scholarly journals What Players of Virtual Reality Exercise Games Want: Thematic Analysis of Web-Based Reviews (Preprint)

2019 ◽  
Author(s):  
Nuša Farič ◽  
Henry W W Potts ◽  
Adrian Hon ◽  
Lee Smith ◽  
Katie Newby ◽  
...  

BACKGROUND Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. OBJECTIVE This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. METHODS We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. RESULTS The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. CONCLUSIONS Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.

10.2196/13833 ◽  
2019 ◽  
Vol 21 (9) ◽  
pp. e13833 ◽  
Author(s):  
Nuša Faric ◽  
Henry W W Potts ◽  
Adrian Hon ◽  
Lee Smith ◽  
Katie Newby ◽  
...  

Background Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.


2020 ◽  
Vol 4 (1) ◽  
Author(s):  
Jason A. Randall ◽  
Aiste Guobyte ◽  
Laure Delbecque ◽  
Louise Newton ◽  
Tara Symonds ◽  
...  

Abstract Background Ulcerative Colitis (UC) is a chronic gastrointestinal disease that often presents during one’s most productive years and is characterized by colon inflammation. Key symptoms and impacts in adults are well-known, however, experiences among pediatric populations have not been well documented. The purpose of this study was to understand the health-related quality of life and symptomatic experience of children (2–11 years) living with UC. Methods Qualitative, semi-structured face-to-face interviews were conducted. Children aged 5–11 years were interviewed, as well as their parents/caregivers in matched dyads. Parents/caregivers of children aged2–4 years were interviewed within a parent/caregiver-only cohort. All participants were recruited from the United States. Interviews were coded using thematic analysis. Results Key symptoms and impacts reflecting the lived experience of UC were identified following thematic analysis, generating a conceptual model. A total of 32 participants (20 parents/caregivers and 12 children) were interviewed. Results identified a substantial burden of UC in children. All children and parents/caregivers reported that they/their child experienced stomach/abdominal pain. Other symptoms discussed by over 75% were blood in stool, diarrhea/loose stools, stool urgency, incomplete evacuation, stool frequency, and feeling gassy/passing gas. The most frequently discussed impacts by over 75% of participants were on emotional and practical aspects, seriously affecting quality of life. Conclusions Qualitative analysis of the interviews identified a substantial burden of UC on children, with a profound impact on their lives. The symptomatic experience is reflective of adults and adolescents. A high level of agreement between parents/caregivers and children was demonstrated regarding the perception of the presence or absence of symptoms. Children aged 8–11 years showed higher levels of agreement with parents/caregivers than did younger children, indicating appropriateness of self-report of symptom data in the 8–11 years age group.


2006 ◽  
Vol 24 (18_suppl) ◽  
pp. 8573-8573 ◽  
Author(s):  
M. N. Neuss ◽  
J. O. Jacobson ◽  
C. Earle ◽  
C. E. Desch ◽  
K. McNiff ◽  
...  

8573 Background: Little is known about the quality of end-of-life (EOL) care provided to cancer patients, with data largely available only from administrative databases. QOPI is a practice-based system of quality self-assessment now available to any ASCO physician wishing to participate. QOPI methodology allows comparison of EOL care among practices and provides a basis for self-improvement. Methods: In Summer 2005, during the pilot phase of QOPI, several EOL questions were included in the survey instrument. Practices were requested to review the records of at least 15 patients who had died. Practice members performed standardized chart abstractions and data were entered directly on to a secure web-based application. A total of 455 charts were abstracted from 22 practices. Results: See table. Conclusion : QOPI provides an effective mechanism for collecting practice-specific EOL data. Aggregate data from the 22 QOPI pilot practices demonstrate a high level of performance compared with results reported from population-based studies. Significant variation among practices is present, representing an opportunity to improve the EOL care of cancer patients. [Table: see text] No significant financial relationships to disclose.


