research-article
Author: Aung Pyae
MobileHCI '21: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction
September 2021
Article No.: 9, Pages 1 - 6
Published: 27 September 2021 Publication History
- 1citation
- 226
- Downloads
Metