Presentation Title

Virtual Reality or Augmented Reality: Which One is Best for the Reaching Task App?

Faculty Mentor

Tumay Tunur

Start Date

23-11-2019 10:45 AM

End Date

23-11-2019 11:30 AM

Location

186

Session

poster 4

Type of Presentation

Poster

Subject Area

health_nutrition_clinical_science

Abstract

Background: Virtual Reality (VR) and Augmented Reality (AR) technologies offer limitless possibilities in the field of rehabilitation. Amidst the vast deployment of applications and development of various headsets for AR and VR, little research has been conducted to compare user performance and preference in using the same application for AR and VR. Purpose: The purpose of this study is to compare subjects’ success rate, accuracy, and preference between AR and VR headsets while using the Reaching Task application. Methods: Forty-eight California State University San Marcos students were recruited for this study to use the Reaching Task app in both AR and VR. Reaching Task app was a game developed to potentially improve upper body mobility in people with motor impairments. Briefly, the goal of the game is to pop the green and purple balloons that were presented in the subject’s field of view in random locations and in random order. After the completion of 60-second trial with each device, the participants filled out a reaching task survey that collected information about their perception of comfortability and difficulty in playing the game in each platform, and their previous experience using the devices. The number of total balloon presentations, attempts, and successful pops were scored off-line via video recordings. The rate of accuracy was obtained by comparing the number of successful pops and attempts. Success rate was obtained by comparing the number of successful pops and total balloon presentations.

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Nov 23rd, 10:45 AM Nov 23rd, 11:30 AM

Virtual Reality or Augmented Reality: Which One is Best for the Reaching Task App?

186

Background: Virtual Reality (VR) and Augmented Reality (AR) technologies offer limitless possibilities in the field of rehabilitation. Amidst the vast deployment of applications and development of various headsets for AR and VR, little research has been conducted to compare user performance and preference in using the same application for AR and VR. Purpose: The purpose of this study is to compare subjects’ success rate, accuracy, and preference between AR and VR headsets while using the Reaching Task application. Methods: Forty-eight California State University San Marcos students were recruited for this study to use the Reaching Task app in both AR and VR. Reaching Task app was a game developed to potentially improve upper body mobility in people with motor impairments. Briefly, the goal of the game is to pop the green and purple balloons that were presented in the subject’s field of view in random locations and in random order. After the completion of 60-second trial with each device, the participants filled out a reaching task survey that collected information about their perception of comfortability and difficulty in playing the game in each platform, and their previous experience using the devices. The number of total balloon presentations, attempts, and successful pops were scored off-line via video recordings. The rate of accuracy was obtained by comparing the number of successful pops and attempts. Success rate was obtained by comparing the number of successful pops and total balloon presentations.