| Literature DB >> 33019759 |
Meiling Chen1,2, Qingfeng Tang1,3, Shoujiang Xu1, Pengfei Leng1, Zhigeng Pan4.
Abstract
Falls are a major public health concern in today's aging society. Virtual reality (VR) technology is a promising method for reducing fall risk. However, the absence of representations of the user's body in a VR environment lessens the spatial sense of presence. In terms of user experience, augmented reality (AR) can provide a higher degree of presence and embodiment than VR. We developed an AR-based exergame system that is specifically designed for the elderly to reduce fall risk. Kinect2.0 was used to capture and generate 3D models of the elderly and immerse them in an interactive virtual environment. The software included three functional modules: fall risk assessment, cognitive-motor intervention (CMI) training, and training feedback. The User Experience Questionnaire (UEQ-S) was used to evaluate user experience. Twenty-five elders were enrolled in the study. It was shown that the average scores for each aspect were: pragmatic quality score (1.652 ± 0.868); hedonic quality score (1.880 ± 0.962); and overall score was 1.776 ± 0.819. The overall score was higher than 0.8, which means that the system exhibited a positive user experience. After comparing the average score in a dataset product of UEQ-S Data Analysis Tool, it was found that the pragmatic quality aspect was categorized as good, while the hedonic quality aspect was categorized as excellent. It revealed a positive evaluation from users.Entities:
Keywords: UEQ-S; augmented reality; cognitive–motor intervention; exergame; fall risk; user experience
Mesh:
Year: 2020 PMID: 33019759 PMCID: PMC7579303 DOI: 10.3390/ijerph17197208
Source DB: PubMed Journal: Int J Environ Res Public Health ISSN: 1660-4601 Impact factor: 3.390
Figure 1The hardware design of the system.
Figure 225-joint human skeleton model of Kinect2.0.
Exergames based on cognitive–motor intervention (CMI).
| Exergames | Training Purposes | Game Description | |
|---|---|---|---|
| Motor Training | Cognitive Training | ||
| Wall dodging | Muscle strength Balance Ability | Attention Executive function | The player must fit through the hole in each wall when it comes their way. Each wall presents a unique challenge. The participants have to think quickly and use motor dexterity to dodge each wall. |
| Fruits picking | Balance Ability Muscle strength | Short-term memory Attention Executive function | Three fruits are randomly displayed on the screen for five seconds; the participants should try to catch a specified fruit by moving the body from side to side. |
| Rats stomping | Gait Muscle strength | Visuospatial ability Attention Executive function | There are nine holes in the ground, and participants score points by stepping on rats that emerge from the holes, each rat has to be trampled 10 times. |
Figure 3Shapes of the holes in the wall.
Figure 4Three exergame interfaces.
UEQ-S evaluation items.
| Item NO. | Evaluation | Quality Scale | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Negative | 1 | 2 | 3 | 4 | 5 | 6 | 7 | Positive | ||
| 1 | obstructive | ○ | ○ | ○ | ○ | ○ | ○ | ○ | supportive | pragmatic |
| 2 | complicated | ○ | ○ | ○ | ○ | ○ | ○ | ○ | easy | pragmatic |
| 3 | inefficient | ○ | ○ | ○ | ○ | ○ | ○ | ○ | efficient | pragmatic |
| 4 | confusing | ○ | ○ | ○ | ○ | ○ | ○ | ○ | clear | pragmatic |
| 5 | boring | ○ | ○ | ○ | ○ | ○ | ○ | ○ | exciting | hedonic |
| 6 | Not interesting | ○ | ○ | ○ | ○ | ○ | ○ | ○ | interesting | hedonic |
| 7 | conventional | ○ | ○ | ○ | ○ | ○ | ○ | ○ | inventive | hedonic |
| 8 | usual | ○ | ○ | ○ | ○ | ○ | ○ | ○ | Leading-edge | hedonic |
Mean for UEQ-S scale.
| Confidence Intervals ( | ||||||
|---|---|---|---|---|---|---|
| Scale | Mean | Std. Dev. | N | Confidence | Confidence Interval | |
| Pragmatic Quality | 1.652 | 0.868 | 23 | 0.355 | 1.297 | 2.007 |
| Hedonic Quality | 1.880 | 0.962 | 23 | 0.393 | 1.487 | 2.274 |
| Overall | 1.766 | 0.819 | 23 | 0.335 | 1.432 | 2.101 |
Figure 5The benchmark result of the UEQ-S scales.
t-test for pragmatic quality by gender.
| N | Mean | SD | t |
| |
|---|---|---|---|---|---|
| Gender | 0.991 | 0.333 | |||
| Male | 15 | 1.783 | 0.911 | ||
| Female | 8 | 1.406 | 0.778 |
t-test for hedonic quality–by gender.
| N | Mean | SD | t |
| |
|---|---|---|---|---|---|
| Gender | −0.092 | 0.928 | |||
| Male | 15 | 1.867 | 1.035 | ||
| Female | 8 | 1.906 | 0.876 |