Inhalt des Dokuments
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
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
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
Publications
Zitatschlüssel | schmidt2018a |
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Autor | Schmidt, Steven and Ehrenbrink, Patrick and Weiss, Benjamin and Voigt-Antons, Jan-Niklas and Kojic, Tanja and Johnston, Andrew and Möller, Sebastian |
Buchtitel | 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) |
Seiten | 1–6 |
Jahr | 2018 |
ISSN | 2472-7814 |
DOI | 10.1109/QoMEX.2018.8463389 |
Ort | Cagliari, Italy |
Adresse | Piscataway, NJ, USA |
Monat | may |
Notiz | Electronic |
Verlag | IEEE |
Serie | QoMEX |
Wie herausgegeben | Full |
Zusammenfassung | Video games and sport are an essential part in the life of millions of people. With recent advances of immersive virtual reality devices such as the HTC Vive, Oculus Rift, or PlayStation VR, the use of virtual environments (VE) for exergames is becoming more and more popular. An exergame combines a physical activity with video game elements by tracking body movements or reactions of user, attempting to engage users in a more enjoyable system. In this paper, we present the results of a subjective experiment carried out with the aim to compare different kinds of virtual environments with each other. A rowing ergometer, connected either to a virtual reality system using a head-mounted display (HMD) or to a CAVE environment, was used as an exergame device. While for rowing experts, fitness and performance improvements are of major interest, we wanted to focus on the motivation and engagement of non-professionals. By means of a series of questionnaires and a follow-up interview, the Quality of Experience of participants using the system was assessed. Measurements include concepts such as flow, presence, video quality and well-being. Results show significant advantages of the HMD as well as of the CAVE compared to a system without a VE for the overall quality, system feedback, and flow. While the CAVE and HMD system mainly differed in their autotelic experience, the HMD was favored by the majority of participants due to a superior feeling of presence. |
Contact
Laufzeit: | 04/2016 - 03/2021 |
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QULab Kontaktperson: | Tanja Kojic, Jan-Niklas Voigt-Antons |
Partner: | UTS NTNU Augletics |
Förderer: | TUB/NTNU |