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Augmented reality presentation system of skeleton image based on biomedical features 基于生物医学特征的骨架图像增强现实演示系统
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-16 DOI: 10.1007/s10055-024-00976-3
Yuqing Sun, Tianran Yuan, Yimin Wang, Quanping Sun, Zhiwei Hou, Juan Du

Aimed at limitations in the description and expression of three-dimensional (3D) physical information in two-dimentsional (2D) medical images, feature extraction and matching method based on the biomedical characteristics of skeletons is employed in this paper to map the 2D images of skeletons into a 3D digital model. Augmented reality technique is used to realize the interactive presentation of skeleton models. Main contents of this paper include: Firstly, a three-step reconstruction method is used to process the bone CT image data to obtain its three-dimensional surface model, and the corresponding 2D–3D bone library is established based on the identification index of the 2D image and the 3D model; then, a fast and accurate feature extraction and matching algorithm is developed to realize the recognition, extraction, and matching of 2D skeletal features, and determine the corresponding 3D skeleton model according to the matching result. Finally, based on the augmented reality technique, an interactive immersive presentation system is designed to achieve visual effects of the virtual human bone model superimposed and rendered in the world scenes, which improves the effectiveness of information expression and transmission, as well as the user's immersion and embodied experience.

针对二维医学影像在描述和表达三维物理信息方面的局限性,本文采用基于骨骼生物医学特征的特征提取和匹配方法,将骨骼的二维图像映射为三维数字模型。利用增强现实技术实现骨骼模型的交互式展示。本文的主要内容包括首先,采用三步重构法处理骨骼 CT 图像数据,获得其三维表面模型,并根据二维图像和三维模型的识别指标建立相应的二维-三维骨骼库;然后,开发快速准确的特征提取和匹配算法,实现二维骨骼特征的识别、提取和匹配,并根据匹配结果确定相应的三维骨骼模型。最后,基于增强现实技术,设计了交互式沉浸式演示系统,实现了虚拟人骨模型在世界场景中叠加渲染的视觉效果,提高了信息表达和传递的有效性,以及用户的沉浸感和身临其境的体验。
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引用次数: 0
Experimenter bias: exploring the interaction between participant’s and investigator’s gender/sex in VR 实验者偏差:探索虚拟现实技术中参与者与研究者性别之间的相互作用
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-15 DOI: 10.1007/s10055-024-00993-2
Arthur Maneuvrier

This study explores the effect of the experimenter’s gender/sex and its interaction with the participant’s gender/sex as potential contributors to the replicability crisis, particularly in the man-gendered domain of VR. 75 young men and women from Western France were randomly evaluated by either a man or a woman during a 13-min immersion in a first-person shooter game. Self-administered questionnaires were used to measure variables commonly assessed during VR experiments (sense of presence, cybersickness, video game experience, flow). MANOVAs, ANOVAs and post-hoc comparisons were used. Results indicate that men and women differ in their reports of cybersickness and video game experience when rated by men, whereas they report similar measures when rated by women. These findings are interpreted as consequences of the psychosocial stress triggered by the interaction between the two genders/sexes, as well as the gender conformity effect induced, particularly in women, by the presence of a man in a masculine domain. Corroborating this interpretation, the subjective measure of flow, which is not linked to video games and/or computers, does not seem to be affected by this experimental effect. Methodological precautions are highlighted, notably the brief systematic description of the experimenter, and future exploratory and confirmatory studies are outlined.

Graphical abstract

本研究探讨了实验者的性别及其与被试者的性别之间的相互作用对可复制性危机的潜在影响,尤其是在男性主导的 VR 领域。来自法国西部的 75 名男女青年在 13 分钟的第一人称射击游戏中随机接受了一名男性或一名女性的评估。自填式问卷用于测量 VR 实验中常见的评估变量(临场感、网络晕眩、视频游戏体验、流动性)。使用了 MANOVA、ANOVA 和事后比较。结果表明,在由男性评定时,男性和女性在晕机感和视频游戏体验方面的报告有所不同,而在由女性评定时,他们的报告则相似。这些结果被解释为两性/性别间的互动所引发的社会心理压力,以及男性在男性领域的存在所引起的性别顺应效应,尤其是对女性的影响。与这一解释相印证的是,与电子游戏和/或电脑无关的 "流 "的主观测量似乎不受这种实验效应的影响。本文强调了实验方法上的注意事项,特别是对实验者的简要系统描述,并概述了未来的探索性和确认性研究。
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引用次数: 0
The geometry of the vergence-accommodation conflict in mixed reality systems 混合现实系统中辐辏-适应冲突的几何原理
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-11 DOI: 10.1007/s10055-024-00991-4
Xiaoye Michael Wang, Daniel Southwick, Ian Robinson, Michael Nitsche, Gabby Resch, Ali Mazalek, Timothy N. Welsh

