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Kocur, Martin ; Bogon, Johanna ; Mayer, Manuel ; Witte, Miriam ; Karber, Amelie ; Henze, Niels ; Schwind, Valentin

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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Details

DokumentenartKonferenz- oder Workshop-Beitrag (Nicht ausgewählt)
ISBN978-1-4503-9889-3
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
Datum2022
InstitutionenSprach- 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
WertTyp
10.1145/3562939.3565628DOI
Stichwörter / Keywordsavatars, Proteus effect, exergames, virtual reality, body ownership, perception of effort, sweating
Dewey-Dezimal-Klassifikation000 Informatik, Informationswissenschaft, allgemeine Werke > 004 Informatik
StatusVeröffentlicht
BegutachtetJa, diese Version wurde begutachtet
An der Universität Regensburg entstandenZum Teil
URN der UB Regensburgurn:nbn:de:bvb:355-epub-537775
Dokumenten-ID53777

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