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Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality
Conference or workshop item
Kocur, Martin
, Bogon, Johanna, Mayer, Manuel, Witte, Miriam, Karber, Amelie, Henze, Niels
and 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.
Abstract
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
| Item type | Conference or workshop item (UNSPECIFIED) | ||||
| ISBN | 978-1-4503-9889-3 | ||||
| Title of Book | VRST '22: Proceedings of the 28th ACM Symposium on Virtual Reality Software and Technology | ||||
| Publisher | Association for Computing Machinery | ||||
| Open Access Type | Assoc. of Comp. Machinery (ACM) | ||||
| Place of Publication | New York, United States | ||||
| Number of Issue or Book Chapter | 29 | ||||
| Page Range | pp. 1-12 | ||||
| Date | 2022 | ||||
| Date of publication | 15 Feb 2023 11:01 | ||||
| Institutions | Languages and Literatures > Institut für Information und Medien, Sprache und Kultur (I:IMSK) > Professur für Medieninformatik (Prof. Dr. Niels Henze) Informatics and Data Science > Department Human-Centered Computing > Professur für Medieninformatik (Prof. Dr. Niels Henze) | ||||
| Identification Number |
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| Keywords | avatars, Proteus effect, exergames, virtual reality, body ownership, perception of effort, sweating | ||||
| Dewey Decimal Classification | 000 Computer science, information & general works > 004 Computer science | ||||
| Status | Published | ||||
| Refereed | Yes, this version has been refereed | ||||
| Created at the University of Regensburg | Partially | ||||
| URN of the UB Regensburg | urn:nbn:de:bvb:355-epub-537775 | ||||
| Item ID | 53777 |
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