Mixed reality technologies, such as virtual (VR) and augmented (AR) reality, present promising opportunities to advance education and professional training due to their adaptability to diverse contexts. Distortions in the perceived distance in such mediated conditions, however, are well documented and have imposed nontrivial challenges that complicate and limit transferring task performance in a virtual setting to the unmediated reality (UR). One potential source of the distance distortion is the vergence-accommodation conflict—the discrepancy between the depth specified by the eyes’ accommodative state and the angle at which the eyes converge to fixate on a target. The present study involved the use of a manual pointing task in UR, VR, and AR to quantify the magnitude of the potential depth distortion in each modality. Conceptualizing the effect of vergence-accommodation offset as a constant offset to the vergence angle, a model was developed based on the stereoscopic viewing geometry. Different versions of the model were used to fit and predict the behavioral data for all modalities. Results confirmed the validity of the conceptualization of vergence-accommodation as a device-specific vergence offset, which predicted up to 66% of the variance in the data. The fitted parameters indicate that, due to the vergence-accommodation conflict, participants’ vergence angle was driven outwards by approximately 0.2°, which disrupted the stereoscopic viewing geometry and produced distance distortion in VR and AR. The implications of this finding are discussed in the context of developing virtual environments that minimize the effect of depth distortion.

虚拟现实(VR)和增强现实(AR)等混合现实技术因其对不同环境的适应性,为推进教育和专业培训提供了大有可为的机会。然而,在这种中介条件下,感知距离的失真是有据可查的,它带来了非同小可的挑战,使将虚拟环境中的任务表现转移到非中介现实(UR)变得复杂和受限。距离失真的一个潜在原因是辐辏--辐辏冲突--眼睛辐辏状态所指定的深度与眼睛聚拢固定在目标上的角度之间的差异。本研究涉及在 UR、VR 和 AR 中使用手动指向任务,以量化每种模式中潜在深度失真的程度。将辐辏-适应偏移的影响概念化为辐辏角的恒定偏移,并基于立体视觉几何建立了一个模型。该模型的不同版本用于拟合和预测所有模态的行为数据。结果证实了将辐辏适应概念化为特定设备的辐辏偏移的有效性,该模型可预测多达 66% 的数据差异。拟合参数表明,由于辐辏适应冲突,参与者的辐辏角向外偏移了约 0.2°,这破坏了立体视觉几何形状,并在 VR 和 AR 中产生了距离失真。在开发可最大限度减少深度失真影响的虚拟环境方面,我们讨论了这一发现的意义。
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引用次数: 0
Video-based exergaming versus conventional rehabilitation on balance in pediatric brain tumor survivors: a randomized clinical trial 视频游戏与传统康复训练对小儿脑肿瘤幸存者平衡能力的影响:随机临床试验
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-10 DOI: 10.1007/s10055-024-00988-z
Müberra Tanrıverdi, Fatma Karantay Mutluay, Fatma Betül Çakιr

Balance problems are widely reported in Pediatric Brain Tumor Survivors (PBTS) due to tumor localization and the side effects of medical treatment. This study investigates the effects of conventional versus video-based games exercise training (exergaming) on balance in PBTS. The present study was a randomized controlled trial. The study included 23 PBTS who were randomized to a Video-Based balance exergaming Group (VBG) or Conventional balance exercise training Group (CG). In both groups, the interventions were targeted to the balance function and balance exercise training was administered twice a week for 8 weeks. VBG exercised using selected Nintendo Wii Fit Plus® balance games while CG received a specially designed balance training using conventional physiotherapy methods. The primary outcome was the balance tests (Timed Up and Go and Nintendo® Wii™ Center of Gravity: COG), and the secondary outcomes were the functional tests (10-m walking, 2-min walking, 5-step climb/descent/times), and disease effect test (PedsQL Brain Tumor Module). The outcomes were assessed before and after the intervention. At baseline, no significant clinical and outcome assessment differences existed between both groups except for COG (p = 0.0495). After training, overall scores for balance, functional, disease effect tests significantly improved in VBG (p < 0.05) while progress observed in CG was not significant (p > 0.05). Video-based balance exergaming was found effective and more so than conventional balance exercise training in PBTS. Greater effectiveness of exergaming is thought to be due to increased motivation and effort of the children who are more attracted to gaming than conventional exercising. Exergaming could be beneficial both in clinical and home settings with physiotherapist supervision and may reduce the costs of treatment while improving their health-related quality of life.

