TWI802850B - Method for testing and training attention and memory utilizing virtual reality equipment - Google Patents

Method for testing and training attention and memory utilizing virtual reality equipment Download PDF

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TWI802850B
TWI802850B TW110106205A TW110106205A TWI802850B TW I802850 B TWI802850 B TW I802850B TW 110106205 A TW110106205 A TW 110106205A TW 110106205 A TW110106205 A TW 110106205A TW I802850 B TWI802850 B TW I802850B
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virtual reality
objects
action
scene
answering
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TW202234356A (en
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黃國珍
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國立臺北商業大學
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Abstract

A method for testing and training attention utilizing virtual reality equipment is provided. The method includes: Step S1: displaying a virtual reality scenery by a head-mounted display; Step S2: displaying question objects and one or more target objects of a set of questions; Step S3: performing a virtual reality responding motion by a user through a virtual reality controller, the virtual reality responding motion being to select one object from the plurality of question objects as a selected object, and the virtual reality responding motion being displayed to include a pick-up motion, a moving motion, and a put-down motion; Step S4: determining if the selected object is equal to any one of the one or more target objects by a computing host of the virtual reality equipment; and Step S5: calculating scores based on a determination result of step S4.

Description

利用虛擬實境設備來測試及訓練注意力及記憶力的方法 Method for testing and training attention and memory using virtual reality equipment

本發明是關於一種注意力及記憶力的方法,特別是一種透過虛擬實境的不同場景來測試及訓練注意力及記憶力的方法。 The present invention relates to a method of attention and memory, especially a method for testing and training attention and memory through different scenes of virtual reality.

擁有正常的注意力及記憶力是維持生活品質不可或缺的要素。然而,隨著老化或疾病的影響,大腦的注意力及記憶力可能因此而下降,對年長者或病患造成生活的不便。 Having normal concentration and memory is an indispensable element in maintaining the quality of life. However, with the impact of aging or disease, the brain's concentration and memory may decline, causing inconvenience to the elderly or patients.

現有的注意力及記憶力的測試經常是採用紙筆測驗的類型,往往枯燥又缺乏系統性,且紙筆測驗的形式也降低注意力及記憶力不理想者接受測試的意願。此外,注意力及記憶力的訓練也經常需要佈置大型教具或場景來輔助進行,而需要大量的資源。 Existing tests of attention and memory often use paper-and-pencil tests, which are often boring and unsystematic, and the form of paper-and-pencil tests also reduces the willingness of those with poor attention and memory to accept the test. In addition, the training of attention and memory often needs to be assisted by arranging large-scale teaching aids or scenes, which requires a lot of resources.

已知,虛擬實境(Virtual Reality,VR)是利用電腦類比產生一個三維空間的虛擬世界,提供使用者關於視覺等感官的類比,讓使用者感覺彷彿身歷其境。特別地,近年來虛擬實境所帶來的沉浸式(Immersive)體驗,將電子遊戲產業帶向另一種境界。 It is known that virtual reality (Virtual Reality, VR) uses computer analogy to generate a three-dimensional virtual world, providing users with analogies about vision and other senses, so that users feel as if they are in the scene. In particular, the immersive (Immersive) experience brought by virtual reality in recent years has brought the video game industry to another realm.

然而,目前為止,人們對於電子遊戲的應用,主要的開發在於娛樂性質方面。並沒有一種電子遊戲,也沒有一種虛擬實境的情境遊戲,旨在開發對人的智力或健康狀態進行有系統地測試或訓練。此外,也沒有測試或訓練程式,能在測試或訓練後,將測試數據上傳至雲端平台,透過大數據分析、結合復健科學及統計學幫助年長者或病患回復過往的心靈手巧。 However, so far, the main development of the application of electronic games lies in the aspect of entertainment nature. There is no video game, nor a virtual reality situational game, designed to systematically test or train a person's intelligence or state of health. In addition, there is no testing or training program. After testing or training, the test data can be uploaded to the cloud platform. Through big data analysis, combined with rehabilitation science and statistics, it can help the elderly or patients recover their past ingenuity.

因此,無論是用於測試及訓練注意力及記憶力的方法或者電子遊戲應用都還有很大的開發空間。 Therefore, whether it is for testing and training attention and memory methods or video game applications, there is still a lot of room for development.

有鑑於此,根據本發明的一種利用虛擬實境設備來測試及訓練注意力的方法,該虛擬實境設備包括一頭戴式顯示器、一運算主機、及一虛擬實境控制器,其中,該運算主機建構有一虛擬實境模型,該虛擬實境模型具有一虛擬實境場景及一題目組,該題目組包括多個題目物件及一或多個目標物件,該一或多個目標物件選自於該些題目物件,該方法包括以下步驟:步驟S1:由該頭戴式顯示器顯示該虛擬實境場景;步驟S2:由該頭戴式顯示器顯示該題目組的該些題目物件及該一或多個目標物件;步驟S3:使用者透過該虛擬實境控制器執行一虛擬實境作答動作,該虛擬實境作答動作是由該使用者在該些題目物件中挑選物件作為一作答物件,該虛擬實境作答動作在該虛擬實境場景中顯示成包括一拿起動作、一移動動作、及一放下動作;步驟S4:由該虛擬實境設備的該運算主機來判斷該些作答物件是否等同於該一或多個目標物件中的任一物件;及 步驟S5:基於步驟S4的判斷結果來計分。 In view of this, according to a method of using virtual reality equipment to test and train attention according to the present invention, the virtual reality equipment includes a head-mounted display, a computing host, and a virtual reality controller, wherein the The computing host constructs a virtual reality model, the virtual reality model has a virtual reality scene and a topic group, the topic group includes a plurality of topic objects and one or more target objects, and the one or more target objects are selected from For the topic objects, the method includes the following steps: Step S1: Display the virtual reality scene by the head-mounted display; Step S2: Display the topic objects of the topic group and the one or A plurality of target objects; step S3: the user performs a virtual reality answering action through the virtual reality controller, and the virtual reality answering action is selected by the user as an answering object among the question objects, the The virtual reality answering action is displayed in the virtual reality scene as including a picking up action, a moving action, and a putting down action; step S4: the computing host of the virtual reality device judges whether the answering objects are equivalent in any of the one or more target objects; and Step S5: Scoring based on the judgment result of step S4.

可選地,或較佳地,在本發明的測試及訓練注意力的方法中,該虛擬實境場景為餐廳場景;該些題目物件在一般使用者認知上屬於食物類別,該些題目物件顯示成自體旋轉或繞物旋轉。 Optionally, or preferably, in the method for testing and training attention of the present invention, the virtual reality scene is a restaurant scene; these topic objects belong to the food category in general user cognition, and these topic objects display into self-rotation or rotation around the object.

可選地,或較佳地,在本發明的測試及訓練注意力的方法中,該虛擬實境作答動作是在該餐廳虛擬實境場景挑選指定食物,對於作答物件,在第一位置施以拿起動作,施以移動動作使其自第一位置前往第二位置,而在第二位置施以放下動作。 Optionally, or preferably, in the method of testing and training attention of the present invention, the virtual reality answering action is to select specified food in the restaurant virtual reality scene, and for the answering object, apply a Pick up an action, take a move action to go from the first location to a second location, and take a drop action at the second location.

