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The Absence of Athletic Avatars' Effects on Physiological and Perceptual Responses while Cycling in Virtual Reality
Kocur, Martin
, Mayer, Manuel, Karber, Amelie, Witte, Miriam, Henze, Niels
und Bogon, Johanna
(2023)
The Absence of Athletic Avatars' Effects on Physiological and Perceptual Responses while Cycling in Virtual Reality.
In: MUM '23: International Conference on Mobile and Ubiquitous Multimedia, December 3 - 6, 2023, Vienna, Austria.
Veröffentlichungsdatum dieses Volltextes: 25 Jan 2024 09:30
Konferenz- oder Workshop-Beitrag
DOI zum Zitieren dieses Dokuments: 10.5283/epub.55429
Zusammenfassung
Virtual reality (VR) allows to embody avatars—the digital self-representation of the user. An avatar’s appearance can change users’ perception and behavior—a phenomenon known as the Proteus effect. Previous work found that athletic avatars can reduce heart rate and perceived exertion during physical effort. Although these findings are promising to create more effective VR exercises, they have not ...
Virtual reality (VR) allows to embody avatars—the digital self-representation of the user. An avatar’s appearance can change users’ perception and behavior—a phenomenon known as the Proteus effect. Previous work found that athletic avatars can reduce heart rate and perceived exertion during physical effort. Although these findings are promising to create more effective VR exercises, they have not been replicated yet. Hence, the reliability and consistency of such effects is unknown. Therefore, we conducted a study with 32 participants to investigate physiological and perceptual effects of athletic avatars while cycling in VR following a standardized exercise protocol. We could not find effects of the avatars’ athletic appearance on heart rate, perceived exertion, and imagined velocity. Our findings indicate that athletic avatars do not necessarily affect users during physical exertion. We discuss potential factors that can cause the Proteus effect fail to occur.
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Details
| Dokumentenart | Konferenz- oder Workshop-Beitrag (Nicht ausgewählt) | ||||
| ISBN | 979-8-4007-0921-0 | ||||
| Buchtitel: | Proceedings of the International Conference on Mobile and Ubiquitous Multimedia (MUM ’23) | ||||
|---|---|---|---|---|---|
| Verlag: | Association for Computing Machinery | ||||
| Ort der Veröffentlichung: | New York, United States | ||||
| Seitenbereich: | S. 366-376 | ||||
| Datum | 2023 | ||||
| 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) Informatik und Data Science > Fachbereich Menschzentrierte Informatik > Lehrstuhl für Mensch-Maschine-Interaktion (Prof. Dr. Johanna Bogon) | ||||
| Identifikationsnummer |
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| Stichwörter / Keywords | avatars, Proteus effect, virtual reality, cycling, physical performance, body ownership | ||||
| 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-554291 | ||||
| Dokumenten-ID | 55429 |
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