Active Interaction Design For Stress Therapy Virtual Environment

Author(s):  
Farhah Amaliya Zaharuddin ◽  
Nazrita Ibrahim ◽  
Azmi Mohd Yusof ◽  
Eze Manzura Mohd Mahidin ◽  
Mohd Ezanee Rusli
2022 ◽  
pp. 707-736
Author(s):  
Isabel Cristina Siqueira da Silva ◽  
Luan Carlos Nesi ◽  
Viviane da Silva Machado

Ludic games and gamification processes can extend functional skills in players as they integrate different intelligences and stimulate the cognitive, perceptual, and motor activities. Play can facilitate the work of occupational therapist since provides better cooperation of the patient, besides helping in its development, increasing its behavioral repertoire, mainly in the accomplishment of activities of daily living. This chapter addresses these issues, discussing the design of a gamified virtual environment that helps occupational therapists to develop the potential of children and adolescents with mild, moderate, and severe neuropsychomotor disorder. For that, the authors present an investigation of the use of a gamified virtual environment and interaction devices in the training of activities of daily living. As result, they note that games as assistive technology can encourage the integration of education, rehabilitation, and habilitation of people in situations of vulnerability and social risk, providing access and inclusion through playful and challenging activities.


Author(s):  
Hector Chimeremeze Okere ◽  
Suziah Sulaiman ◽  
Dayang Rohaya Awang Rambli ◽  
Oi-Mean Foong

The proliferation of multimodal interaction research have presented numerous advantages which include enhancement of realism, increased efficiency in user task performance and the achievement of an interactivity that is relatively identical to the conventional human to human interactions. Haptic, visual, and aural interactions have been widely utilized and applied in various domains ranging from military and scientific visualization realms into more multidisciplinary areas, such as art and culture, education, archeology, and complementary medicine. In Virtual reality stress therapy application particularly in the proliferation towards the virtualization and simulation of the traditional foot reflexology therapy, little is understood on the haptic, visual and aural interactive nature of the therapy and to what extent they contribute in the patients' relaxation and stress relief, which hinders the system developers from obtaining the appropriate system design requirements for foot reflexology virtual stress therapy applications. This paper presents an exploratory study that examines from both the patients' and practitioners' perspective, the haptic, visual and aural interactive nature in foot reflexology domain since the practices promote relaxation and stress relief. The study explored 2 traditional foot reflexology sessions; audio recorded semi-structured interview was used to collect data from the participant's while the session was going on for analysis. The study findings presented the haptic, visual and aural interactive nature involved from the patients' and practitioners' perspective, and a higher level design requirements for the haptic, aural, visual and general interactivity extracted from the study findings as well as from literature. Implications for future research are also discussed.


Author(s):  
Isabel Cristina Siqueira da Silva ◽  
Luan Carlos Nesi ◽  
Viviane da Silva Machado

Ludic games and gamification processes can extend functional skills in players as they integrate different intelligences and stimulate the cognitive, perceptual, and motor activities. Play can facilitate the work of occupational therapist since provides better cooperation of the patient, besides helping in its development, increasing its behavioral repertoire, mainly in the accomplishment of activities of daily living. This chapter addresses these issues, discussing the design of a gamified virtual environment that helps occupational therapists to develop the potential of children and adolescents with mild, moderate, and severe neuropsychomotor disorder. For that, the authors present an investigation of the use of a gamified virtual environment and interaction devices in the training of activities of daily living. As result, they note that games as assistive technology can encourage the integration of education, rehabilitation, and habilitation of people in situations of vulnerability and social risk, providing access and inclusion through playful and challenging activities.


2009 ◽  
Vol 18 (5) ◽  
pp. 370-386 ◽  
Author(s):  
Jian Chen ◽  
Doug A Bowman

Few production virtual environment (VE) applications involve complex three-dimensional (3D) interaction. Our long-term collaboration with architects and engineers in designing 3D user interfaces (3D UIs) has revealed some of the causes: existing interaction tasks and/or techniques are either too generic when isolated from the application context, or too specific to be reusable. We propose a new design approach called domain-specific design (DSD) that sits between the generic and specific design approaches, with an emphasis on using domain knowledge in 3D interaction techniques. We also describe an interaction design framework encompassing generic, domain-specific, and application-specific interaction tasks and techniques. This framework can be used by designers to think of ways to produce domain-specific interaction techniques. We present a particular DSD method, and demonstrate its use for the design of cloning techniques in a structural engineering application. Results from empirical studies demonstrate that interaction techniques produced with domain knowledge in mind outperformed other techniques by improving task efficiency, work flow, and usefulness of the 3D UI.


