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VR 테라피 프로그램을 활용한 사용자 유형별 생리적 변화 및 사용성 평가 - HRV, SSQ 및 사용성 평가 -

An Analysis of the Physiological Changes and Usability Evaluation of Virtual Reality-Based Therapeutic Programs by User Type - HRV, SSQ and Usability Test -

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This study evaluated Heart Rate Variability(HRV), the Simulator Sickness Questionnaire(SSQ), and the Usability Test(UT) f or the v irtual reality-based t herapeutic p rogram, CheerU VR, i n the general population, elderly, a nd i ndividuals with disabilities. The assessment used Oculus Quest 2 and the CheerU VR program. Participants included general(N=21), elderly(N=68), and individuals with disabilities(N=50). Evaluations of HRV, SSQ, and UT were conducted before, during, after the VR experience. Statistical analyses were performed using ANOVA and Chi-squared tests using SPSS. Analysis of HRV changes indicated that the general population exhibited greater change in mean heart rate than the other groups, suggesting a stronger autonomic nervous system r esponse. T he e lderly a nd i ndividuals w ith disabilities demonstrated s ympathetic d ominance e ven af ter the experience compared to the general population, indicating potential vulnerability to tension, energy consumption, and stress. Regarding SDNN and RMSSD, the general population showed statistically significant improvement in SDNN and RMSSD; the elderly showed no significant changes, while individuals with disabilities showed limited improvement. Statistically significant differences(p<.05) were observed f or HR Mean i n the general population, HR Min and HR Mean in t he e lderly, and HF a nd SDNN in i ndividuals with disabilities. For the SSQ, statistically significant differences in nausea symptoms by participant group(p=.048), with post-hoc analysis revealing that individuals with disabilities reported higher symptom levels than the general population. In the UT, questions regarding the program’s effects on socially vulnerable groups received positive responses across all groups. Psychological health promotion was identified as the primary expected outcome, which was statistically significant(p=.042). Additionally, all groups indicated that such a VR program would encourage visits to actual healing farms; this response was also significant(p=.027). Evaluating u ser satisf action, design validity, a nd f ield a pplicability, only t he q uestion on d evice operation convenience was statistically significant(p=.001). In conclusion, this study suggests that virtual reality technology can function as an intervention tool to enhance physiological and psychological health, provides foundational evidence for the development of similar VR-based therapeutic programs.

Abstract

This study evaluated Heart Rate Variability(HRV), the Simulator Sickness Questionnaire(SSQ), and the Usability Test(UT) f or the v irtual reality-based t herapeutic p rogram, CheerU VR, i n the general population, elderly, a nd i ndividuals with disabilities. The assessment used Oculus Quest 2 and the CheerU VR program. Participants included general(N=21), elderly(N=68), and individuals with disabilities(N=50). Evaluations of HRV, SSQ, and UT were conducted before, during, after the VR experience. Statistical analyses were performed using ANOVA and Chi-squared tests using SPSS. Analysis of HRV changes indicated that the general population exhibited greater change in mean heart rate than the other groups, suggesting a stronger autonomic nervous system r esponse. T he e lderly a nd i ndividuals w ith disabilities demonstrated s ympathetic d ominance e ven af ter the experience compared to the general population, indicating potential vulnerability to tension, energy consumption, and stress. Regarding SDNN and RMSSD, the general population showed statistically significant improvement in SDNN and RMSSD; the elderly showed no significant changes, while individuals with disabilities showed limited improvement. Statistically significant differences(p<.05) were observed f or HR Mean i n the general population, HR Min and HR Mean in t he e lderly, and HF a nd SDNN in i ndividuals with disabilities. For the SSQ, statistically significant differences in nausea symptoms by participant group(p=.048), with post-hoc analysis revealing that individuals with disabilities reported higher symptom levels than the general population. In the UT, questions regarding the program’s effects on socially vulnerable groups received positive responses across all groups. Psychological health promotion was identified as the primary expected outcome, which was statistically significant(p=.042). Additionally, all groups indicated that such a VR program would encourage visits to actual healing farms; this response was also significant(p=.027). Evaluating u ser satisf action, design validity, a nd f ield a pplicability, only t he q uestion on d evice operation convenience was statistically significant(p=.001). In conclusion, this study suggests that virtual reality technology can function as an intervention tool to enhance physiological and psychological health, provides foundational evidence for the development of similar VR-based therapeutic programs.

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