Zorzi Chantal, Tabbaa Luma, Covaci Alexandra, Sirlantzis Konstantinos, Marcelli Gianluca
School of Engineering, University of Kent, Canterbury CT1 7NT, UK.
School of Engineering, Technology and Design, Canterbury Christ Church University (CCCU), Canterbury CT1 1QU, UK.
Bioengineering (Basel). 2023 Oct 31;10(11):1269. doi: 10.3390/bioengineering10111269.
This study compares the influence of a gamified and a non-gamified virtual reality (VR) environment on wheelchair skills training. In specific, the study explores the integration of gamification elements and their influence on wheelchair driving performance in VR-based training. Twenty-two non-disabled participants volunteered for the study, of whom eleven undertook the gamified VR training, and eleven engaged in the non-gamified VR training. To measure the efficacy of the VR-based wheelchair skills training, we captured the heart rate (HR), number of joystick movements, completion time, and number of collisions. In addition, an adapted version of the Wheelchair Skills Training Program Questionnaire (WSTP-Q), the Igroup Presence Questionnaire (IPQ), and the Simulator Sickness Questionnaire (SSQ) questionnaires were administered after the VR training. The results showed no differences in wheelchair driving performance, the level of involvement, or the ratings of presence between the two environments. In contrast, the perceived cybersickness was statistically higher for the group of participants who trained in the non-gamified VR environment. Remarkably, heightened cybersickness symptoms aligned with increased HR, suggesting physiological connections. As such, while direct gamification effects on the efficacy of VR-based wheelchair skills training were not statistically significant, its potential to amplify user engagement and reduce cybersickness is evident.
本研究比较了游戏化和非游戏化虚拟现实(VR)环境对轮椅技能训练的影响。具体而言,该研究探讨了游戏化元素的整合及其对基于VR的训练中轮椅驾驶性能的影响。22名非残疾参与者自愿参与本研究,其中11人进行了游戏化VR训练,11人参与了非游戏化VR训练。为了衡量基于VR的轮椅技能训练的效果,我们记录了心率(HR)、操纵杆移动次数、完成时间和碰撞次数。此外,在VR训练后,还发放了改编版的轮椅技能训练计划问卷(WSTP-Q)、Igroup临场感问卷(IPQ)和模拟器晕动症问卷(SSQ)。结果显示,两种环境下的轮椅驾驶性能、参与程度或临场感评分均无差异。相比之下,在非游戏化VR环境中训练的参与者组的感知晕动症在统计学上更高。值得注意的是,晕动症症状加剧与心率增加相关,表明存在生理联系。因此,虽然游戏化对基于VR的轮椅技能训练效果的直接影响在统计学上不显著,但其增强用户参与度和减少晕动症的潜力是明显的。