Feasibility Study of Avatar Customization and Relatedness on Physical Activity

虚拟形象定制及身体活动关联性的可行性研究

基本信息

  • 批准号:
    8616773
  • 负责人:
  • 金额:
    $ 17.64万
  • 依托单位:
  • 依托单位国家:
    美国
  • 项目类别:
  • 财政年份:
    2013
  • 资助国家:
    美国
  • 起止时间:
    2013-04-01 至 2017-03-31
  • 项目状态:
    已结题

项目摘要

DESCRIPTION (provided by applicant): Youth are not meeting PA (physical activity) guidelines, which increases their risk of obesity and related diseases such as type 2 diabetes. Therefore, it is crucial to identify methods to encourage youth to be more physically active. Virtual reality has been successfully proven to be effective at promoting desired behaviors. Youth enjoy video games, and players appear to identify with avatars, particularly those that are self-representative. Thus, design of youth-oriented immersive games where the player's live body actions can control the fate of the avatar in a virtual world may provide a promising method for increasing PA among this group at risk for low levels of PA. The research proposed in this application represents an early step in this line of research. It will create an immersive, interactive virtual reality game where the player's movements influence the fate of the avatar. Specifically, this research will work with youth to develop an immersive virtual reality game to be played via natural human computer interfaces, develop a system for creating highly self- representational avatars, develop an algorithm to unobtrusively measure PA during game-play, and conduct a pilot study to assess the feasibility of these components. If proven to be feasible, this research will provide the basis for an R01 application to assess the efficacy of this approach at increasing PA among a large number of youth in various real-world settings.
描述(由申请人提供):年轻人没有达到PA(体力活动)指南,这增加了他们患肥胖症和相关疾病(如2型糖尿病)的风险。因此,找到鼓励年轻人进行更多体育活动的方法是至关重要的。虚拟现实已经被成功地证明在促进期望的行为方面是有效的。年轻人喜欢电子游戏,玩家似乎认同化身,特别是那些自我代表的化身。因此,设计面向年轻人的沉浸式游戏,其中玩家的真实身体动作可以控制虚拟世界中化身的命运,可能会提供一种有希望的方法,在这一群体中增加PA水平较低的PA。这项申请中提出的研究代表了这一研究路线的早期步骤。它将创建一款身临其境的互动虚拟现实游戏,玩家的动作会影响化身的命运。具体地说,这项研究将与青少年合作开发一款沉浸式虚拟现实游戏,以 通过自然的人机界面玩游戏,开发一个系统来创建高度自我代表的化身,开发一个在玩游戏时不引人注目地测量PA的算法,并进行一项试点研究,以评估这些组件的可行性。如果被证明是可行的,这项研究将为R01应用程序提供基础,以评估该方法的有效性 在不同的现实世界环境中,在大量青年中增加PA。

项目成果

期刊论文数量(5)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
Teen reactions to a self-representational avatar: A qualitative exploration.
  • DOI:
    10.1016/j.jshs.2021.07.004
  • 发表时间:
    2022-03
  • 期刊:
  • 影响因子:
    11.7
  • 作者:
    Baysden, Emily;Mendoza, Ninna;Callender, Chishinga;Deng, Zhigang;Thompson, Debbe
  • 通讯作者:
    Thompson, Debbe
Development of A Teen-Focused Exergame.
开发针对青少年的运动游戏。
  • DOI:
    10.1089/g4h.2016.0035
  • 发表时间:
    2016
  • 期刊:
  • 影响因子:
    3.5
  • 作者:
    Thompson,Debbe;Cantu,Dora;Rajendran,Madhur;Rajendran,Mayur;Bhargava,Tanay;Zhang,Yuting;Chen,Cheng;Liu,Yan;Deng,Zhigang
  • 通讯作者:
    Deng,Zhigang
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Zhigang Deng其他文献

Zhigang Deng的其他文献

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{{ truncateString('Zhigang Deng', 18)}}的其他基金

Feasibility Study of Avatar Customization and Relatedness on Physical Activity
虚拟形象定制及身体活动关联性的可行性研究
  • 批准号:
    8511099
  • 财政年份:
    2013
  • 资助金额:
    $ 17.64万
  • 项目类别:

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