2013 ◽  
Vol 3 (2) ◽  
pp. 66
Author(s):  
Rohana Thahier

The high level of public complaints against bureaucracy shows that on the one hand the quality of bureaucratic service has, in public opinion, been found wanting. At the same time, public awareness has continued to grow, with consumers demanding they have rights to receive high quality service (Dwiyanto, 2002). The quality of public service is lacking. Often bribes are required, services are not guaranteed, and procedures are over-complicated. The perceptions of the public human resource sector are various: Professionalism is lacking, corruption, collusion and nepotism run rampant, wages are insufficient, service to the public is over-complicated, relationships are based on a patrion-client system, there is lack of creativity and innovation, not to mention other potential negative perceptions which essentially show that this system is still weak in Indonesia.  All this motivates us to reform the public human resources sector of Mamuju Regency, West Sulawesi (Reformation of Bureaucracy).


Author(s):  
Sakunthala Yatigammana Ekanayake ◽  
Kamalanath Samarakoon

The potential of mobile phones to facilitate students’ science learning, when they are engaging in group activities, was investigated. To minimize the disciplinary issues emerged from the previous research on mobile devices and to enhance the quality of learning, a set of mobile phones that are connected to a private network was used. The lesson planning and implementation through these mobile phones were facilitated by a web based Application. A purposively selected group of teachers developed three lessons while integrating mobile phones in a private network into learning activities. Then the lessons were implemented in real classroom settings. This paper is based on one of the lessons ‘Waves and their Characteristics’ that was implemented for Grade 11 students. The data were collected through observations using audio, video and field notes and were analyzed using thematic analysis technique with the help of NVivo10 qualitative data analysis software. Based on the thematic analysis, two assertions were derived. Notably teachers appreciated the support of the private network in enhancing the quality of group learning activity while minimizing the students’ misuse of mobile phones.


Sensors ◽  
2021 ◽  
Vol 21 (21) ◽  
pp. 7389
Author(s):  
Irene Cortés-Pérez ◽  
Marcelina Sánchez-Alcalá ◽  
Francisco Antonio Nieto-Escámez ◽  
Yolanda Castellote-Caballero ◽  
Esteban Obrero-Gaitán ◽  
...  

Patients with multiple sclerosis (PwMS) have a high level of fatigue and a reduced quality of life (QoL) due to the impact of multiple sclerosis (MS). Virtual reality-based therapy (VRBT) is being used to reduce disability in PwMS. The aim of this study was to assess the effect of VRBT on fatigue, the impact of MS, and QoL in PwMS. Methods: A systematic review with meta-analysis was conducted through a bibliographic search on PubMed, Scopus, Web of Science, and PEDro up to April 2021. We included randomized controlled trials (RCTs) with PwMS that received VRBT in comparison to conventional therapy (CT) including physiotherapy, balance and strength exercises, and stretching or physical activity, among others; or in comparison to simple observation; in order to assess fatigue, MS-impact, and QoL. The effect size was calculated using Cohen’s standardized mean difference with a 95% confidence interval (95% CI). Results: Twelve RCTs that provided data from 606 PwMS (42.83 ± 6.86 years old and 70% women) were included. The methodological quality mean, according to the PEDro Scale, was 5.83 ± 0.83 points. Our global findings showed that VRBT is effective at reducing fatigue (SMD −0.33; 95% CI −0.61, −0.06), lowering the impact of MS (SMD −0.3; 95% CI −0.55, −0.04), and increasing overall QoL (0.5; 95% CI 0.23, 0.76). Subgroup analysis showed the following: (1) VRBT is better than CT at reducing fatigue (SMD −0.4; 95% CI −0.7, −0.11), as well as in improving the mental dimension of QoL (SMD 0.51; 95% CI 0.02, 1); (2) VRBT is better than simple observation at reducing the impact of MS (SMD −0.61; 95% CI −0.97, −0.23) and increasing overall QoL (SMD 0.79; 95% CI 0.3, 1.28); and (3) when combined with CT, VRBT is more effective than CT in improving the global (SMD 0.6, 95% CI 0.13, 1.07), physical (SMD 0.87; 95% CI 0.3, 1.43), and mental dimensions (SMD 0.6; 95% CI 0.08, 1.11) of QoL. Conclusion: VRBT is effective at reducing fatigue and MS impact and improving QoL in PwMS.