小儿脑肿瘤幸存者(PBTS)由于肿瘤位置和药物治疗的副作用而普遍存在平衡问题。本研究调查了传统游戏运动训练(exergaming)与视频游戏运动训练(exergaming)对小儿脑肿瘤幸存者平衡能力的影响。本研究是一项随机对照试验。研究对象包括 23 名 PBTS,他们被随机分配到视频平衡游戏组(VBG)或传统平衡运动训练组(CG)。两组均针对平衡功能进行干预,每周进行两次平衡运动训练,为期 8 周。VBG 组使用精选的任天堂 Wii Fit Plus® 平衡游戏进行锻炼,而 CG 组则使用传统物理治疗方法接受专门设计的平衡训练。主要结果是平衡测试(定时向上走和 Nintendo® Wii™ 重心:COG),次要结果是功能测试(10 米步行、2 分钟步行、5 步攀登/下降/时间)和疾病效应测试(PedsQL 脑肿瘤模块)。这些结果均在干预前后进行评估。基线时,除 COG(P = 0.0495)外,两组之间的临床和结果评估无明显差异。训练后,VBG 在平衡、功能、疾病影响测试方面的总分显著提高(p < 0.05),而 CG 的进步并不明显(p > 0.05)。在 PBTS 中,基于视频的平衡游戏比传统的平衡运动训练更有效。外部游戏之所以更有效,可能是由于与传统运动相比,游戏更能吸引儿童,从而提高了他们的积极性和努力程度。在物理治疗师的指导下,外部游戏在临床和家庭环境中均可发挥作用,并可降低治疗成本,同时提高与健康相关的生活质量。
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引用次数: 0
Virtual rehabilitation for patients with osteoporosis or other musculoskeletal disorders: a systematic review 骨质疏松症或其他肌肉骨骼疾病患者的虚拟康复:系统综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-07 DOI: 10.1007/s10055-024-00980-7
Eléa Thuilier, John Carey, Mary Dempsey, John Dingliana, Bryan Whelan, Attracta Brennan

This study aims to identify effective ways to design virtual rehabilitation to obtain physical improvement (e.g. balance and gait) and support engagement (i.e. motivation) for people with osteoporosis or other musculoskeletal disorders. Osteoporosis is a systemic skeletal disorder and is among the most prevalent diseases globally, affecting 0.5 billion adults. Despite the fact that the number of people with osteoporosis is similar to, or greater than those diagnosed with cardiovascular disease and dementia, osteoporosis does not receive the same recognition. Worldwide, osteoporosis causes 8.9 million fractures annually; it is associated with substantial pain, suffering, disability and increased mortality. The importance of physical therapy as a rehabilitation strategy to avoid osteoporosis fracture cannot be over-emphasised. However, the main rehabilitation challenges relate to engagement and participation. The use of virtual rehabilitation to address such challenges in the delivery of physical improvement is gaining in popularity. As there currently is a paucity of literature applying virtual rehabilitation to patients with osteoporosis, the authors broadened the search parameters to include articles relating to the virtual rehabilitation of other skeletal disorders (e.g. Ankylosing spondylitis, spinal cord injury, motor rehabilitation, etc.). This systematic review initially identified 130 titles, from which 23 articles (involving 539 participants) met all eligibility and selection criteria. Four groups of devices supporting virtual rehabilitation were identified: a head-mounted display, a balance board, a camera and more specific devices. Each device supported physical improvement (i.e. balance, muscle strength and gait) post-training. This review has shown that: (a) each device allowed improvement with different degrees of immersion, (b) the technology choice is dependent on the care need and (c) virtual rehabilitation can be equivalent to and enhance conventional therapy and potentially increase the patient’s engagement with physical therapy.

