VReckAR: A Comparative Study of Virtual Reality and Augmented Reality in the Context of Training Games for Myoelectric Prosthetics
Translated title
VReckAR: Et komparativt studie imellem virtuel virkelighed og augmenteret virkelighed i konteksten træningsspil for myoelektriske proteser
Author
Kristoffersen, Morten Bak
Term
4. term
Education
Publication year
2013
Submitted on
2013-05-30
Pages
48
Abstract
Denne afhandling sammenligner virtuel virkelighed (VR) og udvidet virkelighed (AR) til træning i brug af myoelektriske proteser—kunstige lemmer, der styres af elektriske signaler fra brugerens muskler. Mange amputerede opgiver deres proteser delvist, fordi træningen opleves som uengagerende, hvilket gør det sværere at lære effektiv styring. Nye studier peger på et potentiale i AR, men det er uklart, om AR giver en fordel sammenlignet med mere traditionelle VR-metoder. For at undersøge dette udviklede vi et prototype-træningsspil inspireret af et klassisk “muldvarpe-spil” og implementerede det i både VR og AR. Ti raske forsøgspersoner prøvede begge versioner. Oplevelsen blev vurderet med Intrinsic Motivation Inventory, et standardspørgeskema om motivation og engagement. På tværs af de målte parametre fandt vi ingen statistisk signifikante forskelle mellem VR- og AR-versionerne. I denne lille prøve virkede de to teknikker lige motiverende for denne type træningsspil.
This thesis compares virtual reality (VR) and augmented reality (AR) for training with myoelectric prostheses—artificial limbs controlled by electrical signals from the user’s muscles. Many amputees stop using these devices in part because training feels unengaging, which makes effective control harder. Recent studies suggest AR may help, but it is unclear whether AR has advantages over established VR approaches. To investigate, we built a prototype training game inspired by a classic mole‑whacking arcade game and implemented it in both VR and AR. Ten able‑bodied participants tried both versions. We assessed their experience using the Intrinsic Motivation Inventory, a standard questionnaire about motivation and engagement. Across the measured parameters, we found no statistically significant differences between the VR and AR versions. In this small sample, both techniques appeared similarly motivating for this type of training game.
[This abstract was generated with the help of AI]
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