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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
Citation key | kojic2019c |
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Author | Kojic, Tanja and Nugyen, Lan Thao and Voigt-Antons, Jan-Niklas |
Title of Book | IEEE 1st International Workshop on Bridging the Gap between Semantics and Multimedia Processing (SeMP 2019) |
Pages | 1–4 |
Year | 2019 |
Address | Piscataway, NJ, USA |
Month | dec |
Note | online |
Publisher | IEEE |
How Published | full |
Abstract | With the rise of Virtual Reality (VR) as trend in technology - also available for end users - came many opportunities for serious and gaming applications. One domain of games for virtual environments are exergames - a combination of exercising and gaming. For many exergames, users need to be instructed on how the exercise has to be performed correctly. In this study, a rowing simulation is extended by visualizations in VR that show constant live biofeedback information about the rowers current breathing patterns. In order to compare the effects of such additional information, several visualizations of biofeedback were designed: animation of lungs, line chart, and numerical breathing synchronization feedback. The main goal of the game for participants was to focus on their breathing rhythm and maintain it. Results show that helpfulness and sympathy were rated statistically significantly higher for the case of combined instructional elements compared to no elements. Moreover, participants rated rowing in VR statistically significantly higher on the sympathy scale compared to rowing without VR. Furthermore, flow was rated statistically significantly higher for the conditions including all instruction types. There was a significant decrease of task performance for conditions with performance visualizations. For future studies we are planning to use longer stimulus duration, greater than 10 minutes, due to this change we expect that a potential increase of task performance will manifest. |
Time frame: | 04/2016 - 03/2021 |
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QULab contact person: | Tanja Kojic, Jan-Niklas Voigt-Antons |
Partner: | UTS NTNU Augletics |
Promoter: | TUB/NTNU |