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Orientador(es)
Resumo(s)
This paper presents research on how to use Virtual Reality with gamified exercises in a therapeutic context with children, focusing on the particular case of warning sensations triggered by sensory properties of food (sensory food aversion). To achieve this goal, we developed a tool featuring several food exposure challenges for patients to use. In the gamified system, the child explores a virtual environment while facing the food they have a problem with. These environments present tasks that resemble typical interactions performed in the real world to develop accommodation. The therapist also has an external system to control the system from outside. In addition, the system sends data collected during the session for the therapist to analyze. We researched how to keep a child engaged in therapeutic tasks and how a child perceives virtual interaction interfaces. The results suggest our system kept the users engaged. Moreover, data show a tendency for the users’ results (ease of use, presence, and performance) to remain the same when using controllers or hand tracking. The preliminary results are encouraging and allow us to apply the current system to a wider audience.
Descrição
A special thank you goes to therapists Andr\u00E9 Fernandes and Catarina Alves, who participated in the design of Pikita VR Quest, providing essential knowledge and support for the development\u00B4s success.
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Palavras-chave
3D Environments Children Digital Health Exposure Therapy Gamification Sensory Food Aversion Virtual Reality Computer Networks and Communications Computer Graphics and Computer-Aided Design
Contexto Educativo
Citação
Editora
ACM - Association for Computing Machinery