可選地,或較佳地,在本發明的測試及訓練注意力的方法中,該些題目物件是多種不同食物,由亂數器來隨機決定;該些題目物件中的各題目物件是沿著一路徑依序出現在該虛擬實境場景中。 Optionally, or preferably, in the method for testing and training attention of the present invention, these title objects are multiple different foods, and are randomly determined by a random number device; each title object in these title objects is along the A path sequentially appears in the virtual reality scene.

可選地,或較佳地,在本發明的測試及訓練注意力的方法中,該些題目物件中的一題目物件為該些目標物件的中的一目標物件的機率為十分之一。 Optionally, or preferably, in the method for testing and training attention of the present invention, the probability that one of the topic objects is one of the target objects is one tenth.

根據本發明的另一種觀點,提出一種利用虛擬實境設備來測試及訓練記憶力的方法,該虛擬實境設備包括一頭戴式顯示器、一運算主機、及一虛擬實境控制器,其中,該運算主機建構有一虛擬實境模型,該虛擬實境模型具有一虛擬實境場景及一題目組,該題目組包括多個題目物件及多個目標物件,該些目標物件選自於該些題目物件,該方法包括以下步驟:步驟U1:由該頭戴式顯示器顯示該些目標物件一段時間;步驟U2:由該頭戴式顯示器顯示該虛擬實境場景及該虛擬實境場景中的該些題目物件; 步驟U3:使用者透過該虛擬實境控制器執行一虛擬實境作答動作,該虛擬實境作答動作是由該使用者從該些題目物件中挑選物件作為作答物件,該虛擬實境作答動作在該虛擬實境場景中顯示成包括一拿起動作、一移動動作、及一放下動作;步驟U4:由該虛擬實境設備的該運算主機來判斷該些作答物件是否等同於該些目標物件;及步驟U5:基於步驟U4的判斷結果來計分。 According to another aspect of the present invention, a method for testing and training memory using a virtual reality device is proposed, the virtual reality device includes a head-mounted display, a computing host, and a virtual reality controller, wherein the The computing host constructs a virtual reality model, the virtual reality model has a virtual reality scene and a subject group, the subject group includes a plurality of subject objects and a plurality of target objects, and the target objects are selected from the subject objects , the method includes the following steps: Step U1: Displaying the target objects for a period of time by the head-mounted display; Step U2: Displaying the virtual reality scene and the topics in the virtual reality scene by the head-mounted display object; Step U3: The user executes a virtual reality answering action through the virtual reality controller. The virtual reality answering action is selected by the user from the question objects as the answering object. The virtual reality answering action is in The virtual reality scene is displayed to include a pick-up action, a moving action, and a put-down action; step U4: judging whether the answering objects are equal to the target objects by the computing host of the virtual reality device; And step U5: scoring based on the judgment result of step U4.

可選地,或較佳地,在本發明的測試及訓練記憶力的方法中,該虛擬實境場景為超市場景;該些題目物件在一般使用者認知上屬於民生用品,該些題目物件排列在三維空間,其中心位置由一橫坐標值、一縱座標值、及一深坐標值來表示。 Optionally, or preferably, in the method for testing and training memory of the present invention, the virtual reality scene is a supermarket scene; these topic objects belong to daily necessities in general user cognition, and these topic objects are arranged in In a three-dimensional space, the center position is represented by an abscissa value, an ordinate value, and a depth coordinate value.

可選地,或較佳地,在本發明的測試及訓練記憶力的方法中,該虛擬實境作答動作是在該超市虛擬實境場景中挑選指定的民生用品。 Optionally, or preferably, in the method of testing and training memory of the present invention, the answering action in virtual reality is to select specified daily necessities in the virtual reality scene of the supermarket.

可選地,或較佳地,在本發明的測試及訓練記憶力的方法中,該些題目物件是多種不同民生用品,其中,存在一第一種民生用品與一第二種民生用品,兩者之間僅有微小視覺特徵差異,是由尺寸差異、形狀差異、顏色差異所定義,或者,兩者之間僅有在一般使用者認知上之微小差異,是由用途差異、品牌差異、或價格差異所定義;該些題目物件是同時出現在該虛擬實境場景中。 Optionally, or preferably, in the method for testing and training memory of the present invention, the subject objects are a variety of different daily necessities, wherein there is a first kind of daily necessities and a second kind of daily necessities, both There are only slight differences in visual characteristics between the two, which are defined by size differences, shape differences, and color differences, or there are only small differences in general user perception between the two, which are defined by differences in use, brand differences, or price differences. The difference is defined; the subject objects appear in the virtual reality scene at the same time.

可選地,或較佳地,在本發明的測試及訓練記憶力的方法中,當步驟U2開始執行時,步驟U1中該頭戴式顯示器顯示的該些目標物件消失。 Optionally, or preferably, in the method for testing and training memory of the present invention, when step U2 starts to execute, the target objects displayed on the head-mounted display in step U1 disappear.

下文將配合圖式並詳細說明,使本發明的其他目的、優點、及新穎特徵更明顯。 The other objects, advantages, and novel features of the present invention will be more clearly described below in conjunction with drawings and detailed descriptions.

1:虛擬實境設備 1: Virtual reality equipment

10:頭戴式顯示器 10: Head-mounted display

20:運算主機 20: Computing host

30:虛擬實境控制器 30: Virtual Reality Controller

80、90:載台 80, 90: carrier

100:運輸帶 100: Conveyor belt

S1~S5:步驟 S1~S5: steps

U1~U5:步驟 U1~U5: steps

圖1顯示本發明的實施例中所使用的虛擬實境設備的示意圖。 FIG. 1 shows a schematic diagram of a virtual reality device used in an embodiment of the present invention.

圖2顯示本發明的第一實施例的注意力的測試及訓練的流程圖。 Fig. 2 shows the flow chart of the test and training of attention in the first embodiment of the present invention.

圖3A至圖3D顯示本發明的第二實施例的虛擬實境場景及操作示意圖。 FIG. 3A to FIG. 3D show the virtual reality scene and operation diagrams of the second embodiment of the present invention.

圖4顯示本發明的第三實施例的記憶力的測試及訓練的流程圖。 FIG. 4 shows a flow chart of memory testing and training in the third embodiment of the present invention.

圖5A至圖5D顯示本發明的第四實施例的虛擬實境場景及操作示意圖。 FIG. 5A to FIG. 5D show the virtual reality scene and operation diagrams of the fourth embodiment of the present invention.

以下提供本發明的不同實施例。這些實施例是用於說明本發明的技術內容,而非用於限制本發明的權利範圍。一實施例的一特徵可透過合適的修飾、置換、組合、分離以應用於其他實施例。 Various embodiments of the invention are provided below. These examples are used to illustrate the technical content of the present invention, but not to limit the scope of rights of the present invention. A feature of one embodiment can be applied to other embodiments through appropriate modification, substitution, combination, and isolation.

應注意的是,在本文中,除了特別指明者之外,具備「一」元件不限於具備單一的該元件,而可具備一或更多的該元件。 It should be noted that, unless otherwise specified herein, having “a” element is not limited to having a single element, but may have one or more elements.

