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虚拟现实为有身体和智力残疾的年轻人提供了休闲时光的机会。

Virtual reality provides leisure time opportunities for young adults with physical and intellectual disabilities.

作者信息

Weiss Patrice L Tamar, Bialik Pnina, Kizony Rachel

机构信息

University of Haifa, Haifa, Israel and Mishaul Center for Augmentative Communication and Assistive Devices, Jerusalem, Israel.

出版信息

Cyberpsychol Behav. 2003 Jun;6(3):335-42. doi: 10.1089/109493103322011650.

Abstract

Due to limitations in their physical abilities, adults with cerebral palsy (CP) have relatively few opportunities to engage in independent leisure activities. This pervasive lack of opportunity often leads to the development of dependent behavioral patterns and learned helplessness. The objective of this pilot study was to explore ways in which virtual reality can provide positive and enjoyable leisure experiences during physical interactions with different game-like virtual environments and potentially lead to increased self-esteem and a sense of self-empowerment. The study sample consisted of five young male adults with CP and severe intellectual disabilities who are non-speaking and who use wheelchairs for mobility. Each participant experienced three game-like virtual scenarios via VividGroup's Gesture Xtreme video capture virtual reality (VR) system. The participant's video captured image was processed on the same plane as screen graphical animations that react in real time in response to his movements. Outcome measures included the participants' responses to a five-item presence questionnaire, a 6-item task specific questionnaire and observation of their videotaped performance while participating in the virtual games. Participants' responses to the questionnaire showed a high level of presence in all three scenarios. These participants demonstrated an exceptional degree of enthusiasm during each VR experience; some reacted to the various stimuli via appropriate and goal-oriented responses, in other cases the response was more arbitrary. Documentation of behaviors during and following the VR experiences may provide insight into the important role that VR may play in nurturing their self-esteem and sense of empowerment.

摘要

由于身体能力的限制,患有脑瘫(CP)的成年人参与独立休闲活动的机会相对较少。这种普遍缺乏机会的情况往往会导致依赖行为模式的形成和习得性无助。这项试点研究的目的是探索虚拟现实如何在与不同的游戏式虚拟环境进行身体互动时提供积极且愉快的休闲体验,并有可能提高自尊和自我赋权感。研究样本包括五名患有脑瘫和严重智力残疾的年轻男性成年人,他们不会说话,行动需借助轮椅。每位参与者通过VividGroup的Gesture Xtreme视频捕捉虚拟现实(VR)系统体验了三种游戏式虚拟场景。参与者的视频捕捉图像与屏幕图形动画在同一平面上进行处理,这些动画会根据他的动作实时做出反应。结果测量包括参与者对一份五项沉浸感问卷、一份六项特定任务问卷的回答,以及在参与虚拟游戏时对他们录像表现的观察。参与者对问卷的回答显示在所有三种场景中都有很高的沉浸感。这些参与者在每次VR体验中都表现出了极高的热情;一些人通过适当且目标导向的反应对各种刺激做出反应,在其他情况下反应则较为随意。对VR体验期间及之后行为的记录可能有助于深入了解VR在培养他们的自尊和赋权感方面可能发挥的重要作用。

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