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  • 學位論文

高齡者認知訓練的虛擬實境遊戲之開發設計與使用性評估

Usability Evaluation and Development : Virtual Reality Game for Cognitive Training of The Elderly

指導教授 : 黃國珍

摘要


近年來,台灣已正式邁入高齡社會,因此如何改善高齡者的生活與福祉,向為各級政府的重要施政方向之一。高齡者隨著年紀的增長,認知表現隨之下降,多數的研究結果顯示,透過系統性的認知訓練或電玩遊戲等,確能有效減緩甚至改善認知能力的下降,並提升高齡者的生活品質。拜數位科技之昌盛,虛擬實境(Virtual Reality)技術已普遍介入人們的生活、娛樂、學習、以及醫療等領域,且能有效增進人們的生活福祉、學習成效與醫療品質。 本研究旨在開發符合高齡者操作之虛擬實境認知訓練遊戲。首先,遊戲開發前,以結合計畫行為理論與科技接受模型(Combined TAM and TPB, C-TAM-TPB)為基礎,利用問卷調查150位高齡受試者對虛擬實境遊戲的接受態度,結果發現,虛擬實境遊戲之操作需簡單且符合生活情境始能激發高齡者之實際使用行為。其次,本文參酌先前的研究成果及人因設計準則,開發設計4款認知訓練遊戲,包括「邏輯運算能力」遊戲、「注意力」遊戲、「記憶力」遊戲及「專注力」遊戲。最後,利用實驗測量法探討4款VR認知訓練遊戲的空間配色及關卡困難度對高齡受試者操作績效(錯誤率、完成時間)之影響,實驗測量之後,再以問卷(SUS系統易用性尺度量表、NASA-TLX任務負荷主觀量表)及訪談法評估4款VR認知訓練遊戲之使用性。結果發現,「邏輯運算能力」、「注意力」及「專注力」三款遊戲的SUS分數為85-87之間(屬B等);「記憶力」遊戲則為74分(屬C等)。受試者普遍認為「記憶力」遊戲的任務負荷程度最高,「注意力」及「邏輯運算能力」遊戲次之,「專注力」遊戲的任務負荷程度則最低。「邏輯運算能力」及「記憶力」遊戲的空間配色顯著影響受試者的操作績效,但「注意力」及「專注力」遊戲的空間配色則無此效應。 本研究結果可提供設計適合高齡者遊戲之參考。建議未來研究能持續優化已開發之4款VR認知訓練遊戲,並累積透過虛擬實境遊戲訓練減緩高齡者認知能力衰退之研究成果,進而提升高齡者的生活品質,減少社會照護體系投入之成本。 關鍵詞:高齡者、虛擬實境遊戲、認知衰退、使用性評估

並列摘要


In recent years, Taiwan has formally entered an elderly society. Therefore, how to improve the lives and well-being of the elderly is one of the most important policies for governments. Most studies have shown that systematic cognitive training or video games can effectively slow down or even improve the decline in cognitive ability and improve the quality of life of the elderly. Thanks to the prosperity of digital technology, virtual reality technology has been widely involved in people's life, entertainment, learning, and medical fields and can effectively improve people's life well-being, learning effectiveness, and medical quality. This research aims to develop virtual reality cognitive training games that meet the operation of the elderly. First, before game development, based on the combined TAM and TPB (C-TAM-TPB) model, a questionnaire was used to investigate the acceptance of 150 elderly subjects towards virtual reality games. The results found that the operation of virtual reality games must be simple and conform to the life situation before they can stimulate the actual use behavior of the elderly. Secondly, this article refers to previous research results and human factors design criteria to develop and design four cognitive training games, including Logical Computing Ability, Attention, Memory, and Concentration games. Finally, use the experimental measurement method to explore the impact of the spatial color matching and level difficulty of the 4 VR cognitive training games on the performance (error rate, completion time) of the elderly subjects. After the experimental measurement, the questionnaire (SUS system ease of use scale, NASA-TLX Task Load Subjective Scale) and interview method evaluate the usability of 4 VR cognitive training games. As a result, it was found that the SUS scores of the three games, "Logical Computing Ability," "Attention," and "Concentration," were between 85 to 87 (belongs to level B); the "Memory" game was 74 points (belongs to level C). Participants generally believed that "Memory" games had the highest task load, followed by "Attention" and "Logical Computing Ability" games, and "Concentration" games had the lowest task load. The spatial color matching of the "Logical Computing Ability" and "Memory" games significantly affected the subject's performance. However, the spatial color matching of the "Attention" and "Concentration" games had no such effect. The results of this study can provide a reference for designing games suitable for the elderly. It is suggested that future research can continue to optimize the four developed VR cognitive training games and accumulate the research results of reducing the cognitive decline of the elderly through virtual reality game training, to improve the quality of life of the elderly and reduce the cost of social care system investment. Keywords: elderly, virtual reality games, cognitive decline, usability evaluation

參考文獻


英文部分
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