72 research outputs found

    Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame

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    Digital Human Representations for Health Behavior Change: A Structured Literature Review

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    Organizations have increasingly begun using digital human representations (DHRs), such as avatars and embodied agents, to deliver health behavior change interventions (BCIs) that target modifiable risk factors in the smoking, nutrition, alcohol overconsumption, and physical inactivity (SNAP) domain. We conducted a structured literature review of 60 papers from the computing, health, and psychology literatures to investigate how DHRs’ social design affects whether BCIs succeed. Specifically, we analyzed how differences in social cues that DHRs use affect user psychology and how this can support or hinder different intervention functions. Building on established frameworks from the human-computer interaction and BCI literatures, we structure extant knowledge that can guide efforts to design future DHR-delivered BCIs. We conclude that we need more field studies to better understand the temporal dynamics and the mid-term and long-term effects of DHR social design on user perception and intervention outcomes

    DESIGNING BETTER EXERGAMES: APPLICATION OF FLOW CONCEPTS AND THE FITT PRINCIPLE TO FULL BODY EXERTION VIDEO GAMES AND FLEXIBLE CHALLENGE SYSTEMS

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    Exercise video games have a recognized potential for widespread use as tools for effective exercise. Current exergames do not consistently strike a successful balance between the “fun gameplay” and “effective exercise” aspects of the ideal exergame. Our research into the design of better exergames applies existing gameflow research and established exercise guidelines, such as those published by the American College of Sports Medicine, to a collection of four custom exergames: Astrojumper, Washboard, Sweet Harvest and Legerdemain implement full-body motion mechanics that support different types of exercise, and vary in intended duration of play, game complexity, and level of physical challenge. Each game also implements a difficulty adjustment system that detects player performance from in-game data and dynamically adjusts game difficulty, in order to balance between a player’s fitness level and the physical challenge presented by the game. We have evaluated the games produced by our design approach through a series of user studies on players’ physiological and psychological responses to gameplay, finding that balance between challenge types (cognitive or physical) is an important consideration along with challenge-skill balance, and further, that game mechanics able to support creativity of movement are an effective means of bridging between gameplay and exercise in order to improve the player experience

