17 research outputs found

    Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames

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    Despite the widespread interest in leveraging non-player characters (NPCs) to enhance gameplay experiences, there is a gap in understanding of how NPC spectators (i.e., those virtual characters in the scene that watch users' actions) affect players. For instance, the impact of NPC spectators' presence and feedback on players' performance and experience has not been studied, especially in virtual reality (VR) exergames. This paper aims to fill this gap and reports two user studies that assess their effect on such games. Study 1 explored the impact of having NPC spectators present and their feedback available in a gesture-based VR exergame and found having NPC spectators and their feedback could improve players' game performance, experience, and exertion. Based on Study 1's results, we further explored two characteristics of the spectators—their group size (small/large) and their feedback (with/without). The results show that (1) a large spectator number is more helpful since it improves the overall game experience (higher competence, flow, immersion), increases AvgHR% (the average heart rate percentage divided by the maximum heart rate), and enhances performance (improved players' combo performance and increased gesture success rate for particular gesture); (2) spectator feedback is instrumental in improving players' performance (higher gesture success rates, more combos performed successfully, more monster's combos prevented), enhancing game experience (positive affect, competence, flow, and immersion), and reducing negative game experience, increasing exertion (AvgHR% and burned more calories). Based on the results, we derived two main design recommendations for VR exergames that could pave the way for improving gameplay performance and game experience, especially among young adults

    Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study

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    Background: In recent years, there has been an increase in the number of students suffering from depression, anxiety, and perceived stress. A solution that has been increasingly used for improving health and wellbeing is exergaming. The effect and acceptability of exergames have been studied widely but mostly with older adults. Their feasibility and usability by university students, especially for immersive virtual reality (iVR) exergames, remain unexplored. Objective: This study aims to explore the feasibility of a six-week iVR exergame-based intervention in reducing anxiety, depression, and perceived stress for university students and examine the usability and acceptability of such games. Methods: A total of 31 university students were recruited to participate in a 6-week study, where they needed to play a boxing-style iVR exergame called FitXR twice a week, 30 minutes per session. Their anxiety (Beck Anxiety Inventory), depression (Beck Depression Inventory-II), and perceived stress (Perceived Stress Scale) were measured before and after intervention. Results: Fifteen participants completed the 6-week study. Our results suggested that participants’ depression scores were reduced significantly from 8.33 (SD=5.98) to 5.40 (SD=5.14) after the intervention (P=.012). In addition, most participants (93.3%) believed the iVR exergame has good usability. Furthermore, most participants (93.3%) were satisfied with the iVR gameplay experience and would play the iVR exergame again in the future. Eleven participants (73.3%) would recommend the iVR exergame to their friends. Conclusions: Results gained from the study show that the iVR exergame has good usability, is highly acceptable, and has the potential to reduce depression among university students

    Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays

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    Text selection is an essential activity in interactive systems, including virtual reality (VR) headmounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading articles, and text editing tasks. Despite its usefulness, the space of text selection interaction is underexplored in VR HMDs. In this research, we performed a user study with 24 participants to investigate the performance and user preference of six text selection techniques (Controller+Dwell, Controller+Click, Head+Dwell, Head+Click, Hand+Dwell, Hand+Pinch). Results reveal that Head+Click is ranked first since it has excellent speed-accuracy performance (2nd fastest task completion speed with 3rd lowest total error rate), provides the best user experience, and produces a very low workload—followed by Controller+Click, which has the fastest speed and comparable experience with Head+Click, but much higher total error rate. Other methods can also be useful depending on the goals of the system or the users. As a first systematic evaluation of pointing×selection techniques for text selection in VR, the results of this work provide a strong foundation for further research in this area of growing importance to the future of VR to help it become a more ubiquitous and pervasive platform