本研究旨在确定设计虚拟康复的有效方法,以改善骨质疏松症或其他肌肉骨骼疾病患者的身体状况(如平衡和步态),并支持他们参与康复(即激励)。骨质疏松症是一种全身性骨骼疾病,是全球最普遍的疾病之一,影响着 5 亿成年人。尽管骨质疏松症患者的人数与心血管疾病和痴呆症患者的人数相近,甚至更多,但骨质疏松症却没有得到同样的认可。在全球范围内,骨质疏松症每年导致 890 万例骨折;它与巨大的疼痛、痛苦、残疾和死亡率增加有关。物理治疗作为一种避免骨质疏松症骨折的康复策略,其重要性怎么强调都不为过。然而,主要的康复挑战与参与和介入有关。使用虚拟康复技术来应对这些挑战,以改善身体状况的做法越来越受欢迎。由于目前将虚拟康复应用于骨质疏松症患者的文献很少,作者扩大了搜索参数,将其他骨骼疾病(如强直性脊柱炎、脊髓损伤、运动康复等)的虚拟康复相关文章也纳入其中。这项系统性综述初步确定了 130 篇文章,其中 23 篇文章(涉及 539 名参与者)符合所有资格和选择标准。确定了四组支持虚拟康复的设备:头戴式显示器、平衡板、摄像头和更多特定设备。每种设备都支持训练后的身体改善(即平衡、肌肉力量和步态)。这项研究表明(a) 每种设备都能以不同程度的沉浸感改善身体状况,(b) 技术的选择取决于护理需求,(c) 虚拟康复可以等同于传统疗法,并能增强传统疗法的效果,还可能提高患者对物理治疗的参与度。
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引用次数: 0
Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques 用于老年人认知康复的虚拟现实游戏:适应性游戏、领域和技术综述
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-06 DOI: 10.1007/s10055-024-00968-3
D. E. Guzmán, C. F. Rengifo, J. D. Guzmán, C. E. Garcia Cena

In recent decades, the senior adults population worldwide has increased, as well as the medical conditions related to aging, such as cognitive decline. Virtual reality (VR) games are a valuable addition to conventional cognitive rehabilitation as they increase engagement to the therapy through customization, socialization, immersion, and feedback. This review, performed according to PRISMA protocol, addresses the following questions: How VR games have been used for cognitive rehabilitation?, What cognitive domains have been addressed by VR games and in which populations have these games been used?, Which features have been considered to improve engagement in VR games for cognitive rehabilitation?, How is the difficulty adjustment of exercises carried out in VR games for cognitive rehabilitation?. We found 25 scientific works related to these questions, 92% of them treating one cognitive domain at a time, despite the fact that the related literature recognizes the value of training multiple domains simultaneously. Our review indicates that, despite the existence of serious VR games for working memory training, such as those described in Flak et al. (Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807), to our knowledge, there are no applications that simultaneously address multiple cognitive domains and incorporate dynamic difficulty adjustment, which are important to ensure ecological validity of therapy and therapy adherence, respectively. In addition, we found that games themselves could be used to monitor the user’s progression. It is also important to determine the impact of multiplayer interactions in the game, test difficulty adjustment approaches that use physiological variables, and define difficulty-skill relationships aligned with the user’s preferences. This paper concludes that the main barriers to implement dynamic difficulty adjustment in VR games for cognitive rehabilitation are: (i) the absence of metrics to estimate when the game offers to the players a challenge adapted their skills, and (ii) the lack of a conceptual framework that integrates relevant theories such as state of flow, cognitive load, cognitive rehabilitation, and feedback systems.

