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- research-articleOctober 2024
Advantages of Friend-Modelled Social Interactive Feedforward for VR Exergaming
Proceedings of the ACM on Human-Computer Interaction (PACMHCI), Volume 8, Issue CHI PLAYArticle No.: 338, Pages 1–19https://doi.org/10.1145/3677103VR exergaming is a promising motivational tool to incentivise exercise. We present a novel VR exergaming method called social interactive feedforward. The player competes with an 'enhanced model' of one of their friends in a real-time VR environment, ...
- demonstrationMay 2024
REVEAL: REal and Virtual Environments Augmentation Lab @ Bath
- Dominic Potts,
- Crescent Jicol,
- Christopher Clarke,
- Eamonn O'Neill,
- Isabel Sophie Fitton,
- Elizabeth Dark,
- Manoela Milena Oliveira Da Silva,
- Zoe Broad,
- Tarini Sehgal,
- Joseph Hartley,
- Jeremy Dalton,
- Michael J Proulx,
- Christof Lutteroth
CHI EA '24: Extended Abstracts of the CHI Conference on Human Factors in Computing SystemsArticle No.: 411, Pages 1–5https://doi.org/10.1145/3613905.3648658The REal and Virtual Environments Augmentation Lab (REVEAL) at the University of Bath is an interdisciplinary research centre focusing on immersive technology. REVEAL investigates the fundamental principles, applications and interaction techniques of ...
Sweating the Details: Emotion Recognition and the Influence of Physical Exertion in Virtual Reality Exergaming
- Dominic Potts,
- Zoe Broad,
- Tarini Sehgal,
- Joseph Hartley,
- Eamonn O'Neill,
- Crescent Jicol,
- Christopher Clarke,
- Christof Lutteroth
CHI '24: Proceedings of the 2024 CHI Conference on Human Factors in Computing SystemsArticle No.: 757, Pages 1–21https://doi.org/10.1145/3613904.3642611There is great potential for adapting Virtual Reality (VR) exergames based on a user’s affective state. However, physical activity and VR interfere with physiological sensors, making affect recognition challenging. We conducted a study (n=72) in which ...
- research-articleJanuary 2022
Evaluation of a prototype for early active patient mobilization
Procedia Computer Science (PROCS), Volume 207, Issue CPages 2223–2231https://doi.org/10.1016/j.procs.2022.09.282AbstractNowadays, the importance of early active patient mobilization in the recovery and rehabilitation phase has increased significantly. One way to involve patients in the treatment is a gamification-like approach, which is one of the methods of ...
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- research-articleSeptember 2021
Towards Understanding Users’ Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises
MobileHCI '21: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer InteractionArticle No.: 9, Pages 1–6https://doi.org/10.1145/3447527.3474872Exergaming has shown promising results for promoting user's wellbeing in terms of physical and cognitive benefits. Although non-immersive virtual reality-based games have proven to be useful for user's physical wellbeing, there is limited study in ...
- research-articleDecember 2020
Gearing Up for the Future of Exercise
Simulation and Gaming (SIMG), Volume 51, Issue 6Pages 819–829https://doi.org/10.1177/1046878120943253BackgroundExergames—which combine physical activity with elements of virtual interaction (e.g., “cyber-cycling”)—come in a wide range of styles and with an array of structural and environmental characteristics that are likely to influence a user’s ...
- research-articleApril 2020Best Paper
Me vs. Super(wo)man: Effects of Customization and Identification in a VR Exergame
CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing SystemsPages 1–17https://doi.org/10.1145/3313831.3376661Customised avatars are a powerful tool to increase identification, engagement and intrinsic motivation in digital games. We investigated the effects of customisation in a self-competitive VR exergame by modelling players and their previous performance in ...
- research-articleMay 2019Honorable Mention
Pose-Guided Level Design
CHI '19: Proceedings of the 2019 CHI Conference on Human Factors in Computing SystemsPaper No.: 554, Pages 1–12https://doi.org/10.1145/3290605.3300784Player's physical experience is a critical factor to consider in designing motion-based games that are played through motion sensor gaming consoles or virtual reality devices. However, adjusting the physical challenge involved in a motion-based game is ...
- research-articleJuly 2018
STAR: superhuman training in augmented reality
- Marie Kegeleers,
- Shivam Miglani,
- Gijs M. W. Reichert,
- Nestor Z. Salamon,
- J. Timothy Balint,
- Stephan G. Lukosch,
- Rafael Bidarra
SHS '18: Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Competing in Mixed RealitiesArticle No.: 7, Pages 1–6https://doi.org/10.1145/3210299.3210306The goals of Superhuman Sports games include to involve physical activity and enhance the skills and abilities of a human through technology. They are played for fun, competition or to improve the players' health condition. To meet these goals, we ...
