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Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports

Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive...

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Autores principales: Zhang, Xiaochen, Hui, Lanxin, Li, Muge, Huang, Jiajing, Chen, Chengyuan, Yang, Yunping, Song, Fuchuan, Hu, Fei, Luh, Ding-Bang
Formato: Online Artículo Texto
Lenguaje:English
Publicado: MDPI 2022
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8997947/
https://www.ncbi.nlm.nih.gov/pubmed/35409674
http://dx.doi.org/10.3390/ijerph19073985
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author Zhang, Xiaochen
Hui, Lanxin
Li, Muge
Huang, Jiajing
Chen, Chengyuan
Yang, Yunping
Song, Fuchuan
Hu, Fei
Luh, Ding-Bang
author_facet Zhang, Xiaochen
Hui, Lanxin
Li, Muge
Huang, Jiajing
Chen, Chengyuan
Yang, Yunping
Song, Fuchuan
Hu, Fei
Luh, Ding-Bang
author_sort Zhang, Xiaochen
collection PubMed
description Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item–total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises.
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spelling pubmed-89979472022-04-12 Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports Zhang, Xiaochen Hui, Lanxin Li, Muge Huang, Jiajing Chen, Chengyuan Yang, Yunping Song, Fuchuan Hu, Fei Luh, Ding-Bang Int J Environ Res Public Health Article Background: Youths with lower limb dysfunction display low levels of sports participation, which limits their growth and self-development, both physically and mentally. Recently, VR technology has proven its profound value in the psychological evaluation and treatment, rehabilitation, and immersive training of people in need. We have proposed, designed, and developed a VR rock-climbing game for youths with lower-limb dysfunction that allows them to engage in enjoyable and purposeful in-game tasks that simultaneously bring about intensive real-world exercise. Methods: Pilot studies were conducted on college students whose lower limbs were fixed to chairs. Heart rate monitoring, a flow questionnaire, interviews, and observation were conducted for each participant to evaluate the impact of the VR rock-climbing game. The collected data were trimmed on the basis of Cronbach’s alpha and corrected item–total correlation (CITC) to guarantee the data’s reliability. Results: The average value of each flow experience dimension was greater than 4 (0.76 < SD < 0.91). According to the flow-based analysis and the whole-process feeling distribution (WPFD), the evaluated study brought about the participants’ happiness and a sense of mastery and achievement. Conclusions: By bringing about a deep and enjoyable immersion in VR, it remarkably promotes the participants’ intention to participate in exercises. MDPI 2022-03-27 /pmc/articles/PMC8997947/ /pubmed/35409674 http://dx.doi.org/10.3390/ijerph19073985 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
spellingShingle Article
Zhang, Xiaochen
Hui, Lanxin
Li, Muge
Huang, Jiajing
Chen, Chengyuan
Yang, Yunping
Song, Fuchuan
Hu, Fei
Luh, Ding-Bang
Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title_full Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title_fullStr Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title_full_unstemmed Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title_short Design to Assist Better Youthhood for Adolescents with Lower-Limb Disability through Virtual Reality Sports
title_sort design to assist better youthhood for adolescents with lower-limb disability through virtual reality sports
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8997947/
https://www.ncbi.nlm.nih.gov/pubmed/35409674
http://dx.doi.org/10.3390/ijerph19073985
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