HCOct 16, 2020

When Virtual Therapy and Art Meet: A Case Study of Creative Drawing Game in Virtual Environments

arXiv:2010.08100v1
Originality Synthesis-oriented
AI Analysis

This work addresses virtual therapy and healthcare applications, but it is incremental as it builds on existing virtual- and tele-medicine services with a specific case study.

The paper tackled the problem of designing a virtual therapy game by proposing a creative drawing game and testing user comfort and movement freedom in a pilot study with 16 healthy participants. The results showed significant performance differences based on game difficulty, with the hard mode being more favorable, but no differences between seated and standing configurations.

There have been a resurge lately on virtual therapy and other virtual- and tele-medicine services due to the new normal of practicing 'shelter at home'. In this paper, we propose a creative drawing game for virtual therapy and investigate user's comfort and movement freedom in a pilot study. In a mixed-design study, healthy participants (N=16, 8 females) completed one of the easy or hard trajectories of the virtual therapy game in standing and seated arrangements using a virtual-reality headset. The results from participants' movement accuracy, task completion time, and usability questionnaires indicate that participants had significant performance differences on two levels of the game based on its difficulty (between-subjects factor), but no difference in seated and standing configurations (within-subjects factor). Also, the hard mode was more favorable among participants. This work offers implications on virtual reality and 3D-interactive systems, with specific contributions to virtual therapy, and serious games for healthcare applications.

Foundations

The foundational work for this paper's niche, ranked by how specifically the neighbourhood builds on it — not by global fame.

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