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Chanelle Montpetit

Publications and source records attributed to Chanelle Montpetit.

2 recordsLinked to original sources

Beyond Score-Based Gamification: Designing Spatiotemporal and Musical Experiences for VR Neck Rehabilitation

Pain-related anxiety and fear of movement are major barriers to adherence and therapeutic outcomes in rehabilitation exercises for chronic neck pain. Virtual reality enables the design of immersive experiences that can transform repetitive therapeutic movements into engaging and emotionally supportive interactions. In this exploratory work, we investigate how experience-oriented gamification can reduce anxiety and improve user experience during VR-based neck range-of-motion exercises. We introduce two novel interaction paradigms that embed therapeutic neck movements within multisensory VR experiences. The first paradigm, Spatiotemporal Progression, couples head-tracked trajectories with environmental progression in a tropical island setting, where movement segments dynamically transform time of day, weather, and spatial location as experiential rewards. The second paradigm, Musical Interaction, maps movement segments to meditative music notes layered with relaxing ambient soundscapes. We evaluate these designs against a conventional score-based gamification baseline in a controlled user study with 20 non-patient participants. We assess usability and user experience through subjective measures, exercise performance with motion tracking, and anxiety modulation using the Subjective Units of Distress Scale, heart rate, and skin conductance. Our findings suggest that, in comparison with traditional score-based gamification design, immersive environmental and musical feedback show better potential to reduce anxiety and improve user experience, with little to no impact on successful performance of the exercise. Our preliminary results highlight the potential value of experience-based interaction design for VR rehabilitation, suggesting an alternative to performance-centric gamification that prioritizes emotional engagement without compromising therapeutic efficacy.

cs.HC

Gamification of Immersive Cervical Rehabilitation Exercises in VR: An Exploratory Study on Chin Tuck and Range of Motion Exercises

Chronic neck pain is a prevalent condition that affects millions of individuals worldwide, causing significant individual suffering and socioeconomic burdens. Although exercise rehabilitation is a staple in relieving pain and improving muscle function for the condition, traditional one-on-one rehabilitation sessions are costly and suffer from poor adherence and accessibility for the patients. Thanks to the increasing accessibility and recent advancements in sensing and display technology, virtual reality (VR) offers the potential to tackle the challenges in traditional exercise rehabilitation, particularly through gamification. However, still in its infancy, VR-based neck exercise rehabilitation lacks exploration in effective gamification strategies and existing prototypes. To address the knowledge gap, we conduct an exploratory study on the gamification strategies for VR-based cervical rehabilitation exercises by using chin tuck and neck range of motion exercises as examples. Specifically, with different game themes, we investigate a survival and level progression strategy for muscle strengthening (chin tuck) exercise for the first time, and the suitability of ambient reward for a neck range of motion exercise. Through a preliminary user study, we assess the proposed novel VR neck rehabilitation games and they demonstrate excellent usability, engagement, and perceived health value.

cs.HC