scholarly journals Effect of Gameplay Uncertainty, Display Type, and Age on Virtual Reality Exergames

Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Kangyou Yu ◽  
Nilufar Baghaei
Keyword(s):  
2020 ◽  
Vol 32 (4) ◽  
pp. 176-186 ◽  
Author(s):  
Christoph Rockstroh ◽  
Johannes Blum ◽  
Anja S. Göritz

Abstract. This study explored the effects of combining virtual reality (VR) and biofeedback on the restorativeness of the created experience as judged by the user and the user’s sense of presence. In a between-subjects experiment, we disentangled the effects of display type (VR vs. computer screen) and biofeedback (electrodermal activity biofeedback vs. no biofeedback) in the context of immersive simulated relaxation environments. After a stress induction, 94 healthy participants were randomly assigned to one of four relaxing treatments. There were no treatment-specific differences in subjective stress or physiological arousal. However, VR compared with computer screen increased the sense of presence and, partly, perceived restorativeness. When combined with VR, biofeedback increased physical presence and, in part, perceived restorativeness. The study offers insight that allows for the identification of future research avenues.


2014 ◽  
Author(s):  
Bernhard Riecke ◽  
Jacqueline D. Jordan ◽  
Mirjana Prpa ◽  
Daniel Feuereissen

2021 ◽  
Author(s):  
Thomas Wyssenbach ◽  
Melina Zeballos ◽  
Stefan Loosli ◽  
Adrian Schwaninger

AbstractThis study examined whether an interviewer’s nonverbal behavior influences observers’ competence ratings in a recruitment interview using 360-degree videos experienced with immersive virtual reality (VR-cardboard) and 2D screen displays. Participants (n = 110) observed a recruitment interview and assessed three competences of the applicant (behavior in a team, customer care, and sales skill). We used a 2 × 2 design with the nonverbal behavior (positive vs. negative) of the interviewer and display type (VR-cardboard vs. 2D screen display) as between-subjects factors. After observing interview sequences and providing competence ratings, participants also rated different aspects of immersion using the augmented reality immersion questionnaire (ARI; Georgiou and Kyza in Int J Hum Comput Stud 98: 24–37, 2017) and their overall satisfaction with the experience. For two of the three competences (customer care and behavior in a team), we found that observers gave higher competence ratings when the interviewer’s nonverbal behavior was positive compared to when it was negative. This social influence effect was similar for 360-degree videos experienced with immersive VR and 2D screen displays. VR resulted in higher immersion than 2D screen displays regarding the dimensions of flow and presence. Our results suggest that the ARI questionnaire can be used to reliably assess 360-degree videos experienced with immersive VR and 2D screen displays.


2021 ◽  
Vol 2 ◽  
Author(s):  
Pooya Soltani ◽  
Renato Andrade

Background: Falls are the leading causes of (non)fatal injuries in older adults. Recent research has developed interventions that aim to improve balance in older adults using virtual reality (VR).Purpose: We aimed to investigate the validity, reliability, safety, feasibility, and efficacy of head mounted display (HMD) systems for assessing and training balance in older adults.Methods: We searched EBSCOhost, Scopus, Web of Science, and PubMed databases until 1 September 2020 to find studies that used HMD systems for assessing or training balance. The methodological quality was assessed using a modified version of Downs and Black. We also appraised the risk of bias using Risk of Bias Assessment tool for Non-randomized Studies (RoBANS).Results: A total of 19 articles (637 participants) were included for review. Despite heterogenous age ranges and clinical conditions across studies, VR HMD systems were valid to assess balance and could be useful for fall prevention and for improving postural control and gait patterns. These systems also have the capacity to differentiate healthy and balance-impaired individuals. During VR versions of traditional balance tests, older adults generally acquire a cautious behavior and take more time to complete the tasks.Conclusion: VR HMD systems can offer ecologically valid scenarios to assess and train functional balance and can be used alone or in addition to other interventions. New norms and protocols should be defined according to participants' age, health status, and severity of their illness when using VR HMD systems for balance assessment and training. For safe and feasible training, attention must be given to display type, VR elements and scenarios, duration of exposure, and system usability. Due to high risk of bias and overall poor quality of the studies, further research is needed on the effectiveness of HMD VR training in older adults.


Author(s):  
Mike McGee ◽  
Brian Amento ◽  
Patrick Brooks ◽  
Hope Harley

This paper describes an experiment using Fitts' Law to evaluate performance in target acquisition tasks comparing a typical virtual reality (VR) display and input device with a typical computer workstation display and input device. The objective was to determine the effects of using VR hardware on target acquisition performance and validate Fitts' Law in a VR setting. Participants performed 2D target acquisition tasks varying width of target, distance of target, and angle of target from starting point. Factors that showed significantly different acquisition times included input device, distance from target, width of target, and angle of target from starting point. Display type did not show significance. In addition, acquisition times significantly increased throughout the experiment, indicating fatigue. Extending the use of Fitts' Law as an evaluation tool for VR systems is discussed.


2020 ◽  
Vol 9 (6) ◽  
pp. 405-414 ◽  
Author(s):  
Wenge Xu ◽  
Hai-Ning Liang ◽  
Zeying Zhang ◽  
Nilufar Baghaei

Author(s):  
Daniel Hepperle ◽  
Christian Felix Purps ◽  
Jonas Deuchler ◽  
Matthias Wölfel

AbstractThe visual representation of human-like entities in virtual worlds is becoming a very important aspect as virtual reality becomes more and more “social”. The visual representation of a character’s resemblance to a real person and the emotional response to it, as well as the expectations raised, have been a topic of discussion for several decades and have been debated by scientists from different disciplines. But as with any new technology, the findings may need to be reevaluated and adapted to new modalities. In this context, we make two contributions which may have implications for how avatars should be represented in social virtual reality applications. First, we determine how default and customized characters of current social virtual reality platforms appear in terms of human likeness, eeriness, and likability, and whether there is a clear resemblance to a given person. It can be concluded that the investigated platforms vary strongly in their representation of avatars. Common to all is that a clear resemblance does not exist. Second, we show that the uncanny valley effect is also present in head-mounted displays, but—compared to 2D monitors—even more pronounced.


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