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Evaluating the Actual and Perceived Exertion Provided by Virtual Reality Games

Published: 06 May 2017 Publication History

Abstract

Virtual Reality games have shown potential to make exercise fun and engaging. This is because many virtual reality games, using devices like the HTC Vive, offer engaging experiences where interaction requires the player to physically move around, moving their arms and body. This paper presents the first work evaluating the actual and perceived exertion in four existing virtual reality games. Our key contribution is in the insights about the exertion provided by four diverse types of VR games, highlighting their potential value for improving exercise levels. Our work points to the need for standards to classify VR games in terms of both the cardiovascular level and the particular muscle groups

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Cited By

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  • (2024)Realidad virtual, metaversos y publicidad inmersiva. Taxonomía para un mutualismo transmediaVirtual reality, metaverses and immersive advertising. Taxonomy for a transmedia mutualismVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.531916:5(163-176)Online publication date: 29-Jul-2024
  • (2024)Deceptive Modulation of Actual and Perceived Effort While Walking Using Immersive Virtual Reality: A Teleoanticipatory ApproachApplied Sciences10.3390/app1414607214:14(6072)Online publication date: 12-Jul-2024
  • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
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    cover image ACM Conferences
    CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
    May 2017
    3954 pages
    ISBN:9781450346566
    DOI:10.1145/3027063
    Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    Publication History

    Published: 06 May 2017

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    Author Tags

    1. exergames
    2. exertion
    3. htc vive
    4. virtual reality

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    CHI EA '17 Paper Acceptance Rate 1,000 of 5,000 submissions, 20%;
    Overall Acceptance Rate 6,164 of 23,696 submissions, 26%

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    Cited By

    View all
    • (2024)Realidad virtual, metaversos y publicidad inmersiva. Taxonomía para un mutualismo transmediaVirtual reality, metaverses and immersive advertising. Taxonomy for a transmedia mutualismVISUAL REVIEW. International Visual Culture Review / Revista Internacional de Cultura Visual10.62161/revvisual.v16.531916:5(163-176)Online publication date: 29-Jul-2024
    • (2024)Deceptive Modulation of Actual and Perceived Effort While Walking Using Immersive Virtual Reality: A Teleoanticipatory ApproachApplied Sciences10.3390/app1414607214:14(6072)Online publication date: 12-Jul-2024
    • (2024)Exploring the Psychological Effects and Physical Exertion of Using Different Movement Interactions in Casual Exergames That Promote Active Microbreaks: Quasi-Experimental StudyJMIR Serious Games10.2196/5590512(e55905)Online publication date: 26-Aug-2024
    • (2024)Press A or Wave: User Expectations for NPC Interactions and Nonverbal Behaviour in Virtual RealityProceedings of the ACM on Human-Computer Interaction10.1145/36770988:CHI PLAY(1-25)Online publication date: 15-Oct-2024
    • (2023)Group Adapted Avatar Recommendations for ExergamesAdjunct Proceedings of the 31st ACM Conference on User Modeling, Adaptation and Personalization10.1145/3563359.3597389(283-290)Online publication date: 26-Jun-2023
    • (2023)Towards an Inclusive and Accessible MetaverseExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3573811(1-5)Online publication date: 19-Apr-2023
    • (2023)Towards a Metaverse in Health Informatics: 3D Visualisation of Physical Activity from VR Gaming2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00034(136-137)Online publication date: Mar-2023
    • (2023)Effect of Frame Rate on User Experience, Performance, and Simulator Sickness in Virtual RealityIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2023.324705729:5(2478-2488)Online publication date: 22-Feb-2023
    • (2022)Toward the Personalization of Biceps Fatigue Detection Model for Gym Activity: An Approach to Utilize Wearables’ Data from the CrowdSensors10.3390/s2204145422:4(1454)Online publication date: 14-Feb-2022
    • (2022)Actual vs. perceived exertion during active virtual reality game exerciseFrontiers in Rehabilitation Sciences10.3389/fresc.2022.8877403Online publication date: 8-Aug-2022
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