超越基于得分的游戏化:为VR颈部康复设计时空与音乐体验
Beyond Score-Based Gamification: Designing Spatiotemporal and Musical Experiences for VR Neck Rehabilitation
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中文总结 AI 辅助
该研究针对慢性颈部疼痛康复的痛点,为VR颈部锻炼设计两种多感官交互范式,经用户研究发现其比传统得分游戏化更能减轻焦虑、改善体验且不影响锻炼表现,为VR康复提供新设计方向。
中文摘要 AI 辅助
慢性颈部疼痛康复锻炼中,与疼痛相关的焦虑和对运动的恐惧是坚持锻炼及获得良好治疗效果的主要障碍。虚拟现实技术可用于设计沉浸式体验,将重复性的治疗性运动转化为引人入胜且情感支持性的互动。在这项探索性研究中,我们探究以体验为导向的游戏化如何减少基于VR的颈部活动范围锻炼过程中的焦虑并改善用户体验。我们引入两种新型交互范式,将治疗性颈部运动嵌入多感官VR体验中。第一种范式为时空递进,在热带岛屿场景中将头部追踪轨迹与环境递进相结合,运动片段会动态转换一天中的时间、天气和空间位置作为体验奖励。第二种范式为音乐交互,将运动片段映射到叠加了放松环境音景的冥想音符。我们在一项包含20名非患者参与者的受控用户研究中,将这些设计与传统基于得分的游戏化基线进行对比评估。我们通过主观量表评估可用性和用户体验,通过运动追踪评估锻炼表现,并通过主观痛苦单位量表、心率和皮肤电导评估焦虑调节。研究结果表明,与传统基于得分的游戏化设计相比,沉浸式环境和音乐反馈在减少焦虑和改善用户体验方面展现出更好的潜力,且对锻炼的成功表现几乎无影响。我们的初步结果凸显了基于体验的交互设计在VR康复中的潜在价值,为以情感参与为优先且不损害治疗效果的以表现为中心的游戏化提供了一种替代方案。
英文摘要
Pain-related anxiety and fear of movement are major barriers to adherence and therapeutic outcomes in rehabilitation exercises for chronic neck pain. Virtual reality enables the design of immersive experiences that can transform repetitive therapeutic movements into engaging and emotionally supportive interactions. In this exploratory work, we investigate how experience-oriented gamification can reduce anxiety and improve user experience during VR-based neck range-of-motion exercises. We introduce two novel interaction paradigms that embed therapeutic neck movements within multisensory VR experiences. The first paradigm, Spatiotemporal Progression, couples head-tracked trajectories with environmental progression in a tropical island setting, where movement segments dynamically transform time of day, weather, and spatial location as experiential rewards. The second paradigm, Musical Interaction, maps movement segments to meditative music notes layered with relaxing ambient soundscapes. We evaluate these designs against a conventional score-based gamification baseline in a controlled user study with 20 non-patient participants. We assess usability and user experience through subjective measures, exercise performance with motion tracking, and anxiety modulation using the Subjective Units of Distress Scale, heart rate, and skin conductance. Our findings suggest that, in comparison with traditional score-based gamification design, immersive environmental and musical feedback show better potential to reduce anxiety and improve user experience, with little to no impact on successful performance of the exercise. Our preliminary results highlight the potential value of experience-based interaction design for VR rehabilitation, suggesting an alternative to performance-centric gamification that prioritizes emotional engagement without compromising therapeutic efficacy.