此外,在本文中,除了特別指明者之外,「第一」、「第二」等序數,只是用於區別具有相同名稱的多個元件,並不表示它們之間存在位階、層級、執行順序、或製程順序。一「第一」元件與一「第二」元件可能一起出現在同一構件中,或分別出現在不同構件中。序數較大的一元件的存在不必然表示序數較小的另一元件的存在。 In addition, in this article, unless otherwise specified, ordinal numbers such as "first" and "second" are only used to distinguish multiple components with the same name, and do not indicate that there is a hierarchy, level, or execution order between them. , or process sequence. A "first" element and a "second" element may appear together in the same component, or may appear separately in different components. The presence of an element with a higher ordinal number does not necessarily indicate the presence of another element with a lower ordinal number.

在本文中,除了特別指明者之外,所謂的特徵甲「或」(or)或「及/或」(and/or)特徵乙,是指甲單獨存在、乙單獨存在、或甲與乙同時存在;所謂的特徵甲「及」(and)或「與」(and)或「且」(and)特徵乙,是指甲與乙同時存在;所謂的「包括」、「包含」、「具有」、「含有」,是指包括但不限於此。 In this paper, unless otherwise specified, the so-called feature A "or" (or) or "and/or" (and/or) feature B means that nail exists alone, B exists alone, or A and B exist simultaneously ; The so-called feature A "and" (and) or "and" (and) or "and" (and) feature B, is that nails and B exist at the same time; the so-called "includes", "includes", "has", " Contains" means including but not limited to.

此外,在本文中,所謂的「上」、「下」、「左」、「右」、「前」、「後」、或「之間」等用語,只是用於描述多個元件之間的相對位置,並在解釋上可推廣成包括平移、旋轉、或鏡射的情形。 In addition, in this article, the so-called "upper", "lower", "left", "right", "front", "rear", or "between" and other terms are only used to describe the distance between multiple elements. relative position, and can be generalized in interpretation to include cases of translation, rotation, or mirroring.

此外,在本文中,除了特別指明者之外,「一元件在另一元件上」或類似敘述不必然表示該元件接觸該另一元件。 In addition, unless otherwise specified herein, "an element is on another element" or similar expressions do not necessarily mean that the element contacts the other element.

此外,在本文中,「較佳」或「更佳」是用於描述可選的或附加的元件或特徵,亦即,這些元件或特徵並不是必要的,而可能加以省略。 In addition, in this article, "preferably" or "better" is used to describe optional or additional elements or features, that is, these elements or features are not essential and may be omitted.

此外,在本文中,除了特別指明者之外,所謂的一元件「適於」或「適合於」另一元件,是指該另一元件不屬於申請標的的一部分,而是示例性地或參考性地有助於設想該元件的性質或應用;同理,在本文中,除了特別指明者之外,所謂的一元件「適於」或「適合於」一組態或一動作,其描述的是該元件的特徵,而不表示該組態已經設定或該動作已經執行。 In addition, in this article, unless otherwise specified, the so-called "suitable" or "suitable for" another element means that the other element does not belong to a part of the subject matter of the application, but is an example or a reference It is helpful to conceive the nature or application of the element; similarly, in this text, unless otherwise specified, the so-called element is "adapted" or "adapted" to a configuration or an action, and the described is a feature of the component, but does not mean that the configuration has been set or that the action has been performed.

此外,在本文中,「系統」、「設備」、「裝置」、「模組」、或「單元」等用語,是指一電子元件或由多個電子元件所組成的一數位電路、一類比電路、或其他更廣義電路,且除了特別指明者之外,它們不必然有位階或層級關係。 In addition, in this article, terms such as "system", "equipment", "device", "module", or "unit" refer to an electronic component or a digital circuit composed of a plurality of electronic components, analogous circuits, or other broader circuits, and unless otherwise specified, they do not necessarily have a hierarchical or hierarchical relationship.

此外,在本文中,除了特別指明者之外,二元件的電性連接可包括直接連接或間接連接。在間接連接中,該二元件之間可能存在一或多個其他元件,例如,電阻、電容、或電感。電性連接是用於傳遞一或多個訊號,例如,直流或交流的電流或電壓,依照實際應用而定。 In addition, herein, unless otherwise specified, the electrical connection of two elements may include direct connection or indirect connection. In an indirect connection, there may be one or more other elements, such as resistors, capacitors, or inductors, between the two elements. An electrical connection is used to transmit one or more signals, such as DC or AC current or voltage, depending on the application.

此外,終端機或伺服器皆可包括上述元件,或以上述方式來實現。 In addition, both the terminal and the server may include the above-mentioned elements, or be implemented in the above-mentioned manner.

此外,在本文中,除了特別指明者之外,一數值可涵蓋該數值的±10%的範圍,特別是該數值±5%的範圍。除了特別指明者之外,一數值範圍是由較小端點數、較小四分位數、中位數、較大四分位數、及較大端點數所定義的多個子範圍所組成。 In addition, herein, unless otherwise specified, a numerical value may cover a range of ±10% of the numerical value, especially a range of ±5% of the numerical value. Unless otherwise specified, a numerical range is composed of subranges defined by the lower endpoints, the lower quartiles, the median, the upper quartiles, and the larger endpoints .

本發明的利用虛擬實境設備來測試及訓練注意力及記憶力的方法可實現為電腦軟體,其開發環境為Microsoft Windows 10,且開發工具為Unity,惟不限於此,亦可其他開發環境或開發工具來實現本發明。本發明可進一步實現為可讀取記錄媒體或電腦程式產品,而被載入電腦,例如個人電腦、平板電腦、或手機,以Windows、Android、iOS等操作系統作為應用平台,加以執行。 Utilize the virtual reality device of the present invention to test and train the method for attention and memory can realize as computer software, its development environment is Microsoft Windows 10, and development tool is Unity, but not limited to this, also other development environments or development tool to realize the present invention. The present invention can be further realized as a readable recording medium or a computer program product, which is loaded into a computer, such as a personal computer, a tablet computer, or a mobile phone, and executed on an operating system such as Windows, Android, and iOS as an application platform.

(虛擬實境設備) (Virtual Reality Device)

圖1顯示本發明的實施例中所使用的虛擬實境設備1的示意圖。本發明的實施例中使用的虛擬實境設備1包括一頭戴式顯示器10、一運算主機20、及一虛擬實境控制器30。其中,該運算主機20建構有虛擬實境模型,該虛擬實境模型具有虛擬實境場景(請參考圖3B及5B)及多個題目組,各題目組中包括多 個題目物件(請參考圖3B及5B)及一或多個目標物件(請參考圖3B及5A),而目標物件選自於題目物件。 FIG. 1 shows a schematic diagram of a virtual reality device 1 used in an embodiment of the present invention. The virtual reality device 1 used in the embodiment of the present invention includes a head-mounted display 10 , a computing host 20 , and a virtual reality controller 30 . Wherein, the computing host 20 is constructed with a virtual reality model, and the virtual reality model has a virtual reality scene (please refer to FIG. 3B and 5B) and a plurality of topic groups, and each topic group includes multiple a topic object (please refer to FIG. 3B and 5B) and one or more target objects (please refer to FIG. 3B and 5A), and the target object is selected from the topic object.