    Exploring movement and enjoyment in VR games

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    Physical activity and health is declining globally as more and more people adopt increasingly sedentary lifestyles. This decline comes with many health-related risks in people of all ages and demographics. Video games are often seen as a large cause of this, which is why many game developers and companies have attempted to combat this stigma by creating games and systems that provide means of exercise while gaming. These types of games are commonly known as exergames, and Virtual Reality is the newest technology that is attempting to make use of exergaming with immersive and engaging games. Performing physical activity that has a high potential to be effective, engaging, and enjoyable for users, from the comfort of their own homes, is a proposition that VR gaming has the potential to fulfill for many. For this purpose, this research seeks to explore the possibilities of enjoyable physical activity in VR exergames and find answers for which design themes are especially effective for enjoyable movement and long-term engagement. The research was done with a basis on phenomenology and phenomenography, which are both studies heavily based on experiences of specific phenomena. Five different VR games were chosen for testing for the study and analyzed based on the provided movement and activity, as well as enjoyment. This data was measured and gathered via heart rate tracking, and a focus on the experiences of flow in VR. Additionally, an open written interview was performed with a participant with years of previous experience in VR gaming to gather more data for an outside experience view. The results of these experiences and feedback were then analyzed and compared to previous research on the subjects of VR enjoyment and exercise. The conclusions gathered from the research were formed into a list detailing beneficial design themes that help improve enjoyability and engaging movement in VR exergames. The provided list can serve as a helpful tool to both developers and future research on the matter of enjoyability and engaging movement in VR games, from a user experience perspective. Furthermore, Virtual Reality games can be said to positively increase engagement and enjoyability for physical activity when designed well. Future research can expand on this study by widening the scope of participants and including a larger variety of VR games to gather more data on user experiences.Fyysinen liikkuvuus ja hyvinvointi on laskusuunnassa maailmanlaajuisesti, sillÀ yhÀ useampi henkilö adoptoi elÀmÀntyylejÀ, joissa liikkuvuus on vÀhÀistÀ. TÀmÀ tuo mukanaa monia hyvin-vointiin liittyviÀ riskejÀ kaikille ikÀluokille. Videopelit nimetÀÀn usein yhdeksi isoksi syyksi yleiseen liikkuvuuden vÀhentymiseen maailmalla. PelintekijÀt ja pelifirmat ovat pyrkineet taistelemaan tÀtÀ vastaan kehittÀmÀllÀ systeemejÀ ja pelejÀ, jotka yhdistÀvÀt pelaamisen ja liikku-misen. TÀmÀn tyylisiÀ pelejÀ kutsutaan yleisesti nimellÀ exergames, joka tulee englanninkielen sanoista exercise, eli liikunta, ja game, eli peli. Virtuaalinen todellisuus (VR) on uusin teknologia, joka pyrkii hyödyntÀmÀÀn liikkuvuutta peleissÀ. Idea kotona suoritettavasta tehokkaasta ja nautinnollisesta fyysisestÀ liikkunnasta, joka viehÀttÀÀ kÀyttÀjÀn mukaansa on ehdotus, jonka VR pelaaminen mahdollistaa monelle. TÀmÀ tutkinto pyrkii tÀtÀ tarkoitusta varten tutkimaan liikkuvuutta ja nautintoa VR-peleissÀ, ja löytÀmÀÀn pelimekaniikkoja ja teemoja, jotka mahdollistavat suuremman nautinnon ja tehokkaamman liikkumisen nÀissÀ peleissÀ. TÀmÀn tutkimuksen menetelmÀnÀ toimii yhdistelmÀ fenomenologiaa ja fenomenografiaa, jotka ovat laajalti omiin ja muiden suoriin kokemuksiin perustuvia laadullisia menetelmiÀ. Tutkimukseen on otettu testattavaksi viisi eri VR-peliÀ, joita tulen itse pelaamaan ja kerÀÀmÀÀn tietoa ja kokemuksia niiden nautinnollisuudesta ja liikkuvuudesta. Liikkuvuudesta kerÀtÀÀn tieto sykemittarin avulla, ja nautinnollisuuden kokemuksien perustana toimii laajalti tut-kittu flow-malli, joka mittaa erilaisia tuntemuksia aktiviteeteissÀ. TÀmÀn lisÀksi tutkimuksessa suoritetaan kirjallinen haastattelu ulkopuolisen henkilön kanssa, jolla on vuosien kokemuksia VR-peleistÀ. NÀistÀ tutkimuksista löydetyt tiedot kerÀtÀÀn ja analysoidaan, sekÀ verrataan aiempiin tutkimuksiin ja löydöksiin VR liikunnan alalla. Tutkimuksen löydöksistÀ luotiin lista, jossa luetellaan hyödyllisiÀ teemoja liikkuvuuden ja nau-tinnollisuuden suhteen VR-peleissÀ. PelintekijÀt ja tutkijat voivat hyödyntÀÀ tÀtÀ listaa vertausarvollisesti pelinkehityksessÀ ja muissa VR liikuntaan liittyvissÀ tutkimuksissa. NÀmÀ teemat antavat erityisesti kÀyttÀjÀkokemuksellisesti hyödyllistÀ tietoa VR-pelien liikkuvuudesta ja nautinnollisuudesta. TÀmÀn lisÀksi tÀssÀ tutkimuksessa voidaan vahvistaa löydöksiÀ VR liikunnan yleisestÀ hyödyllisyydestÀ nautinnollisen ja houkuttelevan liikunnan edistÀmisessÀ. Jatkotutkimuksissa voidaan testata useampia VR-pelejÀ sekÀ laajentaa osallistujamÀÀrÀÀ ja kerÀtÀ laajemmin kÀyttÀjÀkokemuksia

    Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women

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    [EN] Virtual reality has been found to be a useful tool for positively influencing relevant psychological variables in order to increase physical activity (PA), especially in the overweight population. This study investigates the use of avatars and their physical variations to extend the effectiveness of existing interventions to promote PA. The main objective is to analyze the influence of the avatars' body dimensions on the efficacy of an Internet intervention to increase PA levels and improve other relevant variables (motivation toward PA, enjoyment, anxiety, self-efficacy, and PA goals). A total of 42 overweight women received a brief online intervention, and they were randomly assigned to one of three conditions: the "Ideal avatar" (IAC: participants are represented by avatars with ideal body dimensions); the "Real avatar" (RAC: participants are represented by avatars with participants' current body dimensions); and the "Non avatar" (NAC: participants are not represented by avatars). Results showed that the online intervention was effective in increasing PA practice and self-efficacy expectations. However, manipulating the body dimensions of avatars did not improve this intervention, although ideal avatars helped to reduce the anxiety experienced during PA in this population.This study was funded by "INTERSABIAS" project (PROMETEO/2018/110, Conselleria d'Educacion, Investigacio, Cultura i Esport de la Generalitat Valenciana) and by CIBER of Physiopathology of Obesity Nutrition, an initiative of ISCII (ISCII CB0603/0052).Navarro, J.; Cebolla, A.; Llorens RodrĂ­guez, R.; Borrego, A.; Baños, RM. (2020). Manipulating Self-Avatar Body Dimensions in Virtual Worlds to Complement an Internet-Delivered Intervention to Increase Physical Activity in Overweight Women. International Journal of Environmental research and Public Health (Online). 17(11):1-14. https://doi.org/10.3390/ijerph17114045S1141711Ding, D., Lawson, K. D., Kolbe-Alexander, T. L., Finkelstein, E. A., Katzmarzyk, P. T., van Mechelen, W., & Pratt, M. (2016). 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Using Avatars to Model Weight Loss Behaviors: Participant Attitudes and Technology Development. Journal of Diabetes Science and Technology, 7(4), 1057-1065. doi:10.1177/193229681300700430Petkova, V. I., & Ehrsson, H. H. (2008). If I Were You: Perceptual Illusion of Body Swapping. PLoS ONE, 3(12), e3832. doi:10.1371/journal.pone.0003832Serino, S., Scarpina, F., Keizer, A., Pedroli, E., Dakanalis, A., Castelnuovo, G., 
 Riva, G. (2016). A Novel Technique for Improving Bodily Experience in a Non-operable Super–Super Obesity Case. Frontiers in Psychology, 7. doi:10.3389/fpsyg.2016.00837Song, H., Kim, J., & Lee, K. M. (2014). Virtual vs. real body in exergames: Reducing social physique anxiety in exercise experiences. Computers in Human Behavior, 36, 282-285. doi:10.1016/j.chb.2014.03.059Bandura, A. (1986). The Explanatory and Predictive Scope of Self-Efficacy Theory. Journal of Social and Clinical Psychology, 4(3), 359-373. doi:10.1521/jscp.1986.4.3.359Ng, Y.-L., Ma, F., Ho, F. K., Ip, P., & Fu, K. (2019). Effectiveness of virtual and augmented reality-enhanced exercise on physical activity, psychological outcomes, and physical performance: A systematic review and meta-analysis of randomized controlled trials. Computers in Human Behavior, 99, 278-291. doi:10.1016/j.chb.2019.05.026Peña, J., Khan, S., & Alexopoulos, C. (2016). I Am What I See: How Avatar and Opponent Agent Body Size Affects Physical Activity Among Men Playing Exergames. Journal of Computer-Mediated Communication, 21(3), 195-209. doi:10.1111/jcc4.12151Peña, J., & Kim, E. (2014). Increasing exergame physical activity through self and opponent avatar appearance. Computers in Human Behavior, 41, 262-267. doi:10.1016/j.chb.2014.09.038Li, B. J., Lwin, M. O., & Jung, Y. (2014). Wii, Myself, and Size: The Influence of Proteus Effect and Stereotype Threat on Overweight Children’s Exercise Motivation and Behavior in Exergames. Games for Health Journal, 3(1), 40-48. doi:10.1089/g4h.2013.0081Yee, N., & Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33(3), 271-290. doi:10.1111/j.1468-2958.2007.00299.xGroom, V., Bailenson, J. N., & Nass, C. (2009). The influence of racial embodiment on racial bias in immersive virtual environments. Social Influence, 4(3), 231-248. doi:10.1080/15534510802643750Miragall, M., DomĂ­nguez-RodrĂ­guez, A., Navarro, J., Cebolla, A., & Baños, R. M. (2017). Increasing physical activity through an Internet-based motivational intervention supported by pedometers in a sample of sedentary students: A randomised controlled trial. Psychology & Health, 33(4), 465-482. doi:10.1080/08870446.2017.1368511Prochaska, J. O., & DiClemente, C. C. (1982). Transtheoretical therapy: Toward a more integrative model of change. Psychotherapy: Theory, Research & Practice, 19(3), 276-288. doi:10.1037/h0088437Cooper, P. J., Taylor, M. J., Cooper, Z., & Fairbum, C. G. (1987). The development and validation of the body shape questionnaire. International Journal of Eating Disorders, 6(4), 485-494. doi:10.1002/1098-108x(198707)6:43.0.co;2-oCRAIG, C. L., MARSHALL, A. L., SJ??STR??M, M., BAUMAN, A. E., BOOTH, M. L., AINSWORTH, B. E., 
