skip to main content
research-article

Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames

Published: 15 October 2024 Publication History

Abstract

Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve the execution of movements. However, research about how continuous cues impact player performance and experience in VR exergames remains sparse. To this end, we conducted a within-participants study (N=32) with four conditions: (i) no, (ii) audio, (iii) visual, and (iv) audiovisual cueing. The results show that both unimodal and bimodal cueing improve the player experience without causing cybersickness, while bimodal cueing improves pose accuracy. We provide three main design implications for VR exergames: (i) considering the granularity of cues, (ii) exploring different continuous cue designs, and (iii) underlining the use of continuous cues in other immersive experiences.

Supplemental Material

MP4 File - Video Figure
Video figure for "Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames"
Transcript for: Video Figure
MP4 File
Supplemental video
ZIP File
This zip file includes the supplementary materials for the paper: 'Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames'.#1 supplementary.pdf

References

[1]
Vero Vanden Abeele, Katta Spiel, Lennart Nacke, Daniel Johnson, and Kathrin Gerling. 2020. Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences. International Journal of Human-Computer Studies, Vol. 135 (2020), 102370. https://doi.org/10.1016/j.ijhcs.2019.102370
[2]
Heidi Andrade and Gregory J Cizek. 2010. Handbook of formative assessment. Routledge.
[3]
Oscar Ariza, Gerd Bruder, Nicholas Katzakis, and Frank Steinicke. 2018. Analysis of Proximity-Based Multimodal Feedback for 3D Selection in Immersive Virtual Environments. In 2018 IEEE Conference on Virtual Reality and 3D User Interfaces (VR). IEEE, Los Alamitos, CA, USA, 327--334. https://doi.org/10.1109/VR.2018.8446317
[4]
Anil Ufuk Batmaz and Wolfgang Stuerzlinger. 2021. The Effect of Pitch in Auditory Error Feedback for Fitts' Tasks in Virtual Reality Training Systems. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR). IEEE, Los Alamitos, CA, USA, 85--94. https://doi.org/10.1109/VR50410.2021.00029
[5]
Dorcas E Beaton, Claire Bombardier, Francis Guillemin, and Marcos Bosi Ferraz. 2000. Guidelines for the process of cross-cultural adaptation of self-report measures. Spine, Vol. 25, 24 (2000), 3186--3191.
[6]
Joanna Bergström, Tor-Salve Dalsgaard, Jason Alexander, and Kasper Hornbæk. 2021. How to Evaluate Object Selection and Manipulation in VR? Guidelines from 20 Years of Studies. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI '21). Association for Computing Machinery, New York, NY, USA, Article 533, 20 pages. https://doi.org/10.1145/3411764.3445193
[7]
David Borland and Russell M. Taylor Ii. 2007. Rainbow Color Map (Still) Considered Harmful. IEEE Computer Graphics and Applications, Vol. 27, 2 (2007), 14--17. https://doi.org/10.1109/MCG.2007.323435
[8]
Felix Born, Sophie Abramowski, and Maic Masuch. 2019. Exergaming in VR: The Impact of Immersive Embodiment on Motivation, Performance, and Perceived Exertion. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, Los Alamitos, CA, USA, 1--8. https://doi.org/10.1109/VS-Games.2019.8864579
[9]
Ryan Canales and Sophie Jörg. 2020. Performance Is Not Everything: Audio Feedback Preferred Over Visual Feedback for Grasping Task in Virtual Reality. In Proceedings of the 13th ACM SIGGRAPH Conference on Motion, Interaction and Games (Virtual Event, SC, USA) (MIG '20). Association for Computing Machinery, New York, NY, USA, Article 4, 6 pages. https://doi.org/10.1145/3424636.3426897
[10]