近几十年来,全球老年人口不断增加,与老龄化相关的疾病(如认知能力衰退)也随之增多。虚拟现实(VR)游戏通过定制、社交、沉浸和反馈等方式提高了治疗的参与度,是对传统认知康复治疗的重要补充。本综述根据 PRISMA 协议进行,旨在探讨以下问题:VR游戏是如何用于认知康复的?VR游戏涉及了哪些认知领域,这些游戏用于哪些人群?我们找到了 25 篇与这些问题相关的科学著作,其中 92% 的作品一次只涉及一个认知领域,尽管相关文献承认同时训练多个领域的价值。我们的综述表明,尽管存在用于工作记忆训练的严肃 VR 游戏,如 Flak 等人(Front Psychol 10:807, 2019. https://doi.org/10.3389/fpsyg.2019.00807)所描述的游戏,但据我们所知,还没有同时处理多个认知领域并结合动态难度调整的应用,而动态难度调整对于确保治疗的生态有效性和治疗依从性分别非常重要。此外,我们发现游戏本身也可用于监测用户的进展。同样重要的是,要确定游戏中多人互动的影响,测试使用生理变量的难度调整方法,并根据用户的偏好确定难度-技能关系。本文认为,在用于认知康复的虚拟现实游戏中实施动态难度调整的主要障碍是(i) 缺乏衡量标准来估计游戏何时为玩家提供了适应其技能的挑战,(ii) 缺乏整合相关理论(如流动状态、认知负荷、认知康复和反馈系统)的概念框架。
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引用次数: 0
Different effects of social intention on movement kinematics when interacting with a human or virtual agent 与人类或虚拟代理互动时,社交意图对运动运动学的不同影响
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-03 DOI: 10.1007/s10055-024-00992-3

Abstract

The execution of object-directed motor actions is known to be influenced by the intention to interact with others. In this study, we tested whether the effects of social intention on the kinematics of object-directed actions depended on whether the task was performed in the presence of a human or a virtual confederate. In two experiments, participants had to grasp a glass and place it to a new position, with either a personal intention (to fill the glass themselves using a bottle) or a social one (to have the glass filled by the human confederate or the virtual agent using the bottle). Experiment 1 showed that the kinematics of the object-directed actions was modulated by the social intention but only when interacting with a human confederate. Experiment 2 showed that the effects of social intention on object-directed actions performance can be improved using feedback-based learning. Specifically, participants proved able to progressively adapt their motor performances as if they were expressing social intention to a virtual confederate as well. These findings emphasize the importance of the modulatory role of social intention on non-verbal motor behaviour, and enrich the understanding of the interaction with virtual agents.

摘要 众所周知,物体导向运动动作的执行会受到与他人互动意图的影响。在这项研究中,我们测试了社交意向对物体定向动作运动学的影响是否取决于任务是在人类或虚拟同伴在场的情况下执行的。在两个实验中,参与者必须抓住一个玻璃杯并将其放到一个新的位置,其意图可以是个人意图(自己用瓶子装满玻璃杯)或社会意图(让人类同伴或虚拟代理用瓶子装满玻璃杯)。实验 1 显示,由物体引导的动作的运动学受社会意向的调节,但只有在与人类共事者互动时才会受社会意向的调节。实验 2 表明,社交意图对物体引导动作表现的影响可以通过基于反馈的学习得到改善。具体来说,实验证明,参与者在向虚拟同伴表达社交意图时,也能逐步调整自己的动作表现。这些发现强调了社会意向对非语言动作行为的调节作用的重要性,并丰富了人们对与虚拟代理互动的理解。
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引用次数: 0
Key determinants of intention to use virtual reality in medical training 在医学培训中使用虚拟现实技术意向的关键决定因素
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-04-02 DOI: 10.1007/s10055-024-00990-5

Abstract

Experts have called for virtual reality (VR) training and learning applications that can facilitate the changes needed in training programmes for years to come. To help expedite the adoption process, this study used a mixed-methods approach to identify the key factors that promote intentions to use VR technology in medical training. The qualitative research was based on interviews with five doctors and medical students, which focused on identifying the most significant determinants. Next, a survey was conducted to collect data from 154 medical interns and students in Spanish universities and hospitals, whose responses were processed using partial least squares-structural equation analysis. The limited sample size means this study is exploratory. The results indicate that perceived entertainment significantly strengthens behavioural intention to use VR technology in medical courses. The findings also underline the potential uses of VR learning tools in healthcare contexts and the need to incorporate this technology into medical training.

摘要 专家们呼吁虚拟现实(VR)培训和学习应用能够促进未来几年培训计划所需的变革。为帮助加快采用进程,本研究采用混合方法来确定促进在医学培训中使用 VR 技术的意向的关键因素。定性研究基于对五位医生和医学生的访谈,重点是确定最重要的决定因素。然后,对西班牙大学和医院的 154 名医学实习生和学生进行了问卷调查,并使用偏最小二乘法结构方程分析法对他们的回答进行了处理。有限的样本量意味着本研究具有探索性。研究结果表明,感知到的娱乐性极大地增强了在医学课程中使用 VR 技术的行为意向。研究结果还强调了 VR 学习工具在医疗保健领域的潜在用途,以及将该技术融入医学培训的必要性。
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引用次数: 0
Behavioral intention, perception and user assessment in an immersive virtual reality environment with CFD simulations 利用 CFD 模拟沉浸式虚拟现实环境中的行为意向、感知和用户评估
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-29 DOI: 10.1007/s10055-024-00985-2
Serkan Solmaz, Kathrin Gerling, Liesbeth Kester, Tom Van Gerven

