constantly rising in the recent times. Difficulty in regular clinical visits for therapy has created a need for a monitored engaging home-based amblyopia treatment. In this regard, various technological designs are proposed of which gamified VR amblyopia treatment has showcased positive outcomes over time. However in this work, we identify a need to understand and improvise the gamified VR amblyopia treatment in terms of attentional & engaging elements for better engageability and ensure correlation of stimulus in the virtual environment to the real world for test efficacy. Additionally, correlating the distance and stimulus parameters in VR to the real world is showcased as a design guideline for which the visual acuity test yielded a positive correlation (r =0.845, p =0.002 at $\alpha =0.01$ , N =10). To identify the XR interaction game mechanics promoting engagement and motivation in users for regular treatment, a user based study is conducted. The identified game mechanics with a cognitive task load (NASA TLX, M =12.26) are later mapped with the recognised amblyopia characteristics to propose a prototype of XR amblyopic game mechanics. The prototype is evaluated for motivational and engagement factors through Octalysis (Score =332). System Usability Scale and Nielsen’s Heuristic Evaluation are further used to evaluate the design by the experts. Results obtained (SUS, M =72.8 & Heuristics, M >60% and N =10) demonstrate the potential usability of the prototype as home-based gamified amblyopia treatment.
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在虚拟现实中实现弱视治疗的游戏机制
近来,弱视病例的数量持续上升。由于难以定期到医院接受治疗,因此需要一种可监控、可参与的家庭弱视治疗方法。在这方面,人们提出了各种技术设计,其中游戏化 VR 弱视治疗随着时间的推移取得了积极成果。然而,在这项工作中,我们发现需要了解并改进游戏化 VR 弱视治疗的注意力和参与性元素,以提高参与性,并确保虚拟环境中的刺激与真实世界相关,以测试疗效。此外,将虚拟现实中的距离和刺激参数与现实世界相关联是一项设计准则,视敏度测试与此呈正相关(r =0.845, p =0.002 at $\alpha =0.01$ , N =10)。为了确定 XR 交互游戏机制,提高用户参与度和定期治疗的积极性,我们开展了一项基于用户的研究。随后,将确定的具有认知任务负荷的游戏机制(NASA TLX,M =12.26)与公认的弱视特征进行映射,从而提出了 XR 弱视游戏机制原型。通过 Octalysis(得分 =332)对原型的动机和参与因素进行评估。专家们进一步使用系统可用性量表和尼尔森启发式评价对设计进行评估。结果(SUS,M =72.8 和启发式评价,M >60%,N =10)显示了原型作为家庭游戏化弱视治疗的潜在可用性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
IEEE Access
IEEE Access COMPUTER SCIENCE, INFORMATION SYSTEMSENGIN-ENGINEERING, ELECTRICAL & ELECTRONIC
CiteScore
9.80
自引率
7.70%
发文量
6673
审稿时长
6 weeks
期刊介绍: IEEE Access® is a multidisciplinary, open access (OA), applications-oriented, all-electronic archival journal that continuously presents the results of original research or development across all of IEEE''s fields of interest. IEEE Access will publish articles that are of high interest to readers, original, technically correct, and clearly presented. Supported by author publication charges (APC), its hallmarks are a rapid peer review and publication process with open access to all readers. Unlike IEEE''s traditional Transactions or Journals, reviews are "binary", in that reviewers will either Accept or Reject an article in the form it is submitted in order to achieve rapid turnaround. Especially encouraged are submissions on: Multidisciplinary topics, or applications-oriented articles and negative results that do not fit within the scope of IEEE''s traditional journals. Practical articles discussing new experiments or measurement techniques, interesting solutions to engineering. Development of new or improved fabrication or manufacturing techniques. Reviews or survey articles of new or evolving fields oriented to assist others in understanding the new area.
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