Cheng Chen, Susanne Weyland, Julian Fritsch, Alexander Woll, Claudia Niessner, Alexander Burchartz, Steffen C. E. Schmidt, and Darko Jekauc. 2021. A Short Version of the Physical Activity Enjoyment Scale: Development and Psychometric Properties. International Journal of Environmental Research and Public Health, Vol. 18, 21 (2021), 15 pages. https://doi.org/10.3390/ijerph182111035
[11]
Ruth Colvin Clark and Richard E Mayer. 2016. Applying the Coherence Principle: Adding Extra Material Can Hurt Learning. e-Learning and the Science of Instruction. Hoboken. https://doi.org/10.1002/9781119239086.ch8
[12]
Sebastian Cmentowski, Sukran Karaosmanoglu, Lennart E. Nacke, Frank Steinicke, and Jens Harald Krüger. 2023. Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame. In Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems (Hamburg, Germany) (CHI '23). Association for Computing Machinery, New York, NY, USA, Article 786, 18 pages. https://doi.org/10.1145/3544548.3580973
[13]
Daniel D Desjardins and Patrick Gardner. 2015. Just noticeable color difference: implications for display systems. In Display Technologies and Applications for Defense, Security, and Avionics IX; and Head-and Helmet-Mounted Displays XX, Vol. 9470. SPIE, 116--127.
[14]
Heather Desurvire and Charlotte Wiberg. 2009. Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration. In Online Communities and Social Computing, A. Ant Ozok and Panayiotis Zaphiris (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 557--566.
[15]
Kody R. Dillman, Terrance Tin Hoi Mok, Anthony Tang, Lora Oehlberg, and Alex Mitchell. 2018. A Visual Interaction Cue Framework from Video Game Environments for Augmented Reality. In Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (Montreal QC, Canada) (CHI '18). Association for Computing Machinery, New York, NY, USA, 1--12. https://doi.org/10.1145/3173574.3173714
[16]
FitXR. 2019. BoxVR. Game [VR]. FitXR. London, England. https://fitxr.com/boxvr. Steam Reviews: https://store.steampowered.com/app/641960/BOXVR/.
[17]
Julian Fritsch, Susanne Weyland, Katharina Feil, Alexander Burchartz, Steffen Schmidt, Alexander Woll, Ulrich Strauch, Benjamin Wienke, and Darko Jekauc. 2022. A Study on the Psychometric Properties of the Short Version of the Physical Activity Enjoyment Scale in an Adult Population. International Journal of Environmental Research and Public Health, Vol. 19, 22 (2022), 11 pages. https://doi.org/10.3390/ijerph192215294
[18]
Tracy Fullerton. 2014. Game design workshop: a playcentric approach to creating innovative games. CRC press.
[19]
Beat Games. 2019. Beat Saber. Game [VR]. Beat Games. Los Angeles, CA, USA. https://beatsaber.com/. Steam Reviews: https://store.steampowered.com/app/620980/Beat_Saber/.
[20]
Andrea Gauthier, Laura Benton, Leona Bunting, Elisabeth Herbert, Emma Sumner, Manolis Mavrikis, Andrea Revesz, and Asimina Vasalou. 2022. I Don't Usually Listen, I Read: How Different Learner Groups Process Game Feedback. In Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI '22). Association for Computing Machinery, New York, NY, USA, Article 88, 15 pages. https://doi.org/10.1145/3491102.3517480
[21]
Negar Haghbin and Marta Kersten-Oertel. 2021. Multimodal Cueing in Gamified Physiotherapy: A Preliminary Study. In Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health - ICT4AWE. INSTICC, SciTePress, Setúbal, Portugal, 137--145. https://doi.org/10.5220/0010396101370145
[22]
Joshua C. Haller, Young H. Jang, Jack Haller, Lindsay Shaw, and Burkhard C. Wünsche. 2019. HIIT The Road: Using Virtual Spectator Feedback in HIIT-based Exergaming. In Proceedings of the Australasian Computer Science Week Multiconference (Sydney, NSW, Australia) (ACSW '19). Association for Computing Machinery, New York, NY, USA, Article 47, 9 pages. https://doi.org/10.1145/3290688.3290752
[23]
Günnur Hastürk and Müge Akyildiz Munusturlar. 2022. The effects of exergames on physical and psychological health in young adults. Games for Health Journal, Vol. 11, 6 (2022), 425--434.
