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面向消费者的虚拟现实放松应用的潜力:第一代应用的描述性使用情况、采用情况及应用性能统计数据

The Potential of Consumer-Targeted Virtual Reality Relaxation Applications: Descriptive Usage, Uptake and Application Performance Statistics for a First-Generation Application.

作者信息

Lindner Philip, Miloff Alexander, Hamilton William, Carlbring Per

机构信息

Department of Psychology, Stockholm University, Stockholm, Sweden.

Mimerse, Stockholm, Sweden.

出版信息

Front Psychol. 2019 Feb 4;10:132. doi: 10.3389/fpsyg.2019.00132. eCollection 2019.

Abstract

Virtual Reality (VR) technology can be used to create immersive environments that promote relaxation and distraction, yet it is only with the recent advent of consumer VR platforms that such applications have the potential for widespread dissemination, particularly in the form of consumer-targeted self-help applications available at regular digital marketplaces. If widely distributed and used as intended, such applications have the potential to make a much-needed impact on public mental health. In this study, we report real-world aggregated uptake, usage and application performance statistics from a first-generation consumer-targeted VR relaxation application which has been publicly available for almost 2 years. While a total of 40,000 unique users signals an impressive dissemination potential, average session duration was lower than expected, and the data suggests a low number of recurrent users. Usage of headphones and auxiliary input devices was relatively low, and some application performance issues were evident (e.g., lower than intended framerate and occurrence of overheating). These findings have important implications for the design of the future VR relaxation applications, revealing primarily that user engagement needs to be addressed in the early stage of development by including features that promote prolonged and recurrent use (e.g., gamification elements).

摘要

虚拟现实(VR)技术可用于创建能促进放松和分散注意力的沉浸式环境,但直到最近消费者VR平台出现,此类应用才有可能广泛传播,尤其是以常规数字市场上面向消费者的自助应用形式。如果广泛分发并按预期使用,此类应用有可能对公众心理健康产生急需的影响。在本研究中,我们报告了一款面向消费者的第一代VR放松应用的实际汇总使用量、使用情况和应用性能统计数据,该应用已公开可用近2年。虽然共有40000名独立用户显示出令人印象深刻的传播潜力,但平均会话时长低于预期,且数据表明回头客数量较少。耳机和辅助输入设备的使用率相对较低,一些应用性能问题也很明显(例如,帧率低于预期以及出现过热情况)。这些发现对未来VR放松应用的设计具有重要意义,主要表明在开发早期需要通过纳入促进长期和反复使用的功能(例如游戏化元素)来解决用户参与度问题。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/10d5/6369194/8bf3552380fe/fpsyg-10-00132-g001.jpg

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