Cristin-prosjekt-ID: 624906
Sist endret: 19. mai 2021, 19:28

Cristin-prosjekt-ID: 624906
Sist endret: 19. mai 2021, 19:28
Prosjekt

Green VR - Developing and testing health-promoting VR systems. A pilot study connected to a H2020 proposal

prosjektleder

Giovanna Calogiuri
ved Institutt for folkehelse- og idrettsvitenskap ved Høgskolen i Innlandet

prosjekteier / koordinerende forskningsansvarlig enhet

  • Høgskolen i Innlandet

Finansiering

  • TotalbudsjettNOK 499.000
  • Regionale forskningsfond Innlandet
    Prosjektkode: 292761

Klassifisering

Vitenskapsdisipliner

Idrettspedagogikk og -psykologi • Teknologi • Helsefag

Emneord

Arbeid og helse • Helsefremming • Idrettsvitenskap • Helsefremmende arbeid • Fysisk aktivitet

HRCS-helsekategori

  • Mental helse

HRCS-forskningsaktivitet

  • 3 Sykdomsforebyggende og helsefremmende tiltak, og fremme av velvære
  • 3.1 Primærforebyggende tiltak for å endre atferd eller fremme helse
  • 3.2 Intervensjoner for å endre fysisk og biologisk miljørisiko

Kategorier

Prosjektkategori

  • Grunnforskning

Tidsramme

Avsluttet
Start: 1. januar 2019 Slutt: 31. desember 2020

Beskrivelse Beskrivelse

Tittel

Green VR - Developing and testing health-promoting VR systems. A pilot study connected to a H2020 proposal

Vitenskapelig sammendrag

The purpose of this pilot project is to develop high quality virtual green exercise scenarios (GreenVR), which will be included as a health-promoting ‘nature-based solution’ within a planned IA H2020 project proposal.

Green exercise (any physical activity in presence of nature) is proposed as a key cost-effective nature-based solution to promote health and well-being. However, green exercise is often subjected to a number of barriers, such as weather conditions and accessibility to quality natural environments. Virtual Reality (VR), computer-generated virtual environment, can in this context provide a valuable supplement to integrate nature exposure and green exercise citizens, as well contribute to reconnect people with local natural environments.

The specific purposes of this project are:

1. To establish how to best develop a high-quality GreenVR;
2. To study how healthy adults perceive and respond to different GreenVRs, in order to establish which type of GreenVR provides the best mental health outcomes with least impact of undesired side-effects such as cyber-sickness;
3. To evaluate the risk of our GreenVR to induce cyber-sickness, identifying factors that can cause and prevent it.

Metode

Two different VRs will be developed using different technologies, but will reproduce the exact same environment, i.e. a walk-path by the river Glomma, in Elverum. 

Experimentations and data gathering data analyses:
A RCT will be performed to assess how users perceive and respond to the different GreenVRs, as well as to establish which of the two solutions is the most effective. The experimentations will take place at the Sport-physiology Lab in Terningen Arena (INN). A sample of 60 young healthy adults, recruited among the students and employees at INN, will first watch a brief sad movie to elicit negative emotions. They will then walk for 10-minutes on a manually driven treadmill whilst being exposed to one of the two virtual worlds or to a control condition (walking without VR). The allocation of the participants to any of the conditions will be random. Measurements will include affect, heart rate, blood pressure, perceived exertion, sense of presence, perceived environmental restorativeness, feelings of connectedness with nature, and future green exercise intention will be collected. Analyses will investigate possible changes of a number of psychophysiological variables from before to after exposure to the GreenVRs, as well as compare the two GreenVRs.

