Inhalt des Dokuments
Exergaming in Virtual Reality
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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.
- Usability - Motivation &
Improving overall experience of users - due to an increase of flow, presence and immersion
Multiplayer in VR with possibility to communicate and increases the social presence
Influence of complexity and elements positioning in user interface on experience
- Sport &
Joint PhD-degree program within the strategic partnership of TUB and UTS
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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 
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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/ 
|Autor||Voigt-Antons, Jan-Niklas and Lehtonen, Eero and Pinilla Palacios, Andres and Ali, Danish and Kojic, Tanja and Möller, Sebastian|
|Buchtitel||2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)|
|Adresse||Piscataway, NJ, USA|
|Zusammenfassung||In recent years 360 videos have been becoming more popular. For traditional media presentation e.g. on a computer screen a wide range of assessment methods are available. Different constructs such as perceived quality or the induced emotional state of viewers can be reliably assessed by subjective scales. Many on the subjective methods have only been validated using stimuli presented on a computer screen. This paper is using 360 videos to induce varying emotional states. Videos were presented 1) via head-mounted display and 2) via traditional computer screen. Furthermore, participants were asked to rate their emotional state 1) in retrospect on the self-assessment manikin scale and 2) continuously on a 2-dimensional arousal-valence plane. In a repeated measure design all 18 participants used both presentation systems and both rating systems. Results indicate that there is a statistically significant difference in induced presence due to the presentation system. Furthermore, there was no statistically significant difference in ratings gathered with the two presentation systems. Finally, it was found that for measured arousal a statistically significant difference could be found for the different rating methods, potentially indicating a underestimation of arousal ratings gathered in retrospect. In future, rating methods such as a 2-dimensional arousal-valence plane could offer the advantage of enabling a reliable measurement of emotional states while being more embedded in the experience itself; enabling a more precise capturing of the emotional states.|
Kojic, Jan-Niklas Voigt-Antons