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研究虚拟现实运动游戏中显示类型和视角对用户体验的影响。

Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames.

机构信息

Department of Computer Science and Software Engineering, Xi'an Jiaotong-Liverpool University, Suzhou, China.

Department of Information Technology, Otago Polytechnic Auckland International Campus, Auckland, New Zealand.

出版信息

Games Health J. 2020 Dec;9(6):405-414. doi: 10.1089/g4h.2019.0102. Epub 2020 Feb 19.

DOI:10.1089/g4h.2019.0102
PMID:32074463
Abstract

Physical inactivity has been identified as the fourth leading cause of death globally. It is now well established that a sedentary lifestyle is a unique risk factor for several diseases such as type 2 diabetes and cardiovascular disease, which account for about 30% of global mortality. Diabetes is a major preventable cause of costly and debilitating renal failure, heart disease, lower limb amputation, and avoidable blindness. In recent years, the idea of using interactive computing systems that leverage gamification to promote physical activity has been widely researched. Prior studies have shown that exergames, that is those that encourage physical activity, can increase enjoyment and intrinsic motivation compared with conventional exercises; as such, they can be effective in promoting physical and mental health. There has been some research on immersive virtual reality (VR) exergames; however, to the best of our knowledge, it is limited and preliminary. This work aims at filling the gap and investigates the effect of display type (DT) and viewing perspective (VP) on players' exertion, engagement, and overall game experience in immersive VR exergames. This article aims at examining whether DT and VP can affect gameplay performance, players' exertion, game experience, cybersickness, and electroencephalography (EEG) engagement index when playing a gesture-based (i.e., body motion) exergame. Study 1 employed a one-way between-subjects design with 24 participants equally distributed in two groups (immersive VR and 50-inch TV) to perform 12 pre-defined gestures. The main outcome measures were National Aeronautics and Space Administration-Task Load Index (NASA-TLX) workload for each group as well as 7 Likert scale and EEG engagement index for each gesture. Study 2 included 16 participants in playing a game with the gestures selected from study 1. All participants played 4 versions based on combinations of DT (immersive VR and 50-inch TV) and VP (first-person and third-person) to assess exertion (%HR, calories consumption, and Borg RPE 6-20), game experience, cybersickness, and EEG engagement index. Study 1 results showed that DT had no effect on the ratings of the gestures, NASA-TLX workload, and EEG engagement index. Study 2 results showed that immersive VR not only resulted in a significantly higher exertion (%HR, calories consumption, and Borg RPE) but also helped achieve better positive game experience in challenge, flow, sensory and imaginative immersion, as well as lower negative affect. We also found that nausea and oculomotor were significantly higher in immersive VR. This pilot study demonstrates that youth who played gesture-based exergame in immersive VR had a higher level of exertion (%HR calories consumption, and Borg RPE), although the number of performed gestures were not significantly different. They also felt that immersive VR was much more challenging, immersive (flow, sensory and imaginative immersion), and had a lower negative affect than a 50-inch TV; however, immersive VR was more likely to make youth have higher cybersickness.

摘要

身体活动不足已被确定为全球第四大死亡原因。现在已经明确,久坐的生活方式是 2 型糖尿病和心血管疾病等多种疾病的独特危险因素,这些疾病约占全球死亡率的 30%。糖尿病是导致昂贵且使人衰弱的肾衰竭、心脏病、下肢截肢和可避免失明的主要可预防原因。近年来,利用互动计算系统利用游戏化促进身体活动的想法已得到广泛研究。先前的研究表明,与传统运动相比,鼓励身体活动的运动游戏可以增加享受和内在动机;因此,它们可以有效地促进身心健康。已经有一些关于沉浸式虚拟现实 (VR) 运动游戏的研究;但是,据我们所知,这是有限的和初步的。这项工作旨在填补这一空白,并研究显示类型 (DT) 和观看视角 (VP) 对沉浸式 VR 运动游戏中玩家的用力、参与度和整体游戏体验的影响。 本文旨在研究 DT 和 VP 是否会影响基于手势的 (即身体运动) 运动游戏的游戏表现、玩家的用力程度、游戏体验、晕动病和脑电图 (EEG) 参与指数。 研究 1 采用了一种单因素被试间设计,24 名参与者平均分配在两组(沉浸式 VR 和 50 英寸电视)中,执行 12 个预定义的手势。主要的测量指标是每组的美国国家航空航天局-任务负荷指数 (NASA-TLX) 工作负荷,以及每个手势的 7 个李克特量表和 EEG 参与指数。研究 2 包括 16 名参与者,他们使用从研究 1 中选择的手势玩游戏。所有参与者都根据 DT(沉浸式 VR 和 50 英寸电视)和 VP(第一人称和第三人称)的组合玩 4 个版本,以评估用力程度(%HR、卡路里消耗和 Borg RPE 6-20)、游戏体验、晕动病和 EEG 参与指数。 研究 1 的结果表明,DT 对手势的评价、NASA-TLX 工作负荷和 EEG 参与指数没有影响。研究 2 的结果表明,沉浸式 VR 不仅导致用力程度(%HR、卡路里消耗和 Borg RPE)显著提高,而且有助于在挑战、流畅感、感官和想象沉浸感以及较低的负面情绪方面获得更好的积极游戏体验。我们还发现,在沉浸式 VR 中,恶心和眼球运动明显更高。 这项初步研究表明,玩基于手势的运动游戏的年轻人在沉浸式 VR 中用力程度(%HR、卡路里消耗和 Borg RPE)更高,尽管执行的手势数量没有明显差异。他们还觉得沉浸式 VR 比 50 英寸电视更具挑战性、更具沉浸感(流畅感、感官和想象沉浸感),负面情绪更低;然而,沉浸式 VR 更有可能让年轻人感到晕动病。

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