在本發明的實施例中,頭戴式顯示器10可為HTC VIVETM,運算主機20可為個人電腦、筆記型電腦、手機、平板電腦、或遊樂器,虛擬實境控制器30可為VIVE控制器或遊樂器搖桿。 In an embodiment of the present invention, the head-mounted display 10 can be HTC VIVE , the computing host 20 can be a personal computer, a notebook computer, a mobile phone, a tablet computer, or a game machine, and the virtual reality controller 30 can be a VIVE control controller or game console joystick.

第一實施例(關於注意力的測試訓練) First embodiment (test training about attention)

圖2顯示本發明的第一實施例的注意力的測試及訓練的流程圖。 Fig. 2 shows the flow chart of the test and training of attention in the first embodiment of the present invention.

第一實施例是一種利用虛擬實境設備1來測試及訓練注意力的方法,其主要包括以下步驟:步驟S1:由頭戴式顯示器10顯示虛擬實境場景;步驟S2:由該頭戴式顯示器10顯示題目組的題目物件及一或多個目標物件;步驟S3:使用者透過虛擬實境控制器30執行一虛擬實境作答動作,該虛擬實境作答動作是由使用者在該些題目物件中挑選物件以作為作答物件,該虛擬實境作答動作在該虛擬實境場景中顯示成包括一拿起動作、一移動動作、及一放下動作;步驟S4:由虛擬實境設備1的運算主機20來判斷該作答物件是否等同於該一或多個目標物件中的任一物件;及步驟S5:基於步驟S4的判斷結果來計分。 The first embodiment is a method of using virtual reality equipment 1 to test and train attention, which mainly includes the following steps: Step S1: displaying the virtual reality scene by the head-mounted display 10; The display 10 displays the topic object and one or more target objects of the topic group; step S3: the user performs a virtual reality answering action through the virtual reality controller 30, and the virtual reality answering action is performed by the user in these questions Objects are selected in the object as the answering object, and the virtual reality answering action is displayed in the virtual reality scene to include a picking up action, a moving action, and a putting down action; step S4: by the calculation of the virtual reality device 1 The host computer 20 judges whether the answer object is equal to any one of the one or more target objects; and step S5: scoring based on the judgment result of step S4.

此外,由於顏色、亮度及/或環境音(例如:音量大小、頻率高低、人(群)聲等)經常是影響注意力及記憶力的影響因子,因此本發明的運算主機20組態成允許調整虛擬實境場景的顏色、亮度及/或環境音。具體而言, 場景中的顏色可分別是紅、綠、藍、黃等不同顏色,而亮度也可設定有不同照度(即有的場景亮,有的場景暗)。此外,場景的環境音可分為音量大小、頻率高低、有無人(群)聲等不同條件。據此,上述的影響因子對於注意力及記憶力的實際影響可透過數據來呈現及量化。 In addition, since color, brightness and/or ambient sound (for example: volume level, frequency level, human (group) voice, etc.) are often factors affecting attention and memory, the computing host 20 of the present invention is configured to allow adjustment The color, brightness and/or ambient sound of the virtual reality scene. in particular, The colors in the scene can be different colors such as red, green, blue, yellow, etc., and the brightness can also be set to have different illuminance (that is, some scenes are bright and some scenes are dark). In addition, the environmental sound of the scene can be divided into different conditions such as volume level, frequency level, and presence of human (group) sounds. Accordingly, the actual impact of the above-mentioned influencing factors on attention and memory can be presented and quantified through data.

根據上述,第一實施例的方法可更包含步驟S6:將虛擬實境場景的顏色、亮度及/或環境音的音量、頻率、人聲的有無記錄成一分析資料組。可將上述因子排列組合來測試或訓練使用者,以觀察上述因子各自的影響及交互的影響。 According to the above, the method of the first embodiment may further include step S6: recording the color, brightness, and/or volume, frequency, and presence or absence of human voice of the virtual reality scene into an analysis data set. The above factors can be permuted and combined to test or train users to observe the influence of each of the above factors and the influence of interaction.

此外,運算主機20可連接一有線網路或一無線網路,並可透過有線網路或無線網路連接至一雲端平台。而第一實施例的方法可更包含步驟S7:由運算主機20將步驟S5的計分結果及步驟S6的分析資料組上傳至雲端平台。如此,配合於研究或商業開發的需要,具有登入此平台權限者,可透過雲端平台直接下載使用者的測試或訓練結果,以更便利地與復健科學和統計學結合。或者,可透過雲端平台結合大數據來進行進一步分析。 In addition, the computing host 20 can be connected to a wired network or a wireless network, and can be connected to a cloud platform through a wired network or a wireless network. The method of the first embodiment may further include step S7: the computing host 20 uploads the scoring result of step S5 and the analysis data set of step S6 to the cloud platform. In this way, to meet the needs of research or commercial development, those who have access to this platform can directly download the user's test or training results through the cloud platform, so as to more conveniently combine with rehabilitation science and statistics. Alternatively, the cloud platform can be combined with big data for further analysis.

第二實施例(壽司挑選) The second embodiment (selection of sushi)

第二實施例將本發明的第一實施例所述的方法透過在虛擬實景場景的迴轉壽司餐廳中「挑選壽司」作具體的說明。以下將詳細解釋本發明的第一實施例的步驟應用在「挑選壽司」時的態樣。要注意的是,第二實施例是配合第一實施例的方法的說明,其本質上是一種操作用於測試或訓練的應用程式的方法。為了方便說明,以下將以術語「測試程式」表示該應用程式,而參與測試程式的參與對象則以術語「使用者」表示。 In the second embodiment, the method described in the first embodiment of the present invention will be described in detail through "selecting sushi" in a revolving sushi restaurant in a virtual reality scene. The following will explain in detail how the steps of the first embodiment of the present invention are applied to "selecting sushi". It should be noted that the second embodiment is a description of the method in conjunction with the first embodiment, which is essentially a method of operating an application for testing or training. For the convenience of description, the application program will be represented by the term "test program" below, and the participants participating in the test program will be represented by the term "user".

圖3A至圖3D顯示本發明的第二實施例的虛擬實境場景及操作示意圖。 FIG. 3A to FIG. 3D show the virtual reality scene and operation diagrams of the second embodiment of the present invention.

在第二實施例中,虛擬實境場景是建立在迴轉壽司餐廳中。如圖3A至圖3D所示,虛擬實境場景的餐廳中有一載台90,載台90的前方是運輸帶100。多種不同的食物在運輸帶100上迴轉,此為繞物旋轉。而食物的盤子在運輸的過程中亦可能因碰撞而旋轉,此為自體旋轉。如此,該些題目物件顯示成自體旋轉或繞物旋轉會影響使用者的注意力,但究竟是會使其集中注意力還是會使其分散注意力,則是透過本發明可加以確認者。在場景的一側設置有另一載台80,該另一載台80擺放有特定種類的壽司(即目標物件),使用者在此情境中從運輸帶100上不同的壽司中挑選出特定的壽司。具體而言,對於作答物件(也就是意圖挑選的壽司),在第一位置(運輸帶100)施以拿起動作,施以移動動作使其自第一位置前往第二位置(載台90),而在第二位置施以放下動作。 In the second embodiment, the virtual reality scene is established in a conveyor belt sushi restaurant. As shown in FIG. 3A to FIG. 3D , there is a carrier 90 in the restaurant of the virtual reality scene, and the front of the carrier 90 is the conveyor belt 100 . A variety of different foods are turned around on the conveyor belt 100, which is a rotation around the object. The food plate may also rotate due to collision during transportation, which is self-rotation. In this way, the display of these topic objects as rotating or rotating around the object will affect the user's attention, but whether it will make them concentrate or distract them can be confirmed through the present invention. Another carrier 80 is set on one side of the scene, and this other carrier 80 is placed with a specific type of sushi (i.e. the target object). sushi. Specifically, for the answer object (that is, the sushi that is intended to be selected), a pick-up action is performed at the first position (conveyor belt 100), and a moving action is performed to make it go from the first position to the second position (carrier 90). , while applying a drop action at the second location.

第二實施例中的運算主機20是使用筆記型電腦。場景畫面是由頭戴式顯示器10,也就是HTC VIVETM來顯示。虛擬實境中的控制及操作是利用是VIVE控制器執行。 The computing host 20 in the second embodiment is a notebook computer. The scene picture is displayed by the head-mounted display 10, that is, the HTC VIVE TM . The control and operation in the virtual reality environment is performed using the VIVE controller.

(測試開始) (test starts)

如圖3A所示,使用者進入測試程式並按下「確定」後即可開始測試。如圖3B所示,在迴轉壽司餐廳虛擬實境場景中,圖3B的示意畫面的右側為載台80,載台80上為測試程式設定的目標物件。在一實施例中,載台80上的目標物件為海苔芝麻壽司。畫面的前方是載台90及運輸帶100。運輸帶100作為一路徑,其上有各種壽司依序出現,但出現何種壽司是由亂數器來決定。運輸帶100 上的各種壽司即為題目物件。在此實施例中,使用者需依照載台80上的目標物件來挑選運輸帶100上「迴轉」經過的壽司,而被挑選之壽司則為測試中挑選的作答物件。圖3A至圖3B所示是對應第一實施例的步驟S1至步驟S3。 As shown in FIG. 3A , the user enters the test program and presses "OK" to start the test. As shown in FIG. 3B , in the virtual reality scene of the revolving sushi restaurant, the right side of the schematic picture shown in FIG. 3B is the stage 80 , and the target object set by the test program is on the stage 80 . In one embodiment, the target object on the stage 80 is seaweed and sesame sushi. In front of the screen are the stage 90 and the conveyor belt 100 . The conveyor belt 100 serves as a path, on which various sushi appear in sequence, but what kind of sushi appears is determined by the random counter. conveyor belt 100 All kinds of sushi on the table are the title objects. In this embodiment, the user needs to select the sushi that "rotates" on the conveyor belt 100 according to the target object on the stage 80, and the selected sushi is the answer object selected in the test. 3A to 3B show steps S1 to S3 corresponding to the first embodiment.

接著,如圖3C所示,在挑選後,使用者將作答物件放置於載台90上來完成作答。當測試程式中所預設的時間到時,測試結束,如圖3D所示。作答完畢,由運算主機20來判斷選擇的作答物件是否等同於目標物件。上述步驟是對應第一實施例的步驟S4至步驟S5。 Next, as shown in FIG. 3C , after selection, the user places the answering object on the platform 90 to complete the answering. When the time preset in the test program expires, the test ends, as shown in FIG. 3D . After answering, the computing host 20 judges whether the selected answer object is equal to the target object. The above steps correspond to step S4 to step S5 of the first embodiment.

挑選壽司的測試程式可具有不同級別,分別為簡單級別、中等級別、及困難級別,每個級別可依照測試程式所要求的目標物件的數目來定義。舉例而言,簡單級別中具有一個目標物件、中等級別中具有兩個目標物件、困難級別中具有三個目標物件。在第二實施例中,目標物件僅為海苔芝麻壽司,故屬於簡單級別的例子。 The test program for selecting sushi can have different levels, which are easy level, medium level, and difficult level, and each level can be defined according to the number of target objects required by the test program. For example, an easy level has one object, a medium level has two objects, and a hard level has three objects. In the second embodiment, the target object is only seaweed and sesame sushi, so it is an example of a simple level.

此外,難易度的設置,可與迴轉壽司的轉速有關,或與題目物件中出現目標物件選項的機率有關。當轉速愈快,使用者的注意力必須增加,以免遺漏任何物件;當題目物件愈頻繁(高機率)出現目標物件的選項,使用者的注意力也必須增加。 In addition, the setting of the degree of difficulty may be related to the rotational speed of the revolving sushi, or related to the probability of the target object option appearing in the title object. When the rotation speed is faster, the user's attention must be increased so as not to miss any object; when the title object appears more frequently (high probability) as the option of the target object, the user's attention must also be increased.

在上述實施例中,迴轉壽司在運輸帶100上迴轉,其中食物與目標物件的食物選項相同的機率可設定為十分之一,惟不限於此。如上所述,當機率愈高,使用者的注意力也要愈高,以免遺漏任何正確選項。 In the above-mentioned embodiment, the conveyor belt sushi rotates on the conveyor belt 100, and the probability that the food is the same as the food option of the target object can be set as 1/10, but it is not limited thereto. As mentioned above, when the probability is higher, the user's attention should be higher, so as not to miss any correct option.

此外,在如圖3A所示的畫面中,使用者可先進行級別的選擇,在選擇級別後再按下確定開始測試。 In addition, in the screen shown in FIG. 3A , the user can select the level first, and then press OK to start the test after selecting the level.

需要說明的是,目前,以輸送帶輸送食物並提供顧客進行選擇的用餐模式,迴轉壽司為最盛行的經營模式。因此,在第二實施例中即以迴轉壽司餐廳作為虛擬實境場景,易讓使用者可產生帶入感,以此方式,盡可能反映現實的注意力及其變化,並取代枯燥的測驗作答,以輕鬆、有趣的方式達到測試的目的。但本發明並不僅限於此種場景或應用。 It should be noted that, at present, conveyor belts are used to transport food and provide customers with options for dining, and conveyor belt sushi is the most popular business model. Therefore, in the second embodiment, the conveyor belt sushi restaurant is used as the virtual reality scene, which is easy for the user to have a sense of immersion. In this way, the attention and changes of reality can be reflected as much as possible, and the boring quiz can be replaced. , to achieve the purpose of testing in an easy and fun way. But the present invention is not limited to this scenario or application.

