Virtual Kayaking: A Local Culture-Based Virtual Reality Paddling Experience

An activity in a well-designed virtual environment can provide both a short-term emotional impression and an immersive experience related to personal and cultural experience. In this study, we dissect the “Coming-of-Sixteen” (COS) ritual, a local rite of passage that derives from the Tainan city of Taiwan, and meticulously select kayaking activity as the theme among other related activities. Next, we propose a virtual kayaking experience (VKE) system that includes the physical movement of users using virtual reality (VR) techniques. We adopt real scenes of tradition-based culture as the vision of VR to evoke the motivation of the elderly, and also engage bystanders in the experience through these familiar scenes. To evaluate the feasibility of applying the VKE system to the rehabilitation of elderly people, we conduct two formative user-studies. The results suggest that virtual reality technology provides an opportunity to leverage culturally relevant activities, which can enhance the engagement of the elderly rehabilitation.

[1]  Daniel A. Guttentag Virtual reality: Applications and implications for tourism , 2010 .

[2]  TrombettaMateus,et al.  Motion Rehab AVE 3D , 2017 .

[3]  Masahiko Inami,et al.  Virtual Super-Leaping: Immersive Extreme Jumping in VR , 2019, AH.

[4]  Rafael Rieder,et al.  Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation , 2017, Comput. Methods Programs Biomed..

[5]  Yu-Hsiang Lin,et al.  Developing a serious game for the elderly to do physical and cognitive hybrid activities , 2018, 2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH).

[6]  Lei Yang,et al.  Teaching Language and Culture with a Virtual Reality Game , 2017, CHI.

[7]  Geehyuk Lee,et al.  Thor's Hammer: An Ungrounded Force Feedback Device Utilizing Propeller-Induced Propulsive Force , 2018, CHI Extended Abstracts.

[8]  T Saito,et al.  Virtual reality in surgical education. , 1995, Computers in biology and medicine.

[9]  Ralf Steinmetz,et al.  Serious games for health: personalized exergames , 2010, ACM Multimedia.

[10]  T. Ganesan,et al.  A virtual reality based serious games for rehabilitation of arm , 2017, 2017 IEEE 3rd International Symposium in Robotics and Manufacturing Automation (ROMA).

[11]  Masahiko Inami,et al.  Leviopole: mid-air haptic interactions using multirotor , 2018, SIGGRAPH Emerging Technologies.

[12]  John See,et al.  DUKE: Enhancing Virtual Reality based FPS Game with Full-body Interactions , 2016, ACE.

[13]  Kazuo Hemmi,et al.  Floor Projection Type Serious Game System for Lower Limb Rehabilitation Using Image Processing , 2019 .

[14]  Jana Donahoe,et al.  Increasing Student Empathy Toward Older Adults Using the Virtual Dementia Tour , 2014 .

[15]  R S Haluck,et al.  Computers and virtual reality for surgical education in the 21st century. , 2000, Archives of surgery.

[16]  Yu-Hsiu Hung,et al.  Integration of Characteristics of Culture into Product Design: A Perspective from Symbolic Interactions , 2013, HCI.