[24]
Xinyu Hu, Alec Moore, James Coleman Eubanks, Afham Aiyaz, and Ryan P. McMahan. 2020. Evaluating Interaction Cue Purpose and Timing for Learning and Retaining Virtual Reality Training. In Proceedings of the 2020 ACM Symposium on Spatial User Interaction (Virtual Event, Canada) (SUI '20). Association for Computing Machinery, New York, NY, USA, Article 5, 9 pages. https://doi.org/10.1145/3385959.3418448
[25]
Noor Azila Ismail, Hairul Anuar Hashim, and Hazwani Ahmad Yusof. 2022. Physical activity and exergames among older adults: A scoping review. Games for Health Journal, Vol. 11, 1 (2022), 1--17.
[26]
PF Jarzem and RB Gledhill. 1993. Predicting height from arm measurements. Journal of Pediatric Orthopaedics, Vol. 13, 6 (1993), 761--765.
[27]
Cheryl I. Johnson, Shannon K. T. Bailey, and Wendi L. Van Buskirk. 2017. Designing Effective Feedback Messages in Serious Games and Simulations: A Research Review. Springer International Publishing, Cham, 119--140. https://doi.org/10.1007/978--3--319--39298--1_7
[28]
Dominic Kao, Alejandra J. Magana, and Christos Mousas. 2021. Evaluating Tutorial-Based Instructions for Controllers in Virtual Reality Games. Proc. ACM Hum.-Comput. Interact., Vol. 5, CHI PLAY, Article 234 (oct 2021), 28 pages. https://doi.org/10.1145/3474661
[29]
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, and Frank Steinicke. 2024. Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape. In Proceedings of the CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI '24). Association for Computing Machinery, New York, NY, USA, Article 309, 28 pages. https://doi.org/10.1145/3613904.3642124
[30]
Sukran Karaosmanoglu, Lucie Kruse, Sebastian Rings, and Frank Steinicke. 2022. Canoe VR: An Immersive Exergame to Support Cognitive and Physical Exercises of Older Adults. In Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (New Orleans, LA, USA) (CHI EA '22). Association for Computing Machinery, New York, NY, USA, Article 342, 7 pages. https://doi.org/10.1145/3491101.3519736
[31]
Sukran Karaosmanoglu, Sebastian Rings, Lucie Kruse, Christian Stein, and Frank Steinicke. 2021. Lessons Learned from a Human-Centered Design of an Immersive Exergame for People with Dementia. Proc. ACM Hum.-Comput. Interact., Vol. 5, CHI PLAY, Article 252 (oct 2021), 27 pages. https://doi.org/10.1145/3474679
[32]
Sukran Karaosmanoglu, Katja Rogers, Dennis Wolf, Enrico Rukzio, Frank Steinicke, and Lennart E. Nacke. 2021. Feels like Team Spirit: Biometric and Strategic Interdependence in Asymmetric Multiplayer VR Games. In Proceedings of the 2021 CHI Conference on Human Factors in Computing Systems (Yokohama, Japan) (CHI '21). Association for Computing Machinery, New York, NY, USA, Article 443, 15 pages. https://doi.org/10.1145/3411764.3445492
[33]
Matthew Kay, Lisa A. Elkin, James J. Higgins, and Jacob O. Wobbrock. 2021. ARTool: Aligned Rank Transform for Nonparametric Factorial ANOVAs. The Comprehensive R Archive Network. https://CRAN.R-project.org/package=ARTool R package version 0.11.1.
[34]
Robert S. Kennedy, Norman E. Lane, Kevin S. Berbaum, and Michael G. Lilienthal. 1993. Simulator Sickness Questionnaire: An Enhanced Method for Quantifying Simulator Sickness. The International Journal of Aviation Psychology, Vol. 3, 3 (1993), 203--220. https://doi.org/10.1207/s15327108ijap0303_3
[35]
Lan Thao Nugyen, and Jan-Niklas Voigt-Antons. 2019. Impact of Constant Visual Biofeedback on User Experience in Virtual Reality Exergames. In 2019 IEEE International Symposium on Multimedia (ISM). IEEE, Los Alamitos, CA, USA, 307--3073. https://doi.org/10.1109/ISM46123.2019.00068
[36]