第二實施例的測試程式可提供不同顏色的關卡,讓使用者在不同的顏色刺激下進行訓練。顏色的分配可為虛擬實境場景與題目物件之間為對比色,或者題目物件與作答物件之間為對比色,或者虛擬實境場景與作答物件之間為對比色。第二實施例的虛擬實境場景可有三組顏色的關卡,分別為黑白、紅綠、及藍紅(圖3A至圖3D以黑白作為示例)。同理,對比色究竟可令使用者容易作答,或是不易作答,亦須定性或定量地進行分析,故本發明即有助於執行這種實驗。 The test program of the second embodiment can provide levels with different colors, allowing users to train under different color stimuli. The color distribution can be a contrasting color between the virtual reality scene and the question object, or a contrasting color between the question object and the answer object, or a contrasting color between the virtual reality scene and the answer object. The virtual reality scene of the second embodiment may have three sets of color levels, which are black and white, red and green, and blue and red (FIG. 3A to FIG. 3D take black and white as an example). In the same way, it is necessary to analyze qualitatively or quantitatively whether the contrasting colors make it easy or difficult for the user to answer the question, so the present invention is helpful for carrying out this kind of experiment.

此外,測試程式的虛擬實境場景可具有亮、暗不同的環境亮度,及有無環境音。其中,環境音又分為音量大小、頻率高低、人(群)聲的有無等細節條件,讓使用者在不同刺激下進行訓練。在此,人(群)聲例如是談話聲或吆喝聲。同理,人(群)聲的存在究竟可令使用者覺得有人群的陪伴而容易作答,或是感受到人聲嘈雜而不易作答,亦須定性或定量地進行分析,故本發明即有助於執行這種實驗。由此可見,本發明並非純粹的遊戲,而是藉由趣味遊戲的同時測試各種因子對於使用者注意力的影響。 In addition, the virtual reality scene of the test program can have different ambient brightness, bright and dark, and with or without ambient sound. Among them, the environmental sound is further divided into detailed conditions such as volume level, frequency level, and presence or absence of human (group) voices, allowing users to train under different stimuli. Here, the human (group) voice is, for example, talking or shouting. In the same way, whether the existence of the voices of people (crowd) can make users feel that they are accompanied by the crowd and make it easy to answer, or feel that the voices of the people are noisy and difficult to answer, it must be analyzed qualitatively or quantitatively, so the present invention is helpful. Perform this experiment. It can be seen that the present invention is not a pure game, but tests the influence of various factors on the user's attention while playing an interesting game.

第三實施例(關於記憶力的測試訓練) The third embodiment (about the test training of memory)

圖4顯示本發明的第三實施例的記憶力的測試及訓練的流程圖。 FIG. 4 shows a flow chart of memory testing and training in the third embodiment of the present invention.

第三實施例是一種利用虛擬實境設備1來測試及訓練記憶力的方法,其主要包括以下步驟:步驟U1:由頭戴式顯示器10顯示目標物件一段時間;步驟U2:由頭戴式顯示器10顯示虛擬實境場景,以及在虛擬實境場景中的題目物件;步驟U3:使用者透過虛擬實境控制器30執行一虛擬實境作答動作,該虛擬實境作答動作是由使用者從該些題目物件中挑選物件作為一或多個作答物件,該虛擬實境作答動作在虛擬實境場景中顯示成包括一拿起動作、一移動動作、及一放下動作;步驟U4:由虛擬實境設備1的運算主機20來判斷該一或多個作答物件是否等同於該一或多個目標物件;及步驟U5:基於步驟U4的判斷結果來計分。 The third embodiment is a method for testing and training memory by using a virtual reality device 1, which mainly includes the following steps: Step U1: Display the target object by the head-mounted display 10 for a period of time; Step U2: Display the target object by the head-mounted display 10 Display the virtual reality scene and the subject objects in the virtual reality scene; step U3: the user performs a virtual reality answering action through the virtual reality controller 30, and the virtual reality answering action is performed by the user from these Select the object in the question object as one or more answering objects, and the virtual reality answering action is displayed in the virtual reality scene as including a pick-up action, a moving action, and a put-down action; step U4: by the virtual reality device 1 to determine whether the one or more answer objects are equal to the one or more target objects; and step U5: scoring based on the judgment result of step U4.

此外,由於顏色、亮度及/或環境音(例如:音量大小、頻率高低、人(群)聲等)經常是影響注意力及記憶力的影響因子,因此本發明的運算主機20組態成允許調整虛擬實境場景的顏色、亮度及/或環境音。具體而言,場景中的顏色可分別是紅、綠、藍、黃等不同顏色,而亮度也可設定有不同照度(即有的場景亮,有的場景暗)。此外,場景的環境音可分為音量大小、頻率高低、有無人(群)聲等不同條件。據此,上述的影響因子對於注意力及記憶力的實際影響可透過數據來呈現及量化。 In addition, since color, brightness and/or ambient sound (for example: volume level, frequency level, human (group) voice, etc.) are often factors affecting attention and memory, the computing host 20 of the present invention is configured to allow adjustment The color, brightness and/or ambient sound of the virtual reality scene. Specifically, the colors in the scene can be different colors such as red, green, blue, yellow, etc., and the brightness can also be set to have different illuminance (that is, some scenes are bright and some scenes are dark). In addition, the environmental sound of the scene can be divided into different conditions such as volume level, frequency level, and presence of human (group) sounds. Accordingly, the actual impact of the above-mentioned influencing factors on attention and memory can be presented and quantified through data.

根據上述,第三實施例的方法可更包含步驟U6:將虛擬實境場景的顏色、亮度及/或環境音的音量、頻率、人聲的有無記錄成一分析資料組。 可將上述因子排列組合來測試或訓練使用者,以觀察上述因子各自的影響及交互的影響。 According to the above, the method of the third embodiment may further include step U6: recording the color, brightness and/or volume, frequency, and presence or absence of human voice of the virtual reality scene into an analysis data set. The above factors can be permuted and combined to test or train users to observe the influence of each of the above factors and the influence of interaction.

此外,運算主機20可連接一有線網路或一無線網路,並可透過有線網路或無線網路連接至一雲端平台。而第三實施例的方法可更包含步驟U7:由運算主機20將步驟U5的計分結果及步驟U6的分析資料組上傳至雲端平台。如此,配合研究、醫療或商業開發的需要,具有登入此平台權限者,可透過雲端平台直接下載使用者的測試或訓練結果,以更便利地與復健科學和統計學結合。或者,可透過雲端平台結合大數據來進行進一步分析。 In addition, the computing host 20 can be connected to a wired network or a wireless network, and can be connected to a cloud platform through a wired network or a wireless network. The method of the third embodiment may further include step U7: the computing host 20 uploads the scoring result of step U5 and the analysis data set of step U6 to the cloud platform. In this way, to meet the needs of research, medical treatment or commercial development, those who have access to this platform can directly download the user's test or training results through the cloud platform, so as to more conveniently combine with rehabilitation science and statistics. Alternatively, the cloud platform can be combined with big data for further analysis.

第四實施例(超市購物) The fourth embodiment (supermarket shopping)

第四實施例將本發明的第三實施例所述的方法透過在超市的虛擬實景場景中進行的「超市購物」測試,作具體的說明。以下將詳細解釋本發明的第三實施例的步驟應用在「超市購物」時的態樣。要注意的是,第四實施例是配合第三實施例的方法的說明,其本質上是一種操作用於測試或訓練的應用程式的方法。為了方便說明,以下將以術語「測試程式」表示該應用程式,而參與測試程式的參與對象則以術語「使用者」表示。 In the fourth embodiment, the method described in the third embodiment of the present invention will be described in detail through a "supermarket shopping" test conducted in a virtual reality scene of a supermarket. The following will explain in detail how the steps of the third embodiment of the present invention are applied to "shopping in a supermarket". It should be noted that the fourth embodiment is a description of the method in conjunction with the third embodiment, which is essentially a method of operating an application program for testing or training. For the convenience of description, the application program will be represented by the term "test program" below, and the participants participating in the test program will be represented by the term "user".

