一个独特的方式来增加存在的行动不便的用户-增加信心的平衡

Rongkai Guo, G. Samaraweera, J. Quarles
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引用次数: 4

摘要

先前对健康受试者的研究表明,与没有虚拟形象相比,通过全身虚拟形象可以激发出更高的存在感。然而,对行动不便的人进行的化身研究很少。对于这些用户来说,虚拟环境(ve)和虚拟化身作为康复工具正变得越来越普遍。如果我们能够最大限度地在这些虚拟现实中存在,用户可能会更有效地从痛苦和重复的康复中分散注意力,从而增加用户的动机。为了研究这一点,我们复制了经典的虚拟坑实验,并将一个反应灵敏的全身化身(或缺乏)作为3D用户界面。我们从两个不同的人群中招募:行动障碍者和健康人作为对照。研究结果揭示了健康用户和行动障碍用户在虚拟现实中的存在体验之间的许多其他差异。
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A unique way to increase presence of mobility impaired users — Increasing confidence in balance
Previous research on healthy subjects showed that a higher sense of presence can be elicited through full body avatars versus no avatar. However, minimal avatar research has been conducted with persons with mobility impairments. For these users, Virtual Environments (VEs) and avatars are becoming more common as tools for rehabilitation. If we can maximize presence in these VEs, users may be more effectively distracted from the pain and repetitiveness of rehabilitation, thereby increasing users' motivation. To investigate this we replicated the classic virtual pit experiment and included a responsive full body avatar (or lack thereof) as a 3D user interface. We recruited from two different populations: mobility impaired persons and healthy persons as a control. Results give insight into many other differences between healthy and mobility impaired users' experience of presence in VEs.
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