6 research outputs found

    A dynamically changing spline curve for the motion of a game character

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    In computer games a frequent gameplay mode consists of a non-player character (NPC) which patrols around to defend certain items. The player tries to collect these items for her inventory. The NPC’s role is to make this challenging (in an entertaining way) for the player. The NPC’s patrol path is often implemented by using the A* algorithm. In this paper we present an algorithm which uses B-splines and basic learning concepts to construct the NPC’s path, and its motion and behavior in general. We look at some learning strategies for the NPC and use gamedesign concepts to construct the spline curves. The NPC’s path will be a dynamically changing spline curve based on gameplay principles and the NPC’s knowledge

    Taking real steps in virtual nature: a randomized blinded trial

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    Studies show that green exercise (i.e., physical activity in the presence of nature) can provide the synergistic psychophysiological benefits of both physical exercise and nature exposure. The present study aimed to investigate the extent to which virtual green exercise may extend these benefits to people that are unable to engage in active visits to natural environments, as well as to promote enhanced exercise behavior. After watching a video validated to elicit sadness, participants either performed a treadmill walk while exposed to one of two virtual conditions, which were created using different techniques (360° video or 3D model), or walked on a treadmill while facing a blank wall (control). Quantitative and qualitative data were collected in relation to three overarching themes: “Experience,” “Physical engagement” and “Psychophysiological recovery.” Compared to control, greater enjoyment was found in the 3D model, while lower walking speed was found in the 360° video. No significant differences among conditions were found with respect to heart rate, perceived exertion, or changes in blood pressure and affect. The analysis of qualitative data provided further understanding on the participants’ perceptions and experiences. These findings indicate that 3D model-based virtual green exercise can provide some additional benefits compared to indoor exercise, while 360° video-based virtual green exercise may result in lower physical engagement.publishedVersio

    A mixed-methods exploration of virtual reality as a tool to promote green exercise

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    The salutogenic effects of green exercise are widely recognised, yet many individuals do not engage in this health-related behaviour. Using a convergent mixed methods approach, this study explored the impact of Virtual Reality (VR) mediated nature exposure on the decision-making process relating to green exercise. Three experimental trials were conducted (overall n = 136), in which healthy adults were exposed to different VR scenarios reproducing a virtual walk in an existing urban green area. Participants reported medium-high rating of intent to visit the location. Significant pre-to-post increments in future green exercise intention were observed after the VR exposure, though a significance difference was not achieved in comparison with a control condition. Qualitative analysis revealed the impact of the VR experience on behaviour regulation, and highlighted the pivotal role of anticipated emotional benefits. Despite scepticism, the VR experience was effective in arousing curiosity to explore natural environments, which was associated with environmental perceptions, nostalgic and socio-cultural perspectives.submittedVersionacceptedVersio

    Technological Substrate for the GOGREEN VR Showcase: GOGREEN VR Showcase

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    © Giovanna Calogiuri, Fred Fröhlich, Ole E. Flaten & Sigbjørn Litleskare/Høgskolen i Innlandet, 2023. Oppdragsgiver: Den Europeiske Union, Horizon 2020 “research and innovation programme” (grant agreement No 869764).Denne rapporten ble utviklet som en del av forskningsprosjektet «GoGreenRoutes». Nærmere bestemt, rapporten beskriver aktiviteten tilknyttet oppgave 6.4 (arbeidspakke 6), som har som mål å designe og lage en Virtual Reality (VR) installasjon for å øke bevisstheten om miljøutfordringene knyttet til urbanisering, formidle fordelene ved aktivitet i naturen, og fremkalle følelser av tilknytning til lokale steder. Installasjonen vil bli vist i alle byene som inngår i GoGreenRoutes. I denne rapporten gir vi først en overordnet begrunnelse for arbeidet, med en kort oversikt over generelle begreper knyttet til VR-teknologi og teknologiens potensial for å formidle og fremme naturopplevelser. Vi beskriver deretter prosedyrene og instrumentene som ble brukt for å utvikle installasjonen, samt maskinvaren som ble brukt for å levere dette. Til slutt presenteres en oppsummering av tre "kick-off events" som ble gjennomført i tre norske byer med hensikt å lansere installasjonen, samt å teste deni forbindelse med et offentlige arrangement.Abstract: This report was developed as a part of the research project ‘GoGreenRoutes'. More specifically, the report describes the activities of Task 6.4. (WP6), which aims to create a Virtual Reality (VR) Experiential Showcase to raise awareness about urbanization’s environmental challenges, convey benefits of activity in nature, and elicit feelings of attachment to local places, which will be displayed in all collaborating cities. We first provide the overarching rationale for the task, with a brief overview of general concepts connected to VR technology and its potential to mediate and promote nature experiences. We will then describe in detail the procedures and instruments used to develop the VR scenario, as well as the hardware used to deliver it. Finally, we present a summary of three “kick-off events” conducted in three Norwegian cities, which had the purpose of launching the Showcase and to test it in the context of public events.publishedVersio

    Taking real steps in virtual nature: a randomized blinded trial

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    Studies show that green exercise (i.e., physical activity in the presence of nature) can provide the synergistic psychophysiological benefits of both physical exercise and nature exposure. The present study aimed to investigate the extent to which virtual green exercise may extend these benefits to people that are unable to engage in active visits to natural environments, as well as to promote enhanced exercise behavior. After watching a video validated to elicit sadness, participants either performed a treadmill walk while exposed to one of two virtual conditions, which were created using different techniques (360° video or 3D model), or walked on a treadmill while facing a blank wall (control). Quantitative and qualitative data were collected in relation to three overarching themes: “Experience,” “Physical engagement” and “Psychophysiological recovery.” Compared to control, greater enjoyment was found in the 3D model, while lower walking speed was found in the 360° video. No significant differences among conditions were found with respect to heart rate, perceived exertion, or changes in blood pressure and affect. The analysis of qualitative data provided further understanding on the participants’ perceptions and experiences. These findings indicate that 3D model-based virtual green exercise can provide some additional benefits compared to indoor exercise, while 360° video-based virtual green exercise may result in lower physical engagement

    Taking real steps in virtual nature: a randomized blinded trial

    Get PDF
    Studies show that green exercise (i.e., physical activity in the presence of nature) can provide the synergistic psychophysiological benefits of both physical exercise and nature exposure. The present study aimed to investigate the extent to which virtual green exercise may extend these benefits to people that are unable to engage in active visits to natural environments, as well as to promote enhanced exercise behavior. After watching a video validated to elicit sadness, participants either performed a treadmill walk while exposed to one of two virtual conditions, which were created using different techniques (360° video or 3D model), or walked on a treadmill while facing a blank wall (control). Quantitative and qualitative data were collected in relation to three overarching themes: “Experience,” “Physical engagement” and “Psychophysiological recovery.” Compared to control, greater enjoyment was found in the 3D model, while lower walking speed was found in the 360° video. No significant differences among conditions were found with respect to heart rate, perceived exertion, or changes in blood pressure and affect. The analysis of qualitative data provided further understanding on the participants’ perceptions and experiences. These findings indicate that 3D model-based virtual green exercise can provide some additional benefits compared to indoor exercise, while 360° video-based virtual green exercise may result in lower physical engagement
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