- Work in ProgressOctober 2015
StreetGamez: A Moving Projector Platform for Projected Street Games
CHI PLAY '15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in PlayPages 589–594https://doi.org/10.1145/2793107.2810305Moving Projector Platform (MPP) is a concept of using an autonomous vehicle, such as Unmanned Aerial Vehicle (UAV), commonly known as a 'drone', as a means to deliver and move the projection to arbitrary location. As a proof of concept this paper ...
- abstractOctober 2014
Using an invisible coach to help players achieve fitness goals in exergames while retaining immersion
CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in playPages 299–302https://doi.org/10.1145/2658537.2659015Two approaches to designing exergames exist: design a game with incidental exercise, or design an exercise program with an incidental game. We aim to combine the advantages of these approaches by developing an invisible coach that modifies gameplay in ...
- abstractSeptember 2014
The switchboard: a virtual proprioceptive training and rehabilitation device
MobileHCI '14: Proceedings of the 16th international conference on Human-computer interaction with mobile devices & servicesPages 597–599https://doi.org/10.1145/2628363.2645696Swibo Limited is currently engaging in the product development of the Switchboard in order to increase motivation of patients requiring proprioceptive awareness and balance training. This paper summarises the findings made since project inception in ...
- research-articleSeptember 2014
User-centric exergaming with fine-grain activity recognition: a dynamic optimization approach
UbiComp '14 Adjunct: Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing: Adjunct PublicationPages 1233–1240https://doi.org/10.1145/2638728.2638806Exergaming, the use of activity, exercise, and information in video games, has been a growing field for the promotion of wellness and for preventing and treating obesity. Realistic exergaming requires movements that are adapted from detailed, fine-grain ...
- short-paperApril 2014
PaperDude: a virtual reality cycling exergame
CHI EA '14: CHI '14 Extended Abstracts on Human Factors in Computing SystemsPages 475–478https://doi.org/10.1145/2559206.2574827In this paper, we present a Virtual Reality cycling based exergame system inspired by the arcade game Paperboy. We implemented our system using an Oculus Rift VR headset, a Trek FX bicycle attached to a Kickr power trainer, and a Microsoft Kinect camera,...
- research-articleApril 2014
"healthifying" exergames: improving health outcomes through intentional priming
CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsPages 1855–1864https://doi.org/10.1145/2556288.2557246Exergames, video game systems that require exertion and interaction, have been rising in popularity in the past years. However, research on popular exergames shows mixed health benefits, potentially due to minimal energy expenditure and decreasing use ...
- research-articleNovember 2013
World of workout: a contextual mobile RPG to encourage long term fitness
- Joey Bartley,
- Jonathon Forsyth,
- Prachi Pendse,
- Da Xin,
- Garrett Brown,
- Paul Hagseth,
- Ashish Agrawal,
- Daniel W. Goldberg,
- Tracy Hammond
HealthGIS '13: Proceedings of the Second ACM SIGSPATIAL International Workshop on the Use of GIS in Public HealthPages 60–67https://doi.org/10.1145/2535708.2535718In today's digital world many individuals spend their day in front of a computer or mobile phone for entertainment. Individuals enjoy a more sedentary lifestyle from advances in technology. This is one of the leading factors contributing to a decrease ...
- ArticleJuly 2012
Exerlearn Bike: An Exergaming System for Children's Educational and Physical Well-Being
ICMEW '12: Proceedings of the 2012 IEEE International Conference on Multimedia and Expo WorkshopsPages 489–494https://doi.org/10.1109/ICMEW.2012.91Recently, games that incorporate exertion interfaces have emerged and are gaining attention from both academic researchers and commercial companies. Exergaming refers to video games that promote physical activity through playing. Exergames are believed ...
- ArticleJune 2012
Phone row: a smartphone game designed to persuade people to engage in moderate-intensity physical activity
- Matthijs Jan Zwinderman,
- Azadeh Shirzad,
- Xinyu Ma,
- Prina Bajracharya,
- Hans Sandberg,
- Maurits Clemens Kaptein
PERSUASIVE'12: Proceedings of the 7th international conference on Persuasive Technology: design for health and safetyPages 55–66https://doi.org/10.1007/978-3-642-31037-9_5Few people reach the recommended levels of moderate-intensity physical activity (MIPA). This study examines whether persuasive technology, in the form of a smartphone game, can help people engage more in MIPA. A smartphone boat racing game was developed ...
- research-articleNovember 2011
Teach me to dance: exploring player experience and performance in full body dance games
ACE '11: Proceedings of the 8th International Conference on Advances in Computer Entertainment TechnologyArticle No.: 43, Pages 1–8https://doi.org/10.1145/2071423.2071477We present a between-subjects user study designed to compare a dance instruction video to a rhythm game interface. The goal of our study is to answer the question: can these games be an effective learning tool for the activity they simulate? We use a ...