2024
Authors
Petersen, J; Carvalho, V; Oliveira, JT; Oliveira, E;
Publication
ELECTRONICS
Abstract
Phobias are characterized as the excessive or irrational fear of an object or situation, and specific phobias affect about 10% of the world population. Blood-injection-injury phobia is a specific phobia that has a unique physical response to phobic stimuli, that is, a vasovagal syncope that causes the person to faint. Phobos is a serious game intended for blood phobia treatment that was created to be played in virtual reality with an HTC Vive that has photorealistic graphics to provide a greater immersion. We also developed a console application in C# for electrocardiography sensor connectivity and data acquisition, which gathers a 1 min baseline reading and then has continuous data acquisition during gameplay. Usability tests were conducted with self-reported questionnaires and with a case study population of 10 testers, which gave insight into the previous game experience of the tester for both digital games and virtual reality games, evaluating the discomfort for hardware on both the sensor and the virtual reality headset, as well as the game regarding usability, user experience, level of immersion, and the existence of motion sickness and its source. The results corroborate that the immersion of the game is good, which suggests that it will help with triggering the phobia.
2024
Authors
Ribeiro, T; Henriques, PR; Oliveira, E; Rodrigues, NE;
Publication
2024 IEEE 12TH INTERNATIONAL CONFERENCE ON SERIOUS GAMES AND APPLICATIONS FOR HEALTH, SEGAH 2024
Abstract
This article introduces an immersive Virtual Reality (VR) application designed to assess the interaction capabilities of users with physical and cognitive limitations, including older adults and individuals with disabilities, as well as ICU patients. The VR application encompasses six tasks varying in complexity, each designed to evaluate different aspects of VR interaction skills, such as movements of the head, arms, and fingers, alongside more intricate activities like pick-and-place, pointing, and painting.The paper details the VR application's specifications, including its system architecture, deployment framework, and data structure. The application's efficacy was tested through three pilot studies in a retirement home setting. The analysis focused on examining correlations among various factors, including age, cognitive abilities (evaluated using the Mini-Mental Status Examination), and previous VR experience. The findings reveal significant correlations, illuminating the effects of age, cognitive capacity, and past VR interactions on task performance. The results emphasize the importance of accounting for user-specific attributes, prior experiences, and cognitive abilities in the design of VR-based therapeutic interventions.
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