在第四實施例中,虛擬實境場景是建立在超市場景中,特別是陳列有多種生活用品的展示櫃的場景。在此情境中,使用者需要記憶題目組給予的目標物件(請參考圖5A),目標物件將接著消失,使用者需「透過記憶」從展示櫃上挑選物件並放入購物籃中,藉此方式來測試或訓練使用者的記憶力。 In the fourth embodiment, the virtual reality scene is established in a supermarket scene, especially a scene of a display cabinet displaying various daily necessities. In this situation, the user needs to memorize the target object given by the topic group (please refer to Figure 5A), and the target object will then disappear. way to test or train the user's memory.

第四實施例中的運算主機20是使用筆記型電腦。場景畫面是由頭戴式顯示器10,也就是HTC VIVETM來顯示。虛擬實境中的控制及操作是利用是VIVE控制器執行。 The computing host 20 in the fourth embodiment is a notebook computer. The scene picture is displayed by the head-mounted display 10, that is, the HTC VIVE TM . The control and operation in the virtual reality environment is performed using the VIVE controller.

第四實施例的超市購物的測試可具有不同級別,分別為簡單級別、中等級別、及困難級別,不同的級別可依照目標物件的數目來定義。例如,簡單級別具有三個題目物件,中等級別具有五個題目物件,困難級別具有七個題目物件。圖5A中是以三個題目物件的簡單級別作為示例。一般而言,使用者可先進行級別的選擇,在選擇級別後再按下確定鍵開始測試。 The supermarket shopping test in the fourth embodiment can have different levels, namely easy level, medium level, and difficult level, and different levels can be defined according to the number of target objects. For example, the easy level has three topic objects, the medium level has five topic objects, and the hard level has seven topic objects. In Fig. 5A, the simple level of three topic objects is taken as an example. Generally speaking, the user can select the level first, and then press the confirm key to start the test after selecting the level.

(測試開始) (test starts)

圖5A所示是第四實施例的三個目標物件。圖5A中由左至右分別有牛奶、鋼杯、及薯條。當使用者先下這三個目標物件後,再按下「確定」鍵開始測試。圖5A所示是對應第三實施例的步驟U1。 FIG. 5A shows three target objects of the fourth embodiment. From left to right in Fig. 5A, there are milk, steel cup, and French fries respectively. After the user downloads the three target objects, press the "OK" button to start the test. FIG. 5A shows step U1 corresponding to the third embodiment.

接著,如圖5B所示,虛擬實境場景中的展示櫃作為可容置題目物件的三維空間,其上陳列多種生活用品及食物作為該些題目物件,因此,各題目物件的中心位置可由一橫坐標值、一縱座標值、及一深坐標值來表示。以圖5B為例,最上排為披薩、雞腿、薯條、漢堡,中間排為牛奶、隨手杯、咖啡、鋼杯,最下排為牛角麵包、土司麵包、瑪芬,上述用品及食物為題目物件。使用者依照剛才記下的目標物件,來挑選作答物件。在這些民生用品當中,存在一第一種民生用品與一第二種民生用品,兩者之間僅有微小視覺特徵差異,是由尺寸差異、形狀差異、顏色差異所定義,或者,兩者之間僅有在一般使用者認知上之微小差異,是由用途差異、品牌差異、或價格差異所定義。例如,在 圖5B中,漢堡與瑪芬在形狀上很類似,亦即兩者之間僅有微小形狀差異,即有可能影響使用者的判斷。如此,可將本發明應用於以定性或定量的方式來確認消費者會不會「混淆誤認」兩種商品,作為擬定行銷策略或解決法律糾紛的基礎。圖5B所示是對應第三實施例的步驟U2。 Then, as shown in Figure 5B, the display cabinet in the virtual reality scene is used as a three-dimensional space that can accommodate the subject objects, and various daily necessities and food are displayed on it as these subject objects. Therefore, the central position of each subject object can be determined by a It is represented by an abscissa value, a ordinate value, and a depth coordinate value. Taking Figure 5B as an example, the top row is pizza, chicken drumsticks, French fries, and hamburgers, the middle row is milk, handy cups, coffee, and steel cups, and the bottom row is croissants, toast, and muffins. The above items and food are the titles object. The user selects the answer object according to the target object recorded just now. Among these daily necessities, there is a first kind of daily necessities and a second kind of daily necessities, between which there are only slight differences in visual characteristics, defined by differences in size, shape, color, or a difference between the two There are only minor differences in common user cognition, which are defined by usage differences, brand differences, or price differences. For example, in In FIG. 5B , the hamburger and the muffin are very similar in shape, that is, there is only a slight difference in shape between the two, which may affect the user's judgment. In this way, the present invention can be applied in a qualitative or quantitative way to confirm whether consumers will "confuse" two commodities, as a basis for formulating marketing strategies or resolving legal disputes. FIG. 5B shows step U2 corresponding to the third embodiment.

如圖5C所示,使用者挑選一鋼杯,並將其放入籃子完成作答。在此實施例中,如圖5A所示,並沒有限制目標物件的順序,因此使用者可先挑選鋼杯,接著挑選薯條,最後挑選牛奶;或者可先挑選薯條,接著挑選鋼杯,最後挑選牛奶。這兩種作答順序皆為正確。若欲增加記憶測試的困難程度,則可設定順序限制來要求使用者作答時要依照題目物件的排序來進行。當全數挑選完成,按下「購買完成」的按鍵即完成測試,如圖5D所示。作答完畢,由運算主機20來判斷選擇的作答物件是否等同於目標物件。上述步驟是對應第三實施例的步驟U3~U5。 As shown in FIG. 5C , the user selects a steel cup and puts it into the basket to complete the answer. In this embodiment, as shown in FIG. 5A , the order of the target objects is not limited, so the user can select the steel cup first, then the French fries, and finally the milk; or the French fries first, then the steel cup, Finally choose the milk. Both responses are correct. If you want to increase the difficulty of the memory test, you can set order restrictions to require users to answer according to the order of the subject objects. When all selections are completed, the test is completed by pressing the "purchase complete" button, as shown in FIG. 5D. After answering, the computing host 20 judges whether the selected answer object is equal to the target object. The above steps correspond to steps U3-U5 of the third embodiment.