 OJA, P. (2003). International Physical Activity Questionnaire: 12-Country Reliability and Validity. Medicine & Science in Sports & Exercise, 35(8), 1381-1395. doi:10.1249/01.mss.0000078924.61453.fbGauthier, A. P., Lariviere, M., & Young, N. (2009). Psychometric Properties of the IPAQ: A Validation Study in a Sample of Northern Franco-Ontarians. Journal of Physical Activity and Health, 6(s1), S54-S60. doi:10.1123/jpah.6.s1.s54Markland, D., & Tobin, V. (2004). A Modification to the Behavioural Regulation in Exercise Questionnaire to Include an Assessment of Amotivation. Journal of Sport and Exercise Psychology, 26(2), 191-196. doi:10.1123/jsep.26.2.191Deci, E. L., & Ryan, R. M. (2000). The «What» and «Why» of Goal Pursuits: Human Needs and the Self-Determination of Behavior. Psychological Inquiry, 11(4), 227-268. doi:10.1207/s15327965pli1104_01Darawad, M. W., Hammad, S., Samarkandi, O. A., Hamdan-Mansour, A. M., & Khalil, A. A. (2017). Evaluating the Psychometric Properties of the Arabic Version of the Diabetes Distress Scale. Journal of Psychosocial Nursing and Mental Health Services, 55(9), 43-51. doi:10.3928/02793695-20170818-12Everett, B., Salamonson, Y., & Davidson, P. M. (2009). Bandura’s exercise self-efficacy scale: Validation in an Australian cardiac rehabilitation setting. International Journal of Nursing Studies, 46(6), 824-829. doi:10.1016/j.ijnurstu.2009.01.016Sabo, A., Kueh, Y. C., & Kuan, G. (2019). Psychometric properties of the Malay version of the self-efficacy for exercise scale. PLOS ONE, 14(5), e0215698. doi:10.1371/journal.pone.0215698Motl, R. W., Dishman, R. K., Saunders, R., Dowda, M., Felton, G., & Pate, R. R. (2001). Measuring enjoyment of physical activity in adolescent girls. American Journal of Preventive Medicine, 21(2), 110-117. doi:10.1016/s0749-3797(01)00326-9Moreno, J.-A., GonzĂĄlez-Cutre, D., MartĂ­nez, C., Alonso, N., & LĂłpez, M. (2008). Propiedades psicomĂ©tricas de la Physical Activity Enjoyment Scale (PACES) en el contexto español. Estudios de PsicologĂ­a, 29(2), 173-180. doi:10.1174/021093908784485093Norton, P. J., Hope, D. A., & Weeks, J. W. (2004). The physical activity and sport anxiety scale (PASAS): Scale development and psychometric analysis. Anxiety, Stress & Coping, 17(4), 363-382. doi:10.1080/10615800512331328786Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs. Media Psychology, 15(2), 197-221. doi:10.1080/15213269.2012.674917Durlak, J. A. (2009). How to Select, Calculate, and Interpret Effect Sizes. Journal of Pediatric Psychology, 34(9), 917-928. doi:10.1093/jpepsy/jsp004Hausenblas, H. A., Janelle, C. M., Gardner, R. E., & Hagan, A. L. (2002). Sex Roles, 47(11/12), 569-575. doi:10.1023/a:1022030006663Latkin, C. A., Edwards, C., Davey-Rothwell, M. A., & Tobin, K. E. (2017). The relationship between social desirability bias and self-reports of health, substance use, and social network factors among urban substance users in Baltimore, Maryland. Addictive Behaviors, 73, 133-136. doi:10.1016/j.addbeh.2017.05.005Schutz, Y., Nguyen, D. M. T., Byrne, N. M., & Hills, A. P. (2014). Effectiveness of Three Different Walking Prescription Durations on Total Physical Activity in Normal- and Overweight Women. Obesity Facts, 7(4), 264-273. doi:10.1159/000365833Clark, O. J., Grogan, S., Cole, J., & Ray, N. (2019). How might avatar appearance influence health-related outcomes? A systematic review and narrative meta-review. doi:10.31234/osf.io/j3675Kim, Y., & Sundar, S. S. (2012). Visualizing ideal self vs. actual self through avatars: Impact on preventive health outcomes. Computers in Human Behavior, 28(4), 1356-1364. doi:10.1016/j.chb.2012.02.021Olander, E. K., Fletcher, H., Williams, S., Atkinson, L., Turner, A., & French, D. P. (2013). What are the most effective techniques in changing obese individuals’ physical activity self-efficacy and behaviour: a systematic review and meta-analysis. International Journal of Behavioral Nutrition and Physical Activity, 10(1), 29. doi:10.1186/1479-5868-10-2

