We present the Virtual Human Benchmark (VHB) game to evaluate and improve physical and cognitive acuity. VHB simulates in 3D the BATAK lightboard game, which is designed to improve physical reaction and hand-eye coordination, on the \textit{Oculus Rift} and \textit{Quest} headsets. The game comprises the \textit{reaction}, \textit{accumulator} and \textit{sequence} modes; \bj{along} with the \textit{reaction} and \textit{accumulator} modes which mimic BATAK functionalities, the \textit{sequence} mode involves the user repeating a sequence of illuminated targets with increasing complexity to train visual memory and cognitive processing. A first version of the game (VHB v1) was evaluated against the real-world BATAK by 20 users, and their feedback was utilized to improve game design and obtain a second version (VHB v2). Another study to evaluate VHB v2 was conducted with 20 users, whose results confirmed that the deign improvements enhanced game usability and user experience in multiple respects. Also, logging and visualization of performance data such as \textit{reaction time}, \textit{speed between targets} and \textit{completed sequence patterns} provides useful data for coaches/therapists monitoring sports/rehabilitation regimens.
翻译:我们提出“虚拟人类基准”(Virtual Human Benchmark, VHB)游戏,旨在评估并提升身体与认知敏锐度。VHB基于Oculus Rift和Quest头显,以三维方式模拟了旨在提升身体反应与手眼协调能力的BATAK光板游戏。该游戏包含反应模式、累积模式与序列模式;其中反应与累积模式模仿BATAK功能,而序列模式则要求用户重复一组复杂度递增的发光目标序列,以训练视觉记忆与认知处理能力。第一版游戏(VHB v1)由20名用户对照真实BATAK设备进行评估,其反馈被用于改进游戏设计,从而获得第二版(VHB v2)。另一项针对VHB v2的研究同样招募了20名用户,结果证实设计改进在多方面提升了游戏可用性与用户体验。此外,对反应时间、靶标间速度及完成序列模式等性能数据的记录与可视化,可为监测运动/康复方案的教练或治疗师提供有价值的数据。