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沉浸式可视化技术对认知负荷、动机、可用性和具身性的影响。

Effect of immersive visualization technologies on cognitive load, motivation, usability, and embodiment.

作者信息

Wenk N, Penalver-Andres J, Buetler K A, Nef T, Müri R M, Marchal-Crespo L

机构信息

Motor Learning and Neurorehabilitation Laboratory, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland.

Gerontechnology & Rehabilitation, ARTORG Center for Biomedical Engineering Research, University of Bern, Bern, Switzerland.

出版信息

Virtual Real. 2023;27(1):307-331. doi: 10.1007/s10055-021-00565-8. Epub 2021 Aug 16.

Abstract

Virtual reality (VR) is a promising tool to promote motor (re)learning in healthy users and brain-injured patients. However, in current VR-based motor training, movements of the users performed in a three-dimensional space are usually visualized on computer screens, televisions, or projection systems, which lack depth cues (2D screen), and thus, display information using only monocular depth cues. The reduced depth cues and the visuospatial transformation from the movements performed in a three-dimensional space to their two-dimensional indirect visualization on the 2D screen may add cognitive load, reducing VR usability, especially in users suffering from cognitive impairments. These 2D screens might further reduce the learning outcomes if they limit users' motivation and embodiment, factors previously associated with better motor performance. The goal of this study was to evaluate the potential benefits of more immersive technologies using head-mounted displays (HMDs). As a first step towards potential clinical implementation, we ran an experiment with 20 healthy participants who simultaneously performed a 3D motor reaching and a cognitive counting task using: (1) (immersive) VR (IVR) HMD, (2) augmented reality (AR) HMD, and (3) computer screen (2D screen). In a previous analysis, we reported improved movement quality when movements were visualized with IVR than with a 2D screen. Here, we present results from the analysis of questionnaires to evaluate whether the visualization technology impacted users' cognitive load, motivation, technology usability, and embodiment. Reports on cognitive load did not differ across visualization technologies. However, IVR was more motivating and usable than AR and the 2D screen. Both IVR and AR rea ched higher embodiment level than the 2D screen. Our results support our previous finding that IVR HMDs seem to be more suitable than the common 2D screens employed in VR-based therapy when training 3D movements. For AR, it is still unknown whether the absence of benefit over the 2D screen is due to the visualization technology per se or to technical limitations specific to the device.

摘要

虚拟现实(VR)是一种很有前景的工具,可促进健康用户和脑损伤患者的运动(再)学习。然而,在当前基于VR的运动训练中,用户在三维空间中执行的动作通常在电脑屏幕、电视或投影系统上可视化,这些设备缺乏深度线索(二维屏幕),因此仅使用单眼深度线索来显示信息。深度线索的减少以及从三维空间中执行的动作到其在二维屏幕上的二维间接可视化的视觉空间转换可能会增加认知负荷,降低VR的可用性,尤其是在患有认知障碍的用户中。如果这些二维屏幕限制了用户的动机和具身化,而这些因素之前与更好的运动表现相关,那么它们可能会进一步降低学习效果。本研究的目的是评估使用头戴式显示器(HMD)的更沉浸式技术的潜在益处。作为迈向潜在临床应用的第一步,我们对20名健康参与者进行了一项实验,他们同时使用以下设备执行3D运动伸手和认知计数任务:(1)(沉浸式)VR(IVR)HMD、(2)增强现实(AR)HMD和(3)电脑屏幕(二维屏幕)。在之前的一项分析中,我们报告说,与二维屏幕相比,使用IVR可视化动作时运动质量有所提高。在这里,我们展示了问卷调查分析的结果,以评估可视化技术是否会影响用户的认知负荷、动机、技术可用性和具身化。关于认知负荷的报告在不同的可视化技术之间没有差异。然而,IVR比AR和二维屏幕更具激励性和可用性。IVR和AR的具身化水平都高于二维屏幕。我们的结果支持了我们之前的发现,即在训练三维运动时,IVR HMD似乎比基于VR的治疗中使用的普通二维屏幕更合适。对于AR,相对于二维屏幕没有益处是由于可视化技术本身还是由于设备特有的技术限制,目前仍不清楚。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/09da/9998603/a0f11c910d20/10055_2021_565_Fig1_HTML.jpg

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