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通过虚拟现实运动设计来帮助下肢残疾青少年拥有更美好的青春时光。

Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports.

作者信息

Zhang Xiaochen, Hui Lanxin, Li Muge, Huang Jiajing, Chen Chengyuan, Yang Yunping, Song Fuchuan, Hu Fei, Luh Ding-Bang

机构信息

Department of Industrial Design, Guangdong University of Technology, Guangzhou 510090, China.

F11X Silicon Photonics Process Development, Intel Corporation, Albuquerque, NM 87124, USA.

出版信息

Int J Environ Res Public Health. 2022 Mar 27;19(7):3985. doi: 10.3390/ijerph19073985.

Abstract

Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item−total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises.

摘要

背景

下肢功能障碍的青少年体育参与水平较低,这限制了他们在身体和心理方面的成长与自我发展。最近,虚拟现实(VR)技术已在有需要人群的心理评估与治疗、康复及沉浸式训练中展现出其深远价值。我们为下肢功能障碍的青少年提出、设计并开发了一款VR攀岩游戏,让他们能够参与有趣且有意义的游戏任务,同时进行高强度的现实世界锻炼。方法:对下肢被固定在椅子上的大学生进行了试点研究。对每位参与者进行心率监测、心流问卷调查、访谈及观察,以评估VR攀岩游戏的影响。收集到的数据根据克朗巴哈系数(Cronbach's alpha)和校正后的项目-总分相关系数(CITC)进行了整理,以确保数据的可靠性。结果:每个心流体验维度的平均值均大于4(0.76 <标准差< 0.91)。根据基于心流的分析和全过程感受分布(WPFD),评估研究给参与者带来了快乐、掌控感和成就感。结论:通过在VR中带来深度且愉悦的沉浸体验,它显著提升了参与者参与锻炼的意愿。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/67a3/8997947/c706ba621422/ijerph-19-03985-g001.jpg

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