Leonardo ◽  
2018 ◽  
Vol 51 (5) ◽  
pp. 482-490
Author(s):  
Rachel Strickland ◽  
Eric Gould Bear ◽  
Jim McKee

Walk-in Theater is a portable virtual cinema for the display of spatially distributed multichannel movies (“walkies”). The miniature experience engages participants’ proprioceptors and spatial memory, allowing them to orient themselves as they navigate a field of scattered video streams and localized sounds reproduced on a handheld computing device. Departing from one-way linear cinema played on a single rectangular screen, this multichannel virtual environment pursues a cinematic paradigm that undoes habitual ways of framing things, employing architectural concepts in a polylinear-video polyphonic-sound construction to create a kind of experience that lets the world reveal itself and permits discovery on the part of beholders. Interaction design for Walk-in Theater supports approaches to cinematic construction that employ the ambulatory, multiple and simultaneous viewpoints that humans exercise in everyday life.


Author(s):  
Farhah Amaliya Zaharuddin ◽  
Nazrita Ibrahim ◽  
Azmi Mohd Yusof ◽  
Mohd Ezanee Rusli ◽  
Eze Manzura Mohd Mahidin

Author(s):  
Farhah Amaliya Zaharuddin Et.al

Virtual reality (VR) based therapy is an alternative technique available for stress treatment. In this technique, virtual reality is used as a tool to assist users to reduce stress and induce relaxation. Many previous literatures published have acknowledged the effectiveness of virtual reality based therapy as compared to other techniques such as breathing exercise and imagination. However, previous studies available only focused on proving the effectiveness of virtual reality application in reducing stress, but are lacking discussions on factors that should be taken into consideration when designing its virtual environment. In previous study, initial framework containing possible factors to be considered when designing virtual environment for stress therapy has been proposed. In this paper, an expert review was conducted to validate the usefulness of the identified factors. Findings from the validation process has resulted in the improved version of the initial framework and their application in virtual environment.


2018 ◽  
Vol 5 (2) ◽  
pp. 239
Author(s):  
Pius Dian Widi Anggoro

<p>Candi Prambanan sebagai warisan budaya yang diakui UNESCO, tetapi muncul masalah pelapukan batuan karena banyaknya pengunjung. Jumlah pengunjung perlu diatur, salah satunya dengan implementasikan dalam bentuk aplikasi Prambanan VR. Virtual Reality (VR) mengalami pertumbuhan karena dapat dijalankan pada perangkat mobile yang siap pakai, dengan harga terjangkau. Namun, interaksi masukan hanya terbatas pada penggunaan head tracking atau tombol input, dan sulit untuk melakukan tugas rumit seperti navigasi dengan berjalan terutama pada lingkungan VR yang luas, tetapi lingkungan nyata terbatas.  Penelitian ini membandingkan tiga metode interaksi saat bernavigasi di lingkungan VR yang luas, yaitu dengan dengan teknik non-alami (gamepad), teknik semi-alami berdasarkan posisi kepala (Head-Tilt), dan teknik alami dengan metode jalan di tempat (WIP). Penelitian ini juga menganalisis bentuk interaksi yang dapat meminimalkan sakit akibat penggunaan aplikasi VR (cybersickness). Pengujian teknik navigasi di lingkungan virtual dengan aksi berjalan seperti di dunia nyata dilakukan untuk menemukan bentuk interaksi yang lebih realistis yang dapat meningkatkan kinerja pengguna dan tetapi meminimalisir sakit yang timbul, saat menyelesaikan tugas bernavigasi. Survei efek sakit yang timbul dilakukan menggunakan kuesioner simulator (SSQ), dan hasil eksperimen menunjukkan bahwa pengalaman yang mendalam (immersive) akan dicapai saat interaksi yang dirasakan oleh pengguna menyerupai aksi berjalan secara alami dapat disediakan di lingkungan virtual, yaitu WIP.  Walaupun teknik ini muncul jeda saat bernavigasi, dan lambat serta kurang akurat dibandingkan kedua teknik lainnya, namun menghasilkan tingkat cybersickness minimal.</p><p> </p><p>Abstract</p><p>Prambanan temple is listed as UNESCO World Heritage Sites, but the problem of stones corrosion due to the large number of visitors. Need to split the visitors, one of them by implementing in Prambanan VR application. Virtual Reality (VR) is growing fast because can run on mobile devices which ready and affordable. However, mobile VR inputs are limited to the use of head tracking or input keys, and difficult to perform complex tasks such as navigating by walking on a large virtual environment, in limited real environment. This study compared three interaction techniques for navigating in large virtual environment, with non-natural techniques (gamepad), and semi-natural techniques based on head-tilt, and natural navigation using walk-in-place (WIP). This study also analyzes which interactions could minimize the cybersicknes. This navigation techniques are tested in virtual environments with approach real-world walking action, to found a more realistic interaction design that can increase the performance of user tasks and minimalize motion sickness, when navigating. The survey was conducted using a simulator sickness questionnaire (SSQ), and the experimental results show that an immersive experience is achieved when there is an interaction likes real walking action provided in a virtual environment. Although, the WIP shows delayed and slower also less accurate than the other techniques, navigation interaction with the WIP method results minimal cybersickness.</p>


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