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Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality
Kocur, Martin
, Bogon, Johanna, Mayer, Manuel, Witte, Miriam, Karber, Amelie, Henze, Niels
und Schwind, Valentin
(2022)
Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality.
In: VRST '22: 28th ACM Symposium on Virtual Reality Software and Technology, 29 November 2022- 1 December 2022, Tsukuba, Japan.
Veröffentlichungsdatum dieses Volltextes: 15 Feb 2023 11:01
Konferenz- oder Workshop-Beitrag
Zusammenfassung
Avatars are used to represent users in virtual reality (VR) and create embodied experiences. Previous work showed that avatars’ stereotypical appearance can affect users’ physical performance and perceived exertion while exercising in VR. Although sweating is a natural human response to physical effort, surprisingly little is known about the effects of sweating avatars on users. Therefore, we ...
Avatars are used to represent users in virtual reality (VR) and create embodied experiences. Previous work showed that avatars’ stereotypical appearance can affect users’ physical performance and perceived exertion while exercising in VR. Although sweating is a natural human response to physical effort, surprisingly little is known about the effects of sweating avatars on users. Therefore, we conducted a study with 24 participants to explore the effects of sweating avatars while cycling in VR. We found that visualizing sweat decreases the perceived exertion and increases perceived endurance. Thus, users feel less exerted while embodying sweating avatars. We conclude that sweating avatars contribute to more effective exergames and fitness applications.
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| Dokumentenart | Konferenz- oder Workshop-Beitrag (Nicht ausgewählt) | ||||
| ISBN | 978-1-4503-9889-3 | ||||
| Buchtitel: | VRST '22: Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology | ||||
|---|---|---|---|---|---|
| Verlag: | Association for Computing Machinery | ||||
| Ort der Veröffentlichung: | New York, United States | ||||
| Nummer des Zeitschriftenheftes oder des Kapitels: | 29 | ||||
| Seitenbereich: | S. 1-12 | ||||
| Datum | 2022 | ||||
| Institutionen | Sprach- und Literatur- und Kulturwissenschaften > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Professur für Medieninformatik (Prof. Dr. Niels Henze) | ||||
| Identifikationsnummer |
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| Stichwörter / Keywords | avatars, Proteus effect, exergames, virtual reality, body ownership, perception of effort, sweating | ||||
| Dewey-Dezimal-Klassifikation | 000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik | ||||
| Status | Veröffentlicht | ||||
| Begutachtet | Ja, diese Version wurde begutachtet | ||||
| An der Universität Regensburg entstanden | Zum Teil | ||||
| URN der UB Regensburg | urn:nbn:de:bvb:355-epub-537775 | ||||
| Dokumenten-ID | 53777 |
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