TY - GEN
T1 - Emotional and performance attributes of a VR game
T2 - 13th Annual Conference on Medicine Meets Virtual Reality: The Magical Next Becomes the Medical Now, MMVR 2005
AU - Stansfield, Sharon
AU - Dennis, Carole
AU - Suma Rosenberg, Evan
PY - 2005/1/1
Y1 - 2005/1/1
N2 - In this paper we present the results of a study to determine the effect and efficacy of a Virtual Reality game designed to elicit movements of the upper extremity. The study is part of an on-going research effort to explore the use of Virtual Reality as a means of improving the effectiveness of therapy for children with motor impairments. The current study addresses the following questions: 1. Does a VR game requiring repetitive motion sufficiently engage a child? 2. Are there detrimental physiological or sensory side-effects when a child uses an HMD-based VR? 3. Are the movements produced by a child while playing a VR game comparable to movements produced when carrying out a similar task in the realworld? Based on study results, the enjoyment level for the game was high. ANOVA performed on the results for physical well-being pre- and post-VR showed no overall ill-effects as perceived by the children. Playing the game did not effect proprioception based on pre- and post-VR test scores. Motion data show similar, but not identical, overall movement profiles for similar tasks performed in the real and virtual world. Motor learning occurs in both environments, as measured by time to complete a game cycle.
AB - In this paper we present the results of a study to determine the effect and efficacy of a Virtual Reality game designed to elicit movements of the upper extremity. The study is part of an on-going research effort to explore the use of Virtual Reality as a means of improving the effectiveness of therapy for children with motor impairments. The current study addresses the following questions: 1. Does a VR game requiring repetitive motion sufficiently engage a child? 2. Are there detrimental physiological or sensory side-effects when a child uses an HMD-based VR? 3. Are the movements produced by a child while playing a VR game comparable to movements produced when carrying out a similar task in the realworld? Based on study results, the enjoyment level for the game was high. ANOVA performed on the results for physical well-being pre- and post-VR showed no overall ill-effects as perceived by the children. Playing the game did not effect proprioception based on pre- and post-VR test scores. Motion data show similar, but not identical, overall movement profiles for similar tasks performed in the real and virtual world. Motor learning occurs in both environments, as measured by time to complete a game cycle.
UR - http://www.scopus.com/inward/record.url?scp=23844469209&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=23844469209&partnerID=8YFLogxK
M3 - Conference contribution
C2 - 2005138300
AN - SCOPUS:23844469209
SN - 1586034987
SN - 9781586034986
T3 - Studies in Health Technology and Informatics
SP - 515
EP - 518
BT - Medicine Meets Virtual Reality 13
PB - IOS Press
Y2 - 26 January 2005 through 29 January 2005
ER -