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User Experience and Biofeedback Evaluation of Virtual Reality vs. Large Screen Rowing Games
Blekinge Tekniska Högskola, Fakulteten för datavetenskaper, Institutionen för datavetenskap.ORCID-id: 0000-0003-3520-3302
(engelsk)Manuskript (preprint) (Annet vitenskapelig)
HSV kategori
Identifikatorer
URN: urn:nbn:se:bth-27246OAI: oai:DiVA.org:bth-27246DiVA, id: diva2:1921265
Tilgjengelig fra: 2024-12-13 Laget: 2024-12-13 Sist oppdatert: 2025-09-30bibliografisk kontrollert
Inngår i avhandling
1. Application and Evaluation of Extended Reality Games in Healthcare
Åpne denne publikasjonen i ny fane eller vindu >>Application and Evaluation of Extended Reality Games in Healthcare
2024 (engelsk)Doktoravhandling, med artikler (Annet vitenskapelig)
Abstract [en]

Since the term ’human-computer interaction’ was first used in the 1970s, the way humans interact with computers has become diverse. Immersive technologies provide an interactive way to merge the physical and digital worlds. Among immersive technologies collectively referred to as extended reality (XR), virtual reality (VR) is one of the main types. In the industrial market, most of the investment in immersive technology was concentrated in the gaming industry, and healthcare-related applications were also at the forefront. Lack of consumer demand and user experience issues were among the main challenges of popularisation. With this background, this dissertation used the literature review and survey to understand the development status, opportunities, challenges, and evaluation of XR games in healthcare from academic and consumer perspectives. Based on these results, this dissertation designed and implemented an indoor VR rowing game for physical exercise aimed at the elderly and conducted a questionnaire-based test on this game. This small-scale test is a pilot study to test the experimental environment, equipment and methods, as well as collect feedback on the game and research. Based on this feedback and the problems found in the pilot study, this dissertation improved the experimental design and the game settings and conducted a large-scale formal experiment. This experiment tested the subjective evaluation method based on standardised scales and the objective evaluation based on biosensors in VR rowing games. This dissertation explored user preferences on real devices, postures, and game tasks and studied the impact of age on them. This dissertation provides a reference value for researchers and developers in related work: 1) the current status and trends of XR game applications and evaluation in the health fields from academic and industrial perspectives, 2) attempting to provide solutions to the lack of VR games for elderly users, and 3) trying to provide subjective and objective evaluation methods for user experience evaluation as well as exploration of user preferences.

sted, utgiver, år, opplag, sider
Karlskrona: Blekinge Tekniska Högskola, 2024. s. 193
Serie
Blekinge Institute of Technology Doctoral Dissertation Series, ISSN 1653-2090 ; 2024:12
Emneord
extended reality, augmented reality, virtual reality, mixed reality, game, gamification, healthcare, biofeedback evaluation, eye tracking, galvanic skin response, heart rate
HSV kategori
Forskningsprogram
Datavetenskap
Identifikatorer
urn:nbn:se:bth-27036 (URN)978-91-7295-485-4 (ISBN)
Disputas
2025-01-28, J1630, BTH, Valhallavägen 1, Karlskrona, 09:00 (engelsk)
Opponent
Veileder
Tilgjengelig fra: 2024-12-16 Laget: 2024-12-13 Sist oppdatert: 2025-09-30bibliografisk kontrollert

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