Framework for Biofeedback
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Tartu Ülikool
Abstrakt
As technological innovations and digital transformations evolve, more enterprises are
looking for digital strategies for workforce training, productivity, and data-driven business
management while considering user engagement and experience. The study aims to
bridge the gap between biofeedback, virtual reality, simulation training, and serious
games and strategies to solve real-life training problems while considering the user’s
and facilitator’s experience and how devices can be linked cost-effectively through the
prototype. The proposed biofeedback prototype is modeled around a virtual environment
(digital twin) that accurately captures and reflects bio-feedback data in virtual reality,
simulation training, and serious games. The prototype displays real-time biofeedback
data in both the Head-Up Display (HUD) and potentially in the facilitator’s screen in
the virtual environment (Meta quest two) during virtual reality simulation training as
part of serious games strategies and methods. The paper also suggests that serious
games mimicking real-life stressful conditions should be developed and integrate the
vital systems captured after improvement. The areas in the prototype that need further
improvement include data synchronization, user experience through the use of images
and animations to display vital signs and adding audio feedback and incorporating vital
signs captured to the game rewarding and scoring system and testing it using the target
group who need occupationally related stress management.
Kirjeldus
Märksõnad
Virtual reality, Biofeedback, Serious games, Open source, Digital twins, Simulation training, Real-life training problems, Stress management, User experience