第四實施例的測試程式可提供不同顏色的關卡,讓使用者在不同的顏色刺激下進行訓練。顏色的分配可為虛擬實境場景與題目物件之間為對比色,或者題目物件與目標物件之間為對比色,或者虛擬實境場景與題目物件之間為對比色。第四實施例的虛擬實境場景可配置三組對比色的關卡,分別為黑白、紅綠、及藍紅(圖5A至圖5D以黑白作為示例)。同理,對比色究竟可令使用者容易作答,或是不易作答,亦須定性或定量地進行分析,故本發明即有助於執行這種實驗。 The test program of the fourth embodiment can provide levels of different colors, allowing users to train under different color stimuli. The color distribution can be a contrasting color between the virtual reality scene and the subject object, or a contrasting color between the subject object and the target object, or a contrasting color between the virtual reality scene and the subject object. The virtual reality scene of the fourth embodiment can be configured with three sets of contrasting color levels, which are black and white, red and green, and blue and red (FIGS. 5A to 5D take black and white as an example). In the same way, it is necessary to analyze qualitatively or quantitatively whether the contrasting colors make it easy or difficult for the user to answer the question, so the present invention is helpful for carrying out this kind of experiment.

此外,測試程式的虛擬實境場景可具有亮、暗不同的環境亮度,及有無環境音。其中,環境音又分為音量大小、頻率高低、人(群)聲的有無等細節條件,讓使用者在不同刺激下進行訓練。在此,人(群)聲例如是談話 聲或吆喝聲。同理,人(群)聲的存在究竟可令使用者覺得有人群的陪伴而容易作答,或是感受到人聲嘈雜而不易作答,亦須定性或定量地進行分析,故本發明即有助於執行這種實驗。由此可見,本發明並非純粹的遊戲,而是藉由趣味遊戲的同時測試各種因子對於使用者記憶力的影響。 In addition, the virtual reality scene of the test program can have different ambient brightness, bright and dark, and with or without ambient sound. Among them, the environmental sound is further divided into detailed conditions such as volume level, frequency level, and presence or absence of human (group) voices, allowing users to train under different stimuli. Here, the human (group) voice is, for example, a conversation sound or yelling. In the same way, whether the existence of the voices of people (crowd) can make users feel that they are accompanied by the crowd and make it easy to answer, or feel that the voices of the people are noisy and difficult to answer, it must be analyzed qualitatively or quantitatively, so the present invention is helpful. Perform this experiment. It can be seen that the present invention is not a pure game, but tests the influence of various factors on the user's memory while playing an interesting game.

綜上所述,本發明透過多個實施例提供一種利用虛擬實境設備來測試及訓練注意力及記憶力的方法,其藉由虛擬實境場景的互動情境為注意力及記憶力的測試及訓練增添趣味。此外,利用虛擬實境場景除了擬真性外還可以輕易地有各種變化。再者,本發明的虛擬實境設備可結合雲端平台,測試或訓練的數據可提供研究者進行深入研究亦可結合復健科學及統計學,以進一步地對注意力及記憶力的能力障礙者提供幫助。 In summary, the present invention provides a method of using virtual reality equipment to test and train attention and memory through multiple embodiments. taste. In addition, the virtual reality scene can be easily varied in addition to the realism. Furthermore, the virtual reality device of the present invention can be combined with a cloud platform, and the test or training data can be provided for researchers to carry out in-depth research. It can also be combined with rehabilitation science and statistics to further provide assistance to those with impairments in attention and memory. help.

儘管本發明已透過多個實施例來說明,應理解的是,只要不背離本發明的精神及申請專利範圍所主張者,可作出許多其他可能的修飾及變化。 Although the present invention has been described through several embodiments, it should be understood that many other possible modifications and changes can be made without departing from the spirit of the present invention and the claimed scope of the patent application.

S1~S5:步驟 S1~S5: steps

Claims (5)

一種利用虛擬實境設備來測試及訓練注意力的方法,該虛擬實境設備包括一頭戴式顯示器、一運算主機、及一虛擬實境控制器,其中,該運算主機建構有一虛擬實境模型,該虛擬實境模型具有一虛擬實境場景及一題目組,該題目組包括多個題目物件及一或多個目標物件,該一或多個目標物件選自於該些題目物件,該方法包括以下步驟:步驟S1:由該頭戴式顯示器顯示該虛擬實境場景;步驟S2:由該頭戴式顯示器顯示該題目組的該些題目物件及該一或多個目標物件;步驟S3:使用者透過該虛擬實境控制器執行一虛擬實境作答動作,該虛擬實境作答動作是由該使用者在該些題目物件中挑選物件作為一作答物件,該虛擬實境作答動作在該虛擬實境場景中顯示成包括一拿起動作、一移動動作、及一放下動作;步驟S4:由該虛擬實境設備的該運算主機來判斷該些作答物件是否等同於該一或多個目標物件中的任一物件;及步驟S5:基於步驟S4的判斷結果來計分;其中,該方法包括用於測試及訓練注意力的多個難易級別,且其中,該些題目物件顯示成以一轉速進行自體旋轉或繞物旋轉,該轉速關聯於用於測試及訓練注意力的該些難易級別。 A method for testing and training attention using a virtual reality device, the virtual reality device includes a head-mounted display, a computing host, and a virtual reality controller, wherein the computing host constructs a virtual reality model , the virtual reality model has a virtual reality scene and a topic group, the topic group includes a plurality of topic objects and one or more target objects, the one or more target objects are selected from the topic objects, the method It includes the following steps: Step S1: display the virtual reality scene by the head-mounted display; step S2: display the topic objects and the one or more target objects of the topic group by the head-mounted display; step S3: The user executes a virtual reality answering action through the virtual reality controller. The virtual reality answering action is selected by the user from the question objects as an answering object. The virtual reality answering action is performed in the virtual reality The real scene is displayed to include a pick-up action, a moving action, and a put-down action; step S4: judging whether the answering objects are equal to the one or more target objects by the computing host of the virtual reality device Any object in; and step S5: scoring based on the judgment result of step S4; wherein, the method includes a plurality of difficulty levels for testing and training attention, and wherein, these title objects are displayed as at a rotating speed Self-rotate or rotate around the object, the speed is related to these difficulty levels for testing and training attention. 如請求項1所述的方法,其中,該虛擬實境場景為餐廳場景;該些題目物件在一般使用者認知上屬於食物類別。 The method according to claim 1, wherein the virtual reality scene is a restaurant scene; and the title objects belong to the category of food in general user cognition. 如請求項2所述的方法,其中,該虛擬實境作答動作是在該餐廳虛擬實境場景挑選指定食物,對於作答物件,在第一位置施以拿起動作,施以移動動作使其自第一位置前往第二位置,而在第二位置施以放下動作。 The method as described in claim 2, wherein the answering action in the virtual reality is to select a designated food in the virtual reality scene of the restaurant, and for the answering object, the action of picking it up at the first position, and the action of moving it to make it automatically The first location goes to the second location, and a drop action is applied at the second location. 如請求項3所述的方法,其中,該些題目物件是多種不同食物,由亂數器來隨機決定;該些題目物件中的各題目物件是沿著一路徑依序出現在該虛擬實境場景中。 The method as described in claim 3, wherein the subject objects are a variety of different foods, which are randomly determined by a random number device; each subject object in the subject objects appears sequentially in the virtual reality along a path scene. 如請求項1所述的方法,其中,該些題目物件中的一題目物件為該些目標物件的中的一目標物件的機率為十分之一。 The method according to claim 1, wherein the probability that a topic object among the topic objects is a target object among the target objects is 1/10.
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