Utstyr

One of the two VR will be developed using commercial technology, i.e. devices available on the market at a relatively affordable price, designed to be used by non-professional public. More specifically a 360° video will be filmed using a Samsung gear 360 sm-c200 camera, mounted on a gimbal (Feiyu Tech G360). The audio will be recorded simultaneously in order to capture sounds such as footsteps, the voices of people passing by and other natural events. The video will be then run through a ‘post-production’ editing process, in order to further improve the quality of the video. The playback will be made via a Samsung S7, mounted on a Samsung Gear VR head-mounted display (HMD). Tests with the latest HTC Vive Pro will be also made, in order to establish whether this could enhance the VR experience. The sound will be reproduced via a headset (Sennheiser HD 201).
The other VR will be created with game and visual effects technology. We will generate a three dimensional digital model of the surroundings so that we are able to move and rotate a virtual camera according to the walking speed and the head orientation of the participant during playback. A high resolution digital terrain model obtained form hoydedata.no will serve as the basis for recreating the accurate landscape elevation and horizon shape. The path and surroundings in close distance will be scanned with a Phantom 4 Pro UAV in 4K resolution. From the aerial photographs a 3D model will be reconstructed with the photogrammetry software Reality Capture on a 10 core i7 computer workstation equipped with 2x GeForce GTX 1080 Ti graphics cards. The photogrammetry data needs to be optimised of for realtime playback; the retopologizing and UV mapping will be done using the software 3D Coat and ZBrush. Very close objects like lamps and trash bins will be reconstructed after photo references with usual digital content creation applications like Maya, while trees and other vegetation will be recreated using SpeedTree. The optimised 3D assets will be imported into the Unreal Engine where we set up a lighting model matching the geolocation. We are going to use a high sensitive OKM soundman head-microphone for recording sound in high quality along the track. For visual output we will use the latest HTC Vive Pro to deliver the best possible VR experience.

The experiments will take place at the Sport Physiology lab in Campus Elverum. The participants will walk fon a manually driven treadmill (Woodway, Curve). To get the data of the participant's speed from the treadmill for controlling the camera in the game engine, an USB output from the treadmill will be used. 

prosjektdeltakere

prosjektleder
Aktiv cristin-person

Giovanna Calogiuri

  • Tilknyttet:
    Prosjektleder
    ved Institutt for folkehelse- og idrettsvitenskap ved Høgskolen i Innlandet

Sigbjørn Litleskare

  • Tilknyttet:
    Prosjektdeltaker
    ved Institutt for folkehelse- og idrettsvitenskap ved Høgskolen i Innlandet

Ole Einar Flaten

  • Tilknyttet:
    Prosjektdeltaker
    ved Institutt for Spillutdanninger – Spillskolen ved Høgskolen i Innlandet

Fred Fröhlich

  • Tilknyttet:
    Prosjektdeltaker
    ved Institutt for Spillutdanninger – Spillskolen ved Høgskolen i Innlandet

Tore Litlere Rydgren

  • Tilknyttet:
    Prosjektdeltaker
    ved Høgskolen i Innlandet
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Resultater Resultater

How can virtual nature be a means for health promotion? .

Calogiuri, Giovanna. 2021, TEDxDrammen. HINN, USNPopulærvitenskapelig foredrag

Virtuelt friluftsliv som eit helsetiltak .

Calogiuri, Giovanna; Calogiuri, Giovanna; Meland, Knut Jul. 2021, HINN, USNIntervju

Taking real steps in virtual nature – Developing and testing a virtual green exercise installation: rationale and protocol.

Calogiuri, Giovanna; Litleskare, Sigbjørn; Haile, Amelia; Johnsen, Svein Åge Kjøs; Flaten, Ole Einar; Fröhlich, Fred. 2020, 4th Conference on Environmental Psychology 2020. HINN, USNVitenskapelig foredrag

Enable, Reconnect and Augment: A New ERA of Virtual Nature Research and Application.

Litleskare, Sigbjørn; Macintyre, Tadhg; Calogiuri, Giovanna. 2020, International Journal of Environmental Research and Public Health (IJERPH). HINN, OLVitenskapelig oversiktsartikkel/review
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