Inhalt des Dokuments
Exergaming in Virtual Reality
- © Copyright??
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
- © Copyright??
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 
- © Copyright??
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||Kojic, Tanja and Ali, Danish and Greinacher, Robert and Möller, Sebastian and Voigt-Antons, Jan-Niklas|
|Buchtitel||2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)|
|Adresse||Piscataway, NJ, USA|
|Zusammenfassung||Virtual Reality (VR) has an increasing impact on the market in many fields, from education and medicine to engineering and entertainment, by creating different applications that replicate or in the case of augmentation enhance real-life scenarios. Intending to present realistic environments, VR applications are including text that we are surrounded by every day. However, text can only add value to the virtual environment if it is designed and created in such a way that users can comfortably read it. With the aim to explore what values for text parameters users find comfortable while reading in virtual reality, a study was conducted allowing participants to manipulate text parameters such as font size, distance, and contrast. Therefore two different standalone virtual reality devices were used, Oculus Go and Quest, together with three different text samples: Short (2 words), medium (21 words), and long (51 words). Participants had the task of setting text parameters to the best and worst possible value. Additionally, participants were asked to rate their experience of reading in virtual reality. Results report mean values for angular size (the combination of distance and font size) and color contrast depending on the different device used as well as the varying text length, for both tasks. Significant differences were found for values of angular size, depending on the length of the displayed text. However, different device types had no significant influence on text parameters but on the experiences reported using the self-assessment manikin (SAM) scale.|
Kojic, Jan-Niklas Voigt-Antons