This study explores technology acceptance, perception and user assessment of an immersive virtual reality environment with computational fluid dynamics simulations in engineering education. 57 participants from three different institutions tested the virtual reality application. Partial least squares structural equation modeling and interferential statistics were performed to predict and assess interrelations among constructs. Results show that the learning value, content value, intrinsic motivation and personal innovativeness are underlying factors behind students’ intention to use virtual reality. Pair-wise analysis indicates that users’ perceptions matter and positively affect their attitudes. In addition, the virtual reality application helps students perform significantly better in the post-knowledge test. Findings also highlight that prior experience and interest can affect students’ attitudes and behavioral intentions to accept the virtual reality application in education. Our study can guide lecturers and developers to achieve on-target immersive virtual reality learning environments in higher education.

本研究探讨了在工程教育中采用计算流体动力学模拟的沉浸式虚拟现实环境的技术接受度、感知度和用户评估。来自三个不同机构的 57 名参与者对虚拟现实应用进行了测试。研究采用偏最小二乘法结构方程建模和干扰统计来预测和评估各结构之间的相互关系。结果表明,学习价值、内容价值、内在动机和个人创新能力是学生使用虚拟现实的潜在因素。配对分析表明,用户的看法很重要,并对其态度产生积极影响。此外,虚拟现实应用有助于学生在知识后测试中取得更好的成绩。研究结果还强调,先前的经验和兴趣会影响学生接受虚拟现实教育应用的态度和行为意向。我们的研究可以指导讲师和开发人员在高等教育中实现目标明确的沉浸式虚拟现实学习环境。
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引用次数: 0
Design and emotional responses: is there coherence between what is said and what is felt? A study using biofeedback and virtual reality 设计与情绪反应:所说的与所感的是否一致?一项利用生物反馈和虚拟现实技术进行的研究
IF 4.2 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Pub Date : 2024-03-28 DOI: 10.1007/s10055-024-00944-x
Ademario Santos Tavares, Marcelo M. Soares, Marcio A. Marçal

Identifying users’ experience when using products is one of the major challenges for design. Analyzing users’ psychophysiological reactions to an experience using biofeedback can produce more reliable results than using subjective evaluations, such as structured interviews and questionnaires. Two case studies were conducted to identify emotions users actually felt and to check whether there is some correspondence with what they reported after using two computational systems. The first system investigated users’ emotions during training on a vehicle driving simulator, and the second analyzed the emotions experienced during a car racing game, both in a virtual reality environment. User’s opinions about their emotional state were obtained using self-report techniques (using the Geneva Emotions Wheel—GEW and Positive and Negative Affective Schedule—PANAS questionnaires) and applying EEG (brain activity with Frontal Alpha Asymmetry Index—FAAI) and infrared thermography (facial thermograms). The training experiment presented the greater concordance between the psychophysiological and the self-report responses. Results evidenced the importance of undertaking multimodal studies in design research to determine users’ emotional experiences in a virtual reality context.

确定用户在使用产品时的体验是设计面临的主要挑战之一。与结构化访谈和问卷调查等主观评价相比,使用生物反馈分析用户对体验的心理生理反应能得出更可靠的结果。我们进行了两项案例研究,以确定用户实际感受到的情绪,并检查他们在使用两个计算系统后所报告的情绪是否存在某种对应关系。第一个系统调查了用户在车辆驾驶模拟器上进行训练时的情绪,第二个系统分析了用户在虚拟现实环境中进行赛车游戏时的情绪体验。用户对自己情绪状态的看法是通过自我报告技术(使用日内瓦情绪轮-GEW和积极和消极情绪时间表-PANAS问卷)以及脑电图(使用额叶阿尔法不对称指数-FAAI的大脑活动)和红外热成像(面部热图)获得的。培训实验显示,心理生理学和自我报告之间的一致性更高。研究结果证明了在设计研究中开展多模态研究以确定用户在虚拟现实环境中的情感体验的重要性。
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