Abstract
Virtual Reality (VR) offers an alternative to complement physical or neurological rehabilitation based on the efficacy of Gamification as a technique to get compromised, enjoy, and turn treatment periods less annoying through an immersive task. This work presents the design of a VR environment and takes into a count three levels of presence: self-presence, physical, and social. Thirteen healthy participants performed a traditional balance session with a wobble board through a parachute game. The direction of the fall is controlled with the inclination of a wobble board platform instrumented with a Gyroscope, electrocardiography (ECG), electrodermal activity (EDA), and respiratory rate (RESP) signals are simultaneously recorded. These psychophysiological responses of the Autonomous Nervous System (SNA) are contrasted with a standardized emotional self-report questionnaire to gather information about the experience and was filled out by the participant with the eye selection of the Oculus Rift device. The integrated Unity-Matlab system stored and processed some of the extraction data of 15 characteristics associated with the biosignals and three emotional levels, In addition to proposing a severe game as a solution to problems of conventional methodology such as low attention, monotonous and predictable sessions, combining computerized simulation and innovative technologies for more pleasant recovery therapy.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
More From: International Journal on Advanced Science, Engineering and Information Technology
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.