Bastian Kordyaka, Samuli Laato, Sebastian Weber, Juho Hamari, and Bjoern Niehaves. 2024. Exploring the association between engagement with location-based game features and getting inspired about environmental issues and nature. In Proceedings of the CHI Conference on Human Factors in Computing Systems (Honolulu, HI, USA) (CHI '24). Association for Computing Machinery, New York, NY, USA, Article 755, 15 pages. https://doi.org/10.1145/3613904.3642786
[37]
Bastian Kordyaka, Sebastian Weber, Gerhard Klassen, and Bjoern Niehaves. 2023. Decoding Gamification: A Randomized Within-Subjects Experiment on Affordances. (2023). https://aisel.aisnet.org/acis2023/113
[38]
Lucie Kruse, Sukran Karaosmanoglu, Sebastian Rings, and Frank Steinicke. 2022. Evaluating Difficulty Adjustments in a VR Exergame for Younger and Older Adults: Transferabilities and Differences. In Proceedings of the 2022 ACM Symposium on Spatial User Interaction (Online, CA, USA) (SUI '22). Association for Computing Machinery, New York, NY, USA, Article 7, 11 pages. https://doi.org/10.1145/3565970.3567684
[39]
Samuli Laato, AKM Najmul Islam, and Teemu H Laine. 2022. Playing location-based games is associated with psychological well-being: an empirical study of Pokémon GO players. Behaviour & Information Technology, Vol. 41, 9 (2022), 1888--1904. https://doi.org/10.1080/0144929X.2021.1905878
[40]
Odders Lab. 2019. OhShape. Game [VR]. Odders Lab. Seville, Spain. https://ohshapevr.com/. Steam Reviews: https://store.steampowered.com/app/1098100/OhShape/.
[41]
Michael Lankes and Argenis Ramirez Gomez. 2022. GazeCues: Exploring the Effects of Gaze-based Visual Cues in Virtual Reality Exploration Games. Proc. ACM Hum.-Comput. Interact., Vol. 6, CHI PLAY, Article 237 (oct 2022), 25 pages. https://doi.org/10.1145/3549500
[42]
Haim Levkowitz and Gabor T Herman. 1992. The design and evaluation of color scales for image data. IEEE Computer Graphics and Applications, Vol. 12, 1 (1992), 72--80.
[43]
Huimin Liu, Zhiquan Wang, Christos Mousas, and Dominic Kao. 2020. Virtual Reality Racket Sports: Virtual Drills for Exercise and Training. In 2020 IEEE International Symposium on Mixed and Augmented Reality (ISMAR). 566--576. https://doi.org/10.1109/ISMAR50242.2020.00084
[44]
Markus Löchtefeld, Antonio Krüger, and Hans Gellersen. 2016. DeceptiBike: Assessing the Perception of Speed Deception in a Virtual Reality Training Bike System. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction (Gothenburg, Sweden) (NordiCHI '16). Association for Computing Machinery, New York, NY, USA, Article 40, 10 pages. https://doi.org/10.1145/2971485.2971513
[45]
Elizabeth J Lyons. 2015. Cultivating engagement and enjoyment in exergames using feedback, challenge, and rewards. Games for health journal, Vol. 4, 1 (2015), 12--18.
[46]
Jake Mace. 2018. 7 Tai Chi Moves for Beginners | 15 Minute Daily Taiji Routine. https://www.youtube.com/watch?v=DmlsB_KOGtM
[47]
Georgios Marentakis and Stephen A. Brewster. 2005. A comparison of feedback cues for enhancing pointing efficiency in interaction with spatial audio displays. In Proceedings of the 7th International Conference on Human Computer Interaction with Mobile Devices & Services (Salzburg, Austria) (MobileHCI '05). Association for Computing Machinery, New York, NY, USA, 55--62. https://doi.org/10.1145/1085777.1085787
[48]
B Jean Mason and Roger Bruning. 2001. Providing feedback in computer-based instruction: What the research tells us., Vol. 15 (2001), 2007. CLASS Research Report No.9. Center for Instructional Innovation, University of Nebraska-Lincoln.
[49]
Richard E. Mayer and Roxana Moreno. 2003. Nine Ways to Reduce Cognitive Load in Multimedia Learning. Educational Psychologist, Vol. 38, 1 (2003), 43--52. https://doi.org/10.1207/S15326985EP3801_6
[50]
Meta Platforms, Inc. 2020. Meta Quest 2. https://www.oculus.com/quest-2/ Released: 13 October 2020.
[51]
Anna Moschny, Petra Platen, Renate Klaaßen-Mielke, Ulrike Trampisch, and Timo Hinrichs. 2011. Barriers to physical activity in older adults in Germany: a cross-sectional study. International Journal of Behavioral Nutrition and Physical Activity, Vol. 8, 1 (2011), 1--10. https://doi.org/10.1186/1479--5868--8--121