    On the Persuasive Power of Videogame avatars on Health-related behaviours

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    Background: Avatars are representations of the self in a virtual environment. They have been used to influence behaviour and may represent a promising avenue for designing interventions to promote health-related behaviour change. Aim: To determine the extent to which a representation of the self in a videogame influences health-related behaviours. Method: In addressing the aim of the thesis, a mixed methods approach was adopted. This started with a systematic review investigating the effectiveness of various attempts at health persuasion using avatar appearance manipulation. Next, a qualitative study investigating gamers’ avatar design preferences and experiences of playing an exergame with an idealised, self-similar avatar was conducted. The quantitative phase of the thesis involved three quantitative studies investigating the existence, ambivalence, and variance of stereotypes associated with plus-sized and athletic physiques over three modalities (text, image, video); and a replication-extension of an exergame-based Proteus Effect study involving larger-bodied and ‘average’ avatars. In this latter study, a bespoke exergame was developed that used the stimuli developed in the previous studies as avatars. Results: The systematic review (Chapter 4) revealed that a small number of studies had investigated using avatars to promote health related behaviour, and a common finding was that using larger-bodied (compared with athletic) avatars in exergames resulted in reduced physical-activity. Since this was explained in terms of stereotypical behaviours, such as laziness, being assimilated into the players’ behaviour, the qualitative study (Chapter 5) explored participants’ accounts of being restricted to an athletic avatar and found that this was not always a positive experience. To explore this further, Chapter 6 investigated the stereotype structures of plus-sized and athletic bodies were both found to suggest ambivalence. Text descriptions of prototypical ‘athletic’ groups (Chapter 6), and images of virtual humans with athletic bodies (Chapter 7) were rated as more competent, more arrogant, and less friendly compared with larger-bodied examples. Negative stereotypes, such as laziness, were reflected in evaluations of larger bodied representations, but so was the potentially positive trait of affability. In Chapter 8, larger-bodied exemplars that were animated with counter-stereotypical information (running on the spot) were rated less negatively than those that were stationary. When the exemplars were used as avatars, there was no evidence for behaviour change as a function of avatar-physique in the experimental replication study (Chapter 9). Conclusion: By using methods derived from existing social psychological theories, it is possible to create representations of larger bodies that are evaluated more positively. Further, there may be negative consequences to relying on athletic-bodied avatars to encourage exercise. Although there was no strong evidence that participants behaviour was affected by the type of avatar used, an argument can be made for allowing users to explore a broader range of physiques and presenting larger-bodied characters positively as competent agents

    An investigation into the efficacy of avatar-based systems for student advice

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    Student support is an important function in all universities. Most students expect access to support 24/7, but support staff cannot be available at all times of day. This paper addresses this problem, describing the development of an avatar-based system to guide students through the materials provided by a university student employability service. Firstly, students and staff were surveyed to establish the demand for such a system. The system was then constructed. Finally, the system was evaluated by students and staff, which led to a clearer understanding of the optimal role for avatar-based systems and consequent improvements to the system’s functionality

    An investigation into the efficacy of avatar-based systems for student advice

    Get PDF
    Student support is an important function in all universities. Most students expect access to support 24/7, but support staff cannot be available at all times of day. This paper addresses this problem, describing the development of an avatar-based system to guide students through the materials provided by a university student employability service. Firstly, students and staff were surveyed to establish the demand for such a system. The system was then constructed. Finally, the system was evaluated by students and staff, which led to a clearer understanding of the optimal role for avatar-based systems and consequent improvements to the system’s functionality

    Development of Immersive and Interactive Virtual Reality Environment for Two-Player Table Tennis

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    Although the history of Virtual Reality (VR) is only about half a century old, all kinds of technologies in the VR field are developing rapidly. VR is a computer generated simulation that replaces or augments the real world by various media. In a VR environment, participants have a perception of “presence”, which can be described by the sense of immersion and intuitive interaction. One of the major VR applications is in the field of sports, in which a life-like sports environment is simulated, and the body actions of players can be tracked and represented by using VR tracking and visualisation technology. In the entertainment field, exergaming that merges video game with physical exercise activities by employing tracking or even 3D display technology can be considered as a small scale VR. For the research presented in this thesis, a novel realistic real-time table tennis game combining immersive, interactive and competitive features is developed. The implemented system integrates the InterSense tracking system, SwissRanger 3D camera and a three-wall rear projection stereoscopic screen. The Intersense tracking system is based on ultrasonic and inertia sensing techniques which provide fast and accurate 6-DOF (i.e. six degrees of freedom) tracking information of four trackers. Two trackers are placed on the two players’ heads to provide the players’ viewing positions. The other two trackers are held by players as the racquets. The SwissRanger 3D camera is mounted on top of the screen to capture the player’
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