direkt zum Inhalt springen

direkt zum Hauptnavigationsmenü

Sie sind hier

TU Berlin

Inhalt des Dokuments

Tanja Kojić

Lupe

Biography

Tanja Kojić received her M.Sc. degree in Information and Communication Technology at the Faculty of Electrical Engineering and Computing, University of Zagreb. Additionally, she has done supplement studies for Graphic Product Design at the Faculty of Graphic Arts, University of Zagreb and focused on topic of User Experience design. Since November 2017 she is employed as a research assistant at the Quality and Usability Lab where she is working towards a PhD in the field of Virtual Reality. 

 

Address

Quality and Usability Lab

Technische Universität Berlin 

Ernst-Reuter-Platz 7

D-10587 Berlin, Germany

Publications

Impact of Virtual Environments on Motivation and Engagement During Exergames
Zitatschlüssel schmidt2018a
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.
Link zur Publikation Link zur Originalpublikation Download Bibtex Eintrag

Zusatzinformationen / Extras

Direktzugang

Schnellnavigation zur Seite über Nummerneingabe