2021 ◽  
Vol 2021 ◽  
pp. 1-9
Author(s):  
Yushuai Song

The combination of virtual reality (VR) technology and basketball technology simulation can make the players have a real experience and experience, so as to effectively improve the quality of basketball training. It can also, according to the individual needs of different players, promote their physical and mental health development and improve the enthusiasm of basketball training, so as to improve the level of basketball technology. Immersive feeling and interest of human-computer interaction are the essential characteristics of virtual reality. The real conception of space-time environment, that is, the process of enlightening thinking and obtaining basketball technology simulation information, is the ultimate goal of virtual reality. In this experiment, five high-level basketball players in our city were selected and numbered from no. 1 to no. 5. Before the experiment, it is necessary to make the players warm up fully before the experiment and then test the forward turning technical movements of basketball. The test variables are based on different angles and distances. After that, standardized selection of basketball technical statistical indicators includes shooting hit rate, two-point hit rate, three-point hit rate, and free throw hit rate. According to the results of the experiment, it took the most time for the curve technique to lower the buffer stage, and it took up 29% of the total time of the entire precursor shot and turned back and the aerial shot stage is 23% and 22%, respectively. There is 20% time in the takeoff phase and 6% time in the brake phase. It has a great influence on the results of the game.


2019 ◽  
Vol 214 ◽  
pp. 01049
Author(s):  
Alexey Anisenkov ◽  
Daniil Zhadan ◽  
Ivan Logashenko

A comprehensive and efficient environment and data monitoring system is a vital part of any HEP experiment. In this paper we describe the software web-based framework which is currently used by the CMD-3 Collaboration at the VEPP-2000 Collider and partially by the Muon g-2 experiment at Fermilab to monitor the status of data acquisition and the quality of data taken by the experiments. The system is designed to meet typical requirements and cover various use-cases of DAQ applications, starting from the central configuration, slow control data monitoring, data quality monitoring, user-oriented visualization, control of the hardware and DAQ processes, etc. Being an intermediate middleware between the front-end electronics and the DAQ applications the system is focused to provide a high-level coherent view for shifters and experts for robust operations. In particular, it is used to integrate various experiment dependent monitoring modules and tools into a unified Web oriented portal with appropriate access control policy. The paper describes the design and overall architecture of the system, recent developments and the most important aspects of the framework implementation.


2019 ◽  
Vol 8 (2S8) ◽  
pp. 1469-1474

One of the goals as a system or software developer that need to be achieved is to produce a product or system that can be considered as a high-level quality of a product. To help the developer produce a good quality of a product, a tool that will help them make their work easier and efficient is needed. TSPi Tool is one of the methods that can be used by the developer to plan their project, record the project progress, record defect and solve the defects. Currently, FCSIT students who're taking the Software Engineering and Laboratory are using the TSPi Support Tool (Excel Version). However, there are problems exists such as time-consuming which affects the progress of the project. The proposed solution for arising problems was the Team Software Process (TSPi) Tool Web-Based System, a web-based management system to manage and monitor the progress of the product development.


2021 ◽  
Vol 2 ◽  
Author(s):  
Yuanjie Wu ◽  
Yu Wang ◽  
Sungchul Jung ◽  
Simon Hoermann ◽  
Robert W. Lindeman

Avatar-mediated collaboration in virtual environments is becoming more and more prevalent. However, current consumer systems are not suited to fully replicate real-world nonverbal communication. We present a novel avatar system for collaboration in virtual reality, which supports high levels of nonverbal expression by tracking behavior such as body movement, hand gesture, and facial expression. The system was built using camera tracking technology only. Therefore, in contrast to many other high-level tracking systems, it does not require users to wear additional trackers on their bodies. We compared our highly expressive system with a consumer setup extended with two body-worn trackers in a dyadic study. We investigated users’ performance, such as completion time and accuracy, as well as the presence and interpersonal attraction in a virtual charades game using an asymmetric control scheme. The results show that participants interacting with highly expressive avatars felt more social presence and attraction and exhibited better task performance than those interacting with partners represented using low-expressive avatars. Hence, we conclude that virtual reality avatar systems benefit from a higher level of nonverbal expressiveness, which can be achieved without additional body-worn trackers.


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