The Impact of Visual Feedback and Avatar Presence on Balance in Virtual Reality

被引:0
|
作者
Resch, Stefan [1 ,2 ]
Tiwari, Rohan Brijesh [2 ]
Vankawala, Heer Rakeshkumar [2 ]
Singh, Priya [2 ]
Rafati, Mustafa [2 ]
Schwind, Valentin [2 ]
Voelz, Diana [2 ]
Sanchez-Morillo, Daniel [1 ]
机构
[1] Univ Cadiz, Cadiz, Spain
[2] Frankfurt UAS, Frankfurt, Germany
关键词
Virtual Reality; Balance Board; Visual Feedback; Human Avatar;
D O I
10.1145/3670653.3677472
中图分类号
TP18 [人工智能理论];
学科分类号
081104 ; 0812 ; 0835 ; 1405 ;
摘要
Balance board training is a promising method to enhance physical rehabilitation for humans with motor problems through interactive exercises. Previous work highlighted the benefts of balance board training in virtual reality (VR) compared to conventional methods. However, it is still unclear how visual target feedback and the presence of an avatar influence balance behavior in immersive environments. We conducted an experimental user study with 24 participants without motor impairments to investigate the effects of visual target feedback and a human avatar on balance performance and perceived workload in VR. Quantitative results show that visual target feedback significantly improves balance performance without increasing workload in VR. In contrast, an avatar shows no effect on performance and workload, which is also confrmed by qualitative feedback. Finally, we discuss the implications of our study for future developments of virtual balance board training exercises and highlight potential applications of visual target feedback.
引用
收藏
页码:555 / 559
页数:5
相关论文
共 50 条
  • [31] Using mirror visual feedback and virtual reality to treat fibromyalgia
    Ramachandran, V. S.
    Seckel, Elizabeth L.
    MEDICAL HYPOTHESES, 2010, 75 (06) : 495 - 496
  • [32] Virtual Reality and Exercise: Behavioral and Psychological Effects of Visual Feedback
    Mestre, Daniel R.
    Ewald, Marine
    Maiano, Christophe
    ANNUAL REVIEW OF CYBERTHERAPY AND TELEMEDICINE, 2011, 9 : 99 - 103
  • [33] Improving the immersion in Virtual Reality With real-time Avatar and Haptic feedback in a cricket simulation
    Jayaraj, Lionel
    Wood, James
    Gibson, Marcia
    ADJUNCT PROCEEDINGS OF THE 2017 IEEE INTERNATIONAL SYMPOSIUM ON MIXED AND AUGMENTED REALITY (ISMAR-ADJUNCT), 2017, : 310 - 314
  • [34] Using a Fully Expressive Avatar to Collaborate in Virtual Reality: Evaluation of Task Performance, Presence, and Attraction
    Wu, Yuanjie
    Wang, Yu
    Jung, Sungchul
    Hoermann, Simon
    Lindeman, Robert W.
    FRONTIERS IN VIRTUAL REALITY, 2021, 2
  • [35] The Impact of Avatar Personalization and Immersion on Virtual Body Ownership, Presence, and Emotional Response
    Waltemate, Thomas
    Gall, Dominik
    Roth, Daniel
    Botsch, Mario
    Latoschik, Marc Erich
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, 2018, 24 (04) : 1643 - 1652
  • [36] VIVR: Presence of Immersive Interaction for Visual Impairment Virtual Reality
    Kim, Jinmo
    IEEE ACCESS, 2020, 8 : 196151 - 196159
  • [37] Visual Fidelity Effects on Expressive Self-avatar in Virtual Reality: First Impressions Matter
    Ma, Fang
    Pan, Xueni
    2022 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES (VR 2022), 2022, : 57 - 65
  • [38] Demonstration of VRBubble: Enhancing Peripheral Avatar Awareness for People with Visual Impairments in Social Virtual Reality
    Ji, Tiger
    Cochran, Brianna R.
    Zhao, Yuhang
    EXTENDED ABSTRACTS OF THE 2022 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, CHI 2022, 2022,
  • [39] The Impact of Avatar Appearance, Perspective and Context on Gait Variability and User Experience in Virtual Reality
    Wirth, Markus
    Gradl, Stefan
    Prosinger, Georg
    Kluge, Felix
    Roth, Daniel
    Eskofier, Bjoern M.
    2021 IEEE VIRTUAL REALITY AND 3D USER INTERFACES (VR), 2021, : 326 - 335
  • [40] The Effects of Avatar Visibility on Behavioral Response with or without Mirror-Visual Feedback in Virtual Environments
    Gao, BoYu
    Lee, Joonwoo
    Tu, Huawei
    Seong, Wonjun
    Kim, HyungSeok
    2020 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES WORKSHOPS (VRW 2020), 2020, : 781 - 782