    Evaluation of Text Selection Techniques in Virtual Reality Head-Mounted Displays

    No full text
    Text selection is an essential activity in interactive systems, including virtual reality (VR) headmounted displays (HMDs). It is useful for: sharing information across apps or platforms, highlighting and making notes while reading articles, and text editing tasks. Despite its usefulness, the space of text selection interaction is underexplored in VR HMDs. In this research, we performed a user study with 24 participants to investigate the performance and user preference of six text selection techniques (Controller+Dwell, Controller+Click, Head+Dwell, Head+Click, Hand+Dwell, Hand+Pinch). Results reveal that Head+Click is ranked first since it has excellent speed-accuracy performance (2nd fastest task completion speed with 3rd lowest total error rate), provides the best user experience, and produces a very low workload—followed by Controller+Click, which has the fastest speed and comparable experience with Head+Click, but much higher total error rate. Other methods can also be useful depending on the goals of the system or the users. As a first systematic evaluation of pointing×selection techniques for text selection in VR, the results of this work provide a strong foundation for further research in this area of growing importance to the future of VR to help it become a more ubiquitous and pervasive platform

    Acceptance of Virtual Reality Exergames Among Chinese Older Adults

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    It is well documented that exergames are enjoyable to play and can significantly improve older adults' health and well-being. However, there is limited attention on exploring factors that could affect these users' acceptance of such exergames, especially in virtual reality (VR), a relatively newer technology. This study proposes an extended version of the Technology Acceptance Model (TAM). We use variables from TAM related to Chinese older adults and specific to VR exergames to explore and confirm critical factors that could influence these users' acceptance of such games. We tested the proposed model with 51 older Chinese adults (aged 65 and above) after playing three commercial VR exergames (Beat Saber, FitXR, Dance Central). Results suggest that older adults who are younger, with higher education, retired, good economic status, and good health condition have a more positive view of VR exergames. In addition, Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment positively affect the intention to play VR exergames. Self-Satisfaction has a positive impact on Perceived Ease of Use and Perceived Usefulness. However, unlike previous studies, our results suggest that Facilitating Conditions have a negative effect on Perceived Ease of Use, which implies that providing technical support to play the VR exergames negatively affects the Perceived Ease of Use. Finally, we discuss the theoretical and practical implications of our results

    Cheer for Me: Effect of Non-Player Character Audience Feedback on Older Adult Users of Virtual Reality Exergames

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    The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players' gameplay could be affected if there is an audience and its feedback in response to players' performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent's combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health

    Acceptance of Virtual Reality Exergames Among Chinese Older Adults

    No full text
    It is well documented that exergames are enjoyable to play and can significantly improve older adults' health and well-being. However, there is limited attention on exploring factors that could affect these users' acceptance of such exergames, especially in virtual reality (VR), a relatively newer technology. This study proposes an extended version of the Technology Acceptance Model (TAM). We use variables from TAM related to Chinese older adults and specific to VR exergames to explore and confirm critical factors that could influence these users' acceptance of such games. We tested the proposed model with 51 older Chinese adults (aged 65 and above) after playing three commercial VR exergames (Beat Saber, FitXR, Dance Central). Results suggest that older adults who are younger, with higher education, retired, good economic status, and good health condition have a more positive view of VR exergames. In addition, Perceived Usefulness, Perceived Ease of Use, and Perceived Enjoyment positively affect the intention to play VR exergames. Self-Satisfaction has a positive impact on Perceived Ease of Use and Perceived Usefulness. However, unlike previous studies, our results suggest that Facilitating Conditions have a negative effect on Perceived Ease of Use, which implies that providing technical support to play the VR exergames negatively affects the Perceived Ease of Use. Finally, we discuss the theoretical and practical implications of our results

    Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames

    Get PDF
    Despite the widespread interest in leveraging non-player characters (NPCs) to enhance gameplay experiences, there is a gap in understanding of how NPC spectators (i.e., those virtual characters in the scene that watch users' actions) affect players. For instance, the impact of NPC spectators' presence and feedback on players' performance and experience has not been studied, especially in virtual reality (VR) exergames. This paper aims to fill this gap and reports two user studies that assess their effect on such games. Study 1 explored the impact of having NPC spectators present and their feedback available in a gesture-based VR exergame and found having NPC spectators and their feedback could improve players' game performance, experience, and exertion. Based on Study 1's results, we further explored two characteristics of the spectators—their group size (small/large) and their feedback (with/without). The results show that (1) a large spectator number is more helpful since it improves the overall game experience (higher competence, flow, immersion), increases AvgHR% (the average heart rate percentage divided by the maximum heart rate), and enhances performance (improved players' combo performance and increased gesture success rate for particular gesture); (2) spectator feedback is instrumental in improving players' performance (higher gesture success rates, more combos performed successfully, more monster's combos prevented), enhancing game experience (positive affect, competence, flow, and immersion), and reducing negative game experience, increasing exertion (AvgHR% and burned more calories). Based on the results, we derived two main design recommendations for VR exergames that could pave the way for improving gameplay performance and game experience, especially among young adults

    Cheer for Me: Effect of Non-Player Character Audience Feedback on Older Adult Users of Virtual Reality Exergames

    No full text
    The presence of an audience and its feedback could affect people’s performance and experience during an event, especially related to sports such as tennis or boxing. Similarly, in videogames, players' gameplay could be affected if there is an audience and its feedback in response to players' performance in the environment. The inclusion of an audience with non-player characters (NPC) is common in videogames in general. However, there is a limited exploration of the use of an NPC audience in virtual reality (VR) exergames, especially focusing on elderly players. To fill this gap, this work examines the effect of an NPC audience and its associated feedback (with/without) on elderly users of VR exergames. In a user study, we used 120 NPC in a virtual audience. Results showed that the presence of the NPC audience with responsive feedback led to higher performance (with a higher success rate of performing gesture actions, more successful combinations of actions (or combos for short) performed, and more opponent's combos prevented) and better gameplay experience (with higher levels of competence, autonomy, relatedness, immersion, and intuitive controls) of elderly players. Our results can help frame the design and engineering of VR exergames that are targeted at elderly users to help them have an enhanced gameplay experience and improve their health

    The role of sea-level rise, monsoonal discharge and the palaeo-landscape in the early Holocene evolution of the Pearl River delta, southern China

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    The early Holocene history of the Pearl River delta is reconstructed based on a series of sediment cores obtained from one of the main palaeo-valleys in the basin. Sedimentary and microfossil diatom analyses combined with radiocarbon dating provide new evidence for the interactions between sea-level rise, antecedent topography and sedimentary discharge changes within the deltaic basin since the last glacial. These new records show that river channels of last glacial age incised down to c. −40 m into an older (possibly MIS5 age) marine sequence which forms the floor of the deltaic basin and exists primarily at c. 10 m–15 m below present mean sea level. Rapid postglacial sea-level rise flooded the incised valleys by the beginning of the Holocene, and prior to c. 9000 cal. years BP, marine inundation was largely confined within these incised valleys. The confined available accommodation space of the incised valleys combined with strong monsoon-driven freshwater, high sediment discharge and a period of rapid rising sea level meant that sedimentation rates were exceptionally high. Towards c. 8000 cal. years BP as sea level rose to about −5 m, marine inundation spilled out of the incised valleys and the sea flooded the whole deltaic basin. As a result, the mouth of the Pearl River was forced to retreat to the apex of the deltaic basin, water salinity within the basin increased markedly as the previously confined system dispersed across the basin, and the sedimentation changed from fluvial dominated to tidal dominated. Sea level continued to rise, albeit at a much reduced rate between 8000 and 7000 cal. years BP, and deltaic sedimentation was concentrated around the apex area of the basin. During the last 7000 cal. years BP, the delta shoreline moved seawards, and the sedimentary processes changed gradually from tidal dominated to fluvial dominated
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