인문학
사회과학
자연과학
공학
의약학
농수해양학
예술체육학
복합학
지원사업
학술연구/단체지원/교육 등 연구자 활동을 지속하도록 DBpia가 지원하고 있어요.
커뮤니티
연구자들이 자신의 연구와 전문성을 널리 알리고, 새로운 협력의 기회를 만들 수 있는 네트워킹 공간이에요.
논문 기본 정보
- 자료유형
- 학술대회자료
- 저자정보
- 발행연도
- 2024.1
- 수록면
- 68 - 73 (6page)
이용수
초록· 키워드
Age-related memory decline is a pressing societal concern. Cognitive training in virtual reality (VR) with social interaction presents a promising approach for digital therapeutics (DTx) to enhance memory function. However, prior studies have primarily employed virtual agents limited to oneway interaction, resulting in restricted social presence. To overcome this limitation, we developed a VR memory training task featuring virtual agents under two interaction conditions: Active vs. Passive interaction, employing the Wizard-of-Oz method. A total of 19 participants conducted the VR memory training task and reported their perceived social presence. Participants in the active interaction condition exhibited a higher level of social presence in perceived message understanding (U = 18.0, p = .028) and displayed delayed reaction time per quiz (U = 18.0, p = .028) compared to those in the passive interaction condition. These findings provide valuable insight for designing future VR DTx, emphasizing the active interaction with virtual agents.
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목차
- Abstract
- 1. Introduction
- 2. Methods
- 3. Result
- 4. Discussion and Conclusion
- Reference
참고문헌
참고문헌 신청최근 본 자료
UCI(KEPA) : I410-151-24-02-089380329