论文标题
当虚拟疗法和艺术相遇时:在虚拟环境中的创意绘画游戏案例研究
When Virtual Therapy and Art Meet: A Case Study of Creative Drawing Game in Virtual Environments
论文作者
论文摘要
由于“在家中练习庇护所”的新常态,最近在虚拟疗法以及其他虚拟和远程医学服务方面发生了复兴。在本文中,我们在一项试点研究中提出了一个用于虚拟疗法的创意绘图游戏,并调查用户的舒适性和运动自由。在一项混合设计的研究中,健康参与者(n = 16,8位女性)使用虚拟现实耳机完成了虚拟疗法游戏的简单或硬轨迹之一。参与者的运动准确性,任务完成时间和可用性问卷的结果表明,参与者根据游戏的难度(受试者间因素)在两个级别上的性能差异很大,但座椅和站立配置(受试者内部因素)没有差异。同样,在参与者中,硬模式更有利。这项工作对虚拟现实和3D相互作用系统产生了影响,对虚拟疗法有具体的贡献,以及对医疗保健应用的认真游戏。
There have been a resurge lately on virtual therapy and other virtual- and tele-medicine services due to the new normal of practicing 'shelter at home'. In this paper, we propose a creative drawing game for virtual therapy and investigate user's comfort and movement freedom in a pilot study. In a mixed-design study, healthy participants (N=16, 8 females) completed one of the easy or hard trajectories of the virtual therapy game in standing and seated arrangements using a virtual-reality headset. The results from participants' movement accuracy, task completion time, and usability questionnaires indicate that participants had significant performance differences on two levels of the game based on its difficulty (between-subjects factor), but no difference in seated and standing configurations (within-subjects factor). Also, the hard mode was more favorable among participants. This work offers implications on virtual reality and 3D-interactive systems, with specific contributions to virtual therapy, and serious games for healthcare applications.