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Author: 19761
11 results

When Play Hurts: Understanding Common Barriers in Movement-Based Games

Exergames promise enjoyable physical activity through gameplay, yet players often face barriers that undermine engagement, safety, and retention. To date, knowledge about which barriers are encountered by end-users of commercial exergames and which mitigation strategies are used is limited. To address this gap, we con…

SC
Sebastian Cmentowski et al.University of Duisburg-Essen

Show Me How to Play: Exploring Self-Modeling for Onboarding in Virtual Reality Exergames

Exergames combine motivating game elements with bodily movement to encourage physical activity. However, onboarding players to perform correct movements remains a challenge, especially in virtual reality (VR) environments where safety and performance are critical. Drawing inspiration from sports training and learning…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Natural Expression of a Machine Learning Model's Uncertainty Through Verbal and Non-Verbal Behavior of Intelligent Virtual Agents

Uncertainty cues are inherent in natural human interaction, as they signal to communication partners how much they can rely on conveyed information. Humans subconsciously provide such signals both verbally (e.g., through expressions such as "maybe" or "I think") and non-verbally (e.g., by diverting their gaze). In con…

SS
Susanne Schmidt et al.University of Hamburg

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly…

SK
Sukran Karaosmanoglu et al.University of Hamburg
AdRecommended

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Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

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VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality

Consumer social virtual reality (VR) applications have recently started to enable social interactions at a distance. Yet it is still relatively unknown if and to what extent such applications provide meaningful social experiences in cases where in-person leisure activities are not feasible. To explore this, we develop…

PS
Philipp Sykownik et al.University of Duisburg-Essen

Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame

Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train…

SC
Sebastian Cmentowski et al.University of Duisburg-Essen

Induce a Blink of the Eye: Evaluating Techniques for Triggering Eye Blinks in Virtual Reality

As more and more virtual reality (VR) headsets support eye tracking, recent techniques started to use eye blinks to induce unnoticeable manipulations to the virtual environment, e.g., to redirect users' actions. However, to exploit their full potential, more control over users' blinking behavior in VR is required. To…

AZ
André Zenner et al.German Research Center for Artificial Intelligence

Simulating Human Imprecision in Temporal Statements of Intelligent Virtual Agents

Research on intelligent virtual agents (IVAs) often concerns the implementation of human-like behavior by integrating artificial intelligence algorithms. Thus far, few studies focused on mimicry of cognitive imperfections inherent to humans in IVAs. Neglecting to implement such imperfect behavior in IVAs might result…

SS
Susanne Schmidt et al.University of Hamburg

Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Augmented Reality for Older Adults: Exploring Acceptability of Virtual Coaches for Home-based Balance Training in an Aging Population

Balance training has been shown to be effective in reducing risks of falling, which is a major concern for older adults. Usually, exercise programs are individually prescribed and monitored by physiotherapeutic or medical experts. Unfortunately, supervision and motivation of older adults during home-based exercises ca…

FM
Fariba Mostajeran et al.University of Hamburg

Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences

We introduce VR Strider, a novel locomotion user interface (LUI) for seated virtual reality (VR) experiences, which maps cycling biomechanics of the user's legs to virtual walking movements. The core idea is to translate the motion of pedaling on a mini exercise bike to a corresponding walking animation of a virtual a…

JF
Jann Philipp Freiwald et al.University of Hamburg
Paper TitleAuthorsResearch TopicsPaper DatabaseYear

When Play Hurts: Understanding Common Barriers in Movement-Based Games

Exergames promise enjoyable physical activity through gameplay, yet players often face barriers that undermine engagement, safety, and retention. To date, knowledge about which barriers are encountered by end-users of commercial exergames and which mitigation strategies are used is limited. To address this gap, we con…

SC
Sebastian Cmentowski et al.University of Duisburg-Essen
emoji_events

Show Me How to Play: Exploring Self-Modeling for Onboarding in Virtual Reality Exergames

Exergames combine motivating game elements with bodily movement to encourage physical activity. However, onboarding players to perform correct movements remains a challenge, especially in virtual reality (VR) environments where safety and performance are critical. Drawing inspiration from sports training and learning…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Natural Expression of a Machine Learning Model's Uncertainty Through Verbal and Non-Verbal Behavior of Intelligent Virtual Agents

Uncertainty cues are inherent in natural human interaction, as they signal to communication partners how much they can rely on conveyed information. Humans subconsciously provide such signals both verbally (e.g., through expressions such as "maybe" or "I think") and non-verbally (e.g., by diverting their gaze). In con…

SS
Susanne Schmidt et al.University of Hamburg

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly…

SK
Sukran Karaosmanoglu et al.University of Hamburg
AdRecommended

Learn AI Coding at CodeNow

Structured lessons, hands-on projects, and continuous updates for people bringing AI into real development work.

Explore Nowopen_in_new

VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality

Consumer social virtual reality (VR) applications have recently started to enable social interactions at a distance. Yet it is still relatively unknown if and to what extent such applications provide meaningful social experiences in cases where in-person leisure activities are not feasible. To explore this, we develop…

PS
Philipp Sykownik et al.University of Duisburg-Essen
emoji_events

Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame

Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train…

SC
Sebastian Cmentowski et al.University of Duisburg-Essen

Induce a Blink of the Eye: Evaluating Techniques for Triggering Eye Blinks in Virtual Reality

As more and more virtual reality (VR) headsets support eye tracking, recent techniques started to use eye blinks to induce unnoticeable manipulations to the virtual environment, e.g., to redirect users' actions. However, to exploit their full potential, more control over users' blinking behavior in VR is required. To…

AZ
André Zenner et al.German Research Center for Artificial Intelligence

Simulating Human Imprecision in Temporal Statements of Intelligent Virtual Agents

Research on intelligent virtual agents (IVAs) often concerns the implementation of human-like behavior by integrating artificial intelligence algorithms. Thus far, few studies focused on mimicry of cognitive imperfections inherent to humans in IVAs. Neglecting to implement such imperfect behavior in IVAs might result…

SS
Susanne Schmidt et al.University of Hamburg

Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games

Virtual reality (VR) multiplayer games increasingly use asymmetry (e.g., differences in a person’s capability or the user interface) and resulting interdependence between players to create engagement even when one player has no access to a head-mounted display (HMD). Previous work shows this enhances player experience…

SK
Sukran Karaosmanoglu et al.University of Hamburg

Augmented Reality for Older Adults: Exploring Acceptability of Virtual Coaches for Home-based Balance Training in an Aging Population

Balance training has been shown to be effective in reducing risks of falling, which is a major concern for older adults. Usually, exercise programs are individually prescribed and monitored by physiotherapeutic or medical experts. Unfortunately, supervision and motivation of older adults during home-based exercises ca…

FM
Fariba Mostajeran et al.University of Hamburg

Walking by Cycling: A Novel In-Place Locomotion User Interface for Seated Virtual Reality Experiences

We introduce VR Strider, a novel locomotion user interface (LUI) for seated virtual reality (VR) experiences, which maps cycling biomechanics of the user's legs to virtual walking movements. The core idea is to translate the motion of pedaling on a mini exercise bike to a corresponding walking animation of a virtual a…

JF
Jann Philipp Freiwald et al.University of Hamburg