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Exergaming in Virtual Reality

Lupe

As Virtual Reality (VR) is becoming a trend in technology, also available for end users, there are many opportunities for serious and gaming applications. One domain of games for virtual environments are exergames - a combination of exercising and gaming.

Research Topics

  • Usability - Motivation & Engagement 

    • Improving overall experience of users - due to an increase of flow, presence and immersion

  • Social 

    • Multiplayer in VR with possibility to communicate and increases the social presence

  • Data Visualisation

    • Influence of complexity and elements positioning in user interface on experience

  • Sport & Performance 

    • Joint PhD-degree program within the strategic partnership of TUB and UTS 

Projects

Lupe

VR Rowing

Application for Virtual Reality where rowing is used as exercise. The player has an overview from first-person point of view inside of the virtual scull on a lake. Several play modes are implemented with different user interface visualisations for single and multiplayer so far.  

VR Rowing project was presented on Long night of science and was recognised by news “Berliner Zeitung”: https://www.berliner-zeitung.de/berlin/sportler-im-cyberspace-rudern-ohne-nass-zu-werden-30578096

Lupe

Virtual Reality & Exercise Gaming 

Course as part of Summer and Winter University where goal is that students come up and develop their own exercise games for Virtual Reality. The course is focusing on topics such as: 

  • Introduction to programming for Virtual Reality with Unity
  • Understanding benefits and limitations of VR environments
  • Workshop in designing, prototyping, and developing for one small Exergame in VR 
  • Perform a usability test and use the gathered result during the development

More on: https://www.tu-berlin.de/menue/summer_university/summer_university_term_3/virtual_reality_exercise_gaming/

Publications

Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming
Zitatschlüssel greinacher2020b
Autor Greinacher, Robert and Kojic, Tanja and Meier, Luis and Gulaganjihalli Parameshappa, Rudresha and Möller, Sebastian and Voigt-Antons, Jan-Niklas
Buchtitel 2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Seiten 1–6
Jahr 2020
Ort Athlone, Ireland
Adresse Piscataway, NJ, USA
Monat may
Notiz Online
Verlag IEEE
Serie QoMEX
Wie herausgegeben Fullpaper
Zusammenfassung Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting physiological dimension since it is easy and unobtrusive to measure and gained data provide valuable insights regarding the correct execution of movements, especially when analyzed together with additional movement data in real-time. In this work, we focus on indoor rowing since it is a popular sport that's often done alone without extensive instructions. We compare a visual breathing indication with haptic guidance in order for athletes to maintain a correct, efficient, and healthy breathing-movement-synchronicity (BMS) while working out. Also, user experience and acceptance of the different modalities were measured. The results show a positive and statistically significant impact of purely verbal instructions and purely tactile feedback on BMS and no significant impact of visual feedback. Interestingly, the subjective ratings indicate a strong preference for the visual modality and even an aversion for the haptic feedback, although objectively the performance benefited most from using the latter
Download Bibtex Eintrag

Contact

Exergaming in Virtual Reality
Laufzeit:
04/2016 - 03/2021
QULab Kontaktperson:
Tanja KojicJan-Niklas Voigt-Antons 
Partner: 
UTS
NTNU
Augletics
Förderer:
TUB/NTNU

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