Mindfulness practice has been proved to have sound intervention effects in stress relief and emotion regulation. However, traditional mindfulness therapy relies on group courses under the guidance of experts, which is limited by personnel and site resources. There has been growing interest in mindfulness practice and related interaction products without exploring the role of biofeedback mechanism in mindfulness practice. However, to translate this potential into concrete design applications, we need a qualitative understanding of how breathing feedback is embedded in game design. This article discusses the effects of different physiological feedbacks mechanism in virtual environments for mindfulness game design, exploring the impact of breathing feedback (continuous feedback) versus head orientation feedback (discontinuous feedback) on young mindfulness beginners. Using “MindJourney,” we present key insights that summarize how physiological feedback can be used in mindfulness-based games for immersive interactions, self-state perception, and motivational design experiences. The experimental results show that the MindJourney mindfulness practice system can effectively improve users’ mindfulness practice experience, promote mindfulness ability training and stress relief, and has specific theoretical significance and application value. This article shares practical experiences in the other design and exploration of mindfulness game practice in health interventions to provide youth with a healthy lifestyle.
Learning to swim is essential at any age as a great way to exercise and part of safety measures. Not everyone feels comfortable to start practicing from being in the water due to specific psychological or physical difficulties. Similarly, the in-water practice lacks real-time feedback for postures or stroke corrections. However, Virtual Reality (VR) technology presents a great potential to enable a water-free approach as preparation for, or supplementary to, in-water practice. Such technology is still under-explored. This paper proposes a Water-Free Immersive Training System (WITS) which verifies the feasibility of a Water-free Immersive Training System using system construction and experience tests. WITS features whole-body physical feedback (e.g.through distributed resistance materials or controllable air cushions) and body movement tracking to provide visual and embodied immersion and real-time training feedback. A Presence Questionnaire (PQ) is adopted to analyze users immersive experience. This paper discusses the user experience of WITS and the broader directions and implications for future development. This paper is intended to propose a novel design application and expand the possibility of other innovative forms of immersive sports. At the same time, it provides a set of design-oriented insights for creating tangible immersive experiences in VR systems.
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