Abayasiri R Achintha M, Padilha Lanari Bo Antonio, Dick Taylor J M, Baghaei Nilufar
School of Electrical Engineering and Computer Science, Faculty of Engineering, Architecture and Information Technology, The University of Queensland, Brisbane, Australia.
Department of Mechanical, Electrical and Chemical Engineering, Faculty of Technology, Art and Design, OsloMet - Oslo Metropolitan University, Pilestredet 35, Oslo, 0166, Norway, 47 67236635.
JMIR Serious Games. 2025 Jun 27;13:e70376. doi: 10.2196/70376.
Rehabilitation interventions to improve standing balance are often tedious and complex, limiting user engagement and increasing the burden of the clinicians delivering them. Virtual reality (VR) has been incorporated into such practices as a solution and VR illusions have emerged as a method for perturbing balance within interventions. However, the influence of VR illusions on balance performance, such as center of pressure (CoP), and user experience metrics remain under explored.
This study aimed to evaluate the impact of the VR illusions on standing balance and immersive user experience in young adults.
Young healthy adults (N=15, aged 18-35 years) played a VR table tennis game while standing on a force plate and were provided with eight directional and magnitude-based VR illusions scaled according to participants' heights. VR illusions were generated by offsetting the position of the playing hand in VR and were provided through 8 trials for each participant. Each VR illusion was delivered throughout final 50 seconds of each 70-second trial. Absolute CoP displacements, directional tendency of CoP displacement, and game performance were analyzed to evaluate the impact of the VR illusions. Responses to the User Experience Questionnaire, Slater-Usoh-Steed Presence Questionnaire, NASA Task Load Index, and Virtual Reality Sickness Questionnaire were analyzed to assess the immersive user experience.
Both the magnitude of VR illusion and changes in VR illusion direction led to significantly greater CoP displacements, with high illusion magnitudes, and anterior and posterior directional illusions associated with higher CoP displacements. Conversely, those illusion magnitudes and directions were associated with low game performance. The directional tendency of the CoP displacements varied across the illusion directions but showed a significant association with the illusion directions. Questionnaire responses showed that participants had moderate to high immersive user experience within the VR illusion paradigm.
This study provides a novel approach for the future development of more effective VR-based balance rehabilitation interventions. The results provide inspiration for the development of future VR-based exergames that can perturbate CoP direction and magnitude. By adjusting the difficulty level through directional and magnitude changes in VR illusions, exergames could provide a personalized rehabilitation experience.
改善站立平衡的康复干预通常繁琐且复杂,这限制了用户的参与度,并增加了实施干预的临床医生的负担。虚拟现实(VR)已被纳入此类实践作为一种解决方案,并且VR错觉已成为在干预中干扰平衡的一种方法。然而,VR错觉对平衡性能(如压力中心(CoP))和用户体验指标的影响仍有待探索。
本研究旨在评估VR错觉对年轻人站立平衡和沉浸式用户体验的影响。
健康的年轻成年人(N = 15,年龄18 - 35岁)站在测力板上玩VR乒乓球游戏,并根据参与者的身高提供八种基于方向和大小的VR错觉。VR错觉通过在VR中偏移击球手的位置产生,每个参与者进行8次试验。每个VR错觉在每个70秒试验的最后50秒内提供。分析绝对CoP位移、CoP位移的方向趋势和游戏性能,以评估VR错觉的影响。分析对用户体验问卷、斯莱特 - 乌索 - 斯特德临场感问卷、美国国家航空航天局任务负荷指数和虚拟现实晕动症问卷的回答,以评估沉浸式用户体验。
VR错觉的大小和VR错觉方向的变化均导致CoP位移显著增大,高错觉大小以及前后方向的错觉与更高的CoP位移相关。相反,那些错觉大小和方向与低游戏性能相关。CoP位移的方向趋势在不同的错觉方向上有所不同,但与错觉方向显示出显著关联。问卷回答表明,参与者在VR错觉范式中具有中度至高沉浸式用户体验。
本研究为未来开发更有效的基于VR的平衡康复干预提供了一种新方法。研究结果为未来开发能够干扰CoP方向和大小的基于VR的运动游戏提供了灵感。通过在VR错觉中改变方向和大小来调整难度级别,运动游戏可以提供个性化的康复体验。