对沉浸式虚拟现实体验中可穿戴生物传感器使用情况的系统回顾

IF 4.4 3区 计算机科学 Q1 COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS Virtual Reality Pub Date : 2024-03-08 DOI:10.1007/s10055-024-00970-9
Henar Guillen-Sanz, David Checa, Ines Miguel-Alonso, Andres Bustillo
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引用次数: 0

摘要

可穿戴生物传感器越来越多地应用于身临其境的虚拟现实(iVR)应用中。这一趋势归功于质量更好、成本更低、更易于使用的设备的出现。然而,人们尚未就最佳组合达成共识。本综述旨在阐明生物传感器与 iVR 应用相结合的最佳实例。综述中的大量论文(560 篇)被分为以下七个应用领域:心理学、医学、体育、教育、人体工程学、军事以及旅游和营销。针对每个应用领域,分析了各类可穿戴生物传感器和头戴式显示器的使用情况。然后,根据 iVR 应用的目标、用户交互水平以及根据生物传感器反馈调整 iVR 环境的可能性,对 iVR 应用的开发进行了分析。最后,对 iVR 体验的评估进行了研究,其中考虑到了样本量、对照组的存在以及后期评估程序等问题。通过一种工作方法,确定了每个应用领域基于生物反馈的 iVR 应用中最常见的解决方案、最佳实践和最有前途的趋势。此外,还为未来开发生物反馈 iVR 应用提出了以良好实践为导向的指导方针。综述结果表明,在某些应用领域,需要对 iVR 环境中生物传感器的使用进行标准化,特别是在考虑根据实时生物信号调整 iVR 体验以提高用户性能时。
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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A systematic review of wearable biosensor usage in immersive virtual reality experiences

Wearable biosensors are increasingly incorporated in immersive Virtual Reality (iVR) applications. A trend that is attributed to the availability of better quality, less costly, and easier-to-use devices. However, consensus is yet to emerge over the most optimal combinations. In this review, the aim is to clarify the best examples of biosensor usage in combination with iVR applications. The high number of papers in the review (560) were classified into the following seven fields of application: psychology, medicine, sports, education, ergonomics, military, and tourism and marketing. The use of each type of wearable biosensor and Head-Mounted Display was analyzed for each field of application. Then, the development of the iVR application is analyzed according to its goals, user interaction levels, and the possibility of adapting the iVR environment to biosensor feedback. Finally, the evaluation of the iVR experience was studied, considering such issues as sample size, the presence of a control group, and post-assessment routines. A working method through which the most common solutions, the best practices, and the most promising trends in biofeedback-based iVR applications were identified for each field of application. Besides, guidelines oriented towards good practice are proposed for the development of future iVR with biofeedback applications. The results of this review suggest that the use of biosensors within iVR environments need to be standardized in some fields of application, especially when considering the adaptation of the iVR experience to real-time biosignals to improve user performance.

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来源期刊
Virtual Reality
Virtual Reality COMPUTER SCIENCE, INTERDISCIPLINARY APPLICATIONS-COMPUTER SCIENCE, SOFTWARE ENGINEERING
CiteScore
8.30
自引率
14.30%
发文量
95
审稿时长
>12 weeks
期刊介绍: The journal, established in 1995, publishes original research in Virtual Reality, Augmented and Mixed Reality that shapes and informs the community. The multidisciplinary nature of the field means that submissions are welcomed on a wide range of topics including, but not limited to: Original research studies of Virtual Reality, Augmented Reality, Mixed Reality and real-time visualization applications Development and evaluation of systems, tools, techniques and software that advance the field, including: Display technologies, including Head Mounted Displays, simulators and immersive displays Haptic technologies, including novel devices, interaction and rendering Interaction management, including gesture control, eye gaze, biosensors and wearables Tracking technologies VR/AR/MR in medicine, including training, surgical simulation, rehabilitation, and tissue/organ modelling. Impactful and original applications and studies of VR/AR/MR’s utility in areas such as manufacturing, business, telecommunications, arts, education, design, entertainment and defence Research demonstrating new techniques and approaches to designing, building and evaluating virtual and augmented reality systems Original research studies assessing the social, ethical, data or legal aspects of VR/AR/MR.
期刊最新文献
Virtual reality: towards a better prediction of full body illusion — a mediation model for healthy young women Publisher Correction: Cybersickness with passenger VR in the aircraft: influence of turbulence and VR content Using in situ research-based design to explore learning module effectiveness and usability in a virtual reality system for workforce training The use of CNNs in VR/AR/MR/XR: a systematic literature review Exploring the user’s gaze during product evaluation through the semantic differential: a comparison between virtual reality and photorealistic images
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