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A Study on the Development of VR Games for Experiencing Presbyopia and the Effect Analysis of their Experiences

노안 체험용 VR게임 개발과 체험 효과 분석

  • 김경식 (호서대학교 게임학전공) ;
  • 이윤정 (호서대학교 노인복지학전공)
  • Received : 2019.02.20
  • Accepted : 2019.03.25
  • Published : 2019.04.20

Abstract

This study has the purpose of experiencing the presbyopia indirectly through VR games to understand the inconvenience caused by presbyopia to old people and experiencing also common eye diseases(cataract, glaucoma) to accomplish awareness of the eye health. Using VIVE, 3 mini VR games have been developed. Their effects have been analyzed by comparing states of before and after the experiments. By experiencing the developed VR games, most participants have understood sufficiently the symptoms and inconveniences of presbyopia as well as related diseases, especially high on glaucoma. The relative high scores of usabilities of the games on learning of manipulation, satisfiability, pressure and speed showed good possibility to be developed for better serious games.

본 연구의 목적은 VR게임을 통해 노안을 간접적으로 체험함으로써 그 불편함을 이해하고 관련 질병(백내장, 녹내장)에 대한 체험도 겸해 눈 건강에 대한 경각심을 고취하는 것이다. VIVE를 사용해 3가지 VR미니게임을 제작하였으며, 참여자들의 체험 전후를 비교해 효과성을 분석하였다. 실험 결과, 노안관련 질환의 증상과 불편함의 이해도가 게임 참여 후 크게 증가했으며, 녹내장에 대한 이해도는 가장 높게 증가하였다. 게임의 사용성은 조작방식의 학습성과 만족성, 압박 및 속도감 영역에서 점수가 높게 나타나 노안 체험 게임으로서의 발전 가능성을 보였다.

Keywords

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[Fig.1] VIVE set (middle: head set, lower: both hands’ constrollers, upper: light sensors)

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[Fig. 2] experiment environment (taking VIVE head set on the face, grab VIVE controllers on both hands)

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[Fig. 4] Screens of 6 eye diseases

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[Fig. 3] Main screen (room1, sitting on a sofa in the living room): two lines(red) directing up from the bottom area are direction of both controllers.

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[Fig. 5] Game 1(reading newspaper): a square(yellow) on the table is the newspaper. It starts with pointing and clicking of any controller.

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[Fig. 6] Game1 process: reading question on the left area, select one of 4 answers on the right with any controller by clicking.

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[Fig. 7] Room2 for game2(pairing socks) on the right side, and game3(sewing) on the left.

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[Fig. 8] Game2 (pairing socks): each controller can pick up a sock among the heap. Both controllers should pick the right pair of socks.

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[Fig. 9] Game2 process: when both selected pair of socks are correct, it changes to a folded one on the right side.

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[Fig. 11] Game3(sewing) tutorial: dotted line is the way of sewing machine on a fabric. When it goes away from the base line, the score get lower from 100 (trial for 30 seconds).

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[Fig. 12] Game3 process: control the fabric for the sewing machine to follow base line of trouser.

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[Fig. 13] Graph of the experimental comparison in [Table 2].

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[Fig. 14] Usability of VR Game

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[Fig. 15] Itemized comparison of usability of VR games (full score: 4 each)

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[Fig. 10]. Game3(sewing) can be started by pointing and clicking any controller.

[Table 1] Demographic characteristic of participants (N=36)

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[Table 2] Experimental Comparison of comprehension of symptoms and incenveniences of presbyopia, cataract and glaucoma before and after the VR games.

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[Table 3] Result of usabilities of the developed VR games

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