[52]
Florian Mueller and Katherine Isbister. 2014. Movement-Based Game Guidelines. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Toronto, Ontario, Canada) (CHI '14). Association for Computing Machinery, New York, NY, USA, 2191--2200. https://doi.org/10.1145/2556288.2557163
[53]
Florian 'Floyd' Mueller, Darren Edge, Frank Vetere, Martin R. Gibbs, Stefan Agamanolis, Bert Bongers, and Jennifer G. Sheridan. 2011. Designing Sports: A Framework for Exertion Games. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). Association for Computing Machinery, New York, NY, USA, 2651--2660. https://doi.org/10.1145/1978942.1979330
[54]
Meng Ni, Kiersten Mooney, Anoop Balachandran, Luca Richards, Kysha Harriell, and Joseph F. Signorile. 2014. Muscle utilization patterns vary by skill levels of the practitioners across specific yoga poses (asanas). Complementary Therapies in Medicine, Vol. 22, 4 (2014), 662--669. https://doi.org/10.1016/j.ctim.2014.06.006
[55]
A Nieuwboer, G Kwakkel, L Rochester, D Jones, E van Wegen, A M Willems, F Chavret, V Hetherington, K Baker, and I Lim. 2007. Cueing training in the home improves gait-related mobility in Parkinsontextquoterights disease: the RESCUE trial. Journal of Neurology, Neurosurgery & Psychiatry, Vol. 78, 2 (2007), 134--140. https://doi.org/10.1136/jnnp.200X.097923
[56]
Russell R Pate, Ruth P Saunders, Jennifer R O'Neill, and Marsha Dowda. 2011. Overcoming barriers to physical activity: helping youth be more active. ACSM's Health & Fitness Journal, Vol. 15, 1 (2011), 7--12. https://doi.org/10.1249/FIT.0b013e318201c8ee
[57]
Ton Roosendaal. 1994. blender. Blender Foundation. www.blender.org.
[58]
Tamar C Rubinstein, Nir Giladi, and Jeffrey M Hausdorff. 2002. The power of cueing to circumvent dopamine deficits: a review of physical therapy treatment of gait disturbances in Parkinson's disease. Movement disorders: official journal of the Movement Disorder Society, Vol. 17, 6 (2002), 1148--1160. https://doi.org/10.1002/mds.10259
[59]
Dimitrios Saredakis, Ancret Szpak, Brandon Birckhead, Hannah A. D. Keage, Albert Rizzo, and Tobias Loetscher. 2020. Factors Associated With Virtual Reality Sickness in Head-Mounted Displays: A Systematic Review and Meta-Analysis. Frontiers in Human Neuroscience, Vol. 14 (2020), 17 pages. https://doi.org/10.3389/fnhum.2020.00096
[60]
Lindsay Alexander Shaw, Burkhard Claus Wuensche, Christof Lutteroth, Jude Buckley, and Paul Corballis. 2017. Evaluating sensory feedback for immersion in exergames. In Proceedings of the Australasian Computer Science Week Multiconference (Geelong, Australia) (ACSW '17). Association for Computing Machinery, New York, NY, USA, Article 11, 6 pages. https://doi.org/10.1145/3014812.3014823
[61]
Harrison She, Jared Young, Ofek Wittenberg, Patrick Poole, Alexander Mercer, Alex Shaw, and Burkhard C. Wünsche. 2021. HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval Training. In Proceedings of the 32nd Australian Conference on Human-Computer Interaction (Sydney, NSW, Australia) (OzCHI '20). Association for Computing Machinery, New York, NY, USA, 293--302. https://doi.org/10.1145/3441000.3441009
[62]
Samuel Silva, Joaquim Madeira, and Beatriz Sousa Santos. 2007. There is More to Color Scales than Meets the Eye: A Review on the Use of Color in Visualization. In 2007 11th International Conference Information Visualization (IV '07). 943--950. https://doi.org/10.1109/IV.2007.113
[63]
Tadeusz Stach and TC Nicholas Graham. 2011. Exploring Haptic Feedback in Exergames. In Human-Computer Interaction -- INTERACT 2011. Springer, Springer, Berlin, Heidelberg, Germany, 18--35.
[64]
Ancret Szpak, Stefan Carlo Michalski, and Tobias Loetscher. 2020. Exergaming With Beat Saber: An Investigation of Virtual Reality Aftereffects. J Med Internet Res, Vol. 22, 10 (23 Oct 2020), e19840. https://doi.org/10.2196/19840
[65]
Unity Technologies. 2023. Unity Real-Time Development Platform. https://unity.com/ LTS Release 2021.3.22f1. 29 March 2023. https://unity.com/releases/editor/qa/lts-releases?version=2021.3&major_version=2021&minor_version=3&page=1.
[66]
Katie Salen Tekinbas and Eric Zimmerman. 2003. Rules of play: Game design fundamentals. MIT press.
[67]
Kim Thomas. 2007. Just noticeable difference and tempo change. Journal of Scientific Psychology, Vol. 2 (2007), 14--20.
[68]
Luke Vecchio, Hays Daewoud, and Shannon Green. 2018. The health and performance benefits of the squat, deadlift. and bench press. MOJ Yoga Phys. Ther, Vol. 3 (2018), 40--47.
[69]
Jacob O. Wobbrock, Leah Findlater, Darren Gergle, and James J. Higgins. 2011. The Aligned Rank Transform for Nonparametric Factorial Analyses Using Only Anova Procedures. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (Vancouver, BC, Canada) (CHI '11). Association for Computing Machinery, New York, NY, USA, 143--146. https://doi.org/10.1145/1978942.1978963
[70]
World Health Organization. 2022. Global status report on physical activity 2022. World Health Organization, Geneva, Switzerland. https://www.who.int/publications/i/item/9789240059153 (visited 4 September 2023).
[71]
World Health Organization. 2022. Physical Activity. https://www.who.int/news-room/fact-sheets/detail/physical-activity visited 10 Ferbuary 2024.
[72]
Wenge Xu, Kangyou Yu, Xuanru Meng, Diego Monteiro, Dominic Kao, and Hai-Ning Liang. 2023. Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergames. Frontiers in Psychology, Vol. 14 (2023), 18 pages. https://doi.org/10.3389/fpsyg.2023.1079132
[73]
Betty Yin, Samuel Bailey, Emma Hu, Milinda Jayarekera, Alex Shaw, and Burkhard C. Wünsche. 2021. Tour de Tune 2 - Auditory-Game-Motor Synchronisation with Music Tempo in an Immersive Virtual Reality Exergame. In Proceedings of the 2021 Australasian Computer Science Week Multiconference (Dunedin, New Zealand) (ACSW '21). Association for Computing Machinery, New York, NY, USA, Article 11, 10 pages. https://doi.org/10.1145/3437378.3437379
[74]
Yongqi Zhang, Biao Xie, Haikun Huang, Elisa Ogawa, Tongjian You, and Lap-Fai Yu. 2019. Pose-Guided Level Design. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (Glasgow, Scotland Uk) (CHI '19). Association for Computing Machinery, New York, NY, USA, 1--12. https://doi.org/10.1145/3290605.3300784

Recommendations

Comments

Information & Contributors

Information

Published In

cover image Proceedings of the ACM on Human-Computer Interaction
Proceedings of the ACM on Human-Computer Interaction  Volume 8, Issue CHI PLAY
CHI PLAY
October 2024
1726 pages
EISSN:2573-0142
DOI:10.1145/3700823
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 15 October 2024
Published in PACMHCI Volume 8, Issue CHI PLAY

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. audio
  2. cueing
  3. exergames
  4. feedback
  5. virtual reality
  6. visual

Qualifiers

  • Research-article

Funding Sources

  • German Federal Ministry of Education and Research (BMBF)
  • Provost's Program for Interdisciplinary Postdoctoral Scholars at the University of Waterloo
  • Excellence Strategy of the Federal Government and the Länder
  • German Research Foundation (DFG)

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • 0
    Total Citations
  • 108
    Total Downloads
  • Downloads (Last 12 months)108
  • Downloads (Last 6 weeks)45
Reflects downloads up to 22 Dec 2024

Other Metrics

Citations

View Options

Login options

Full Access

View options

PDF

View or Download as a PDF file.

PDF

eReader

View online with eReader.

eReader

Media

Figures

Other

Tables

Share

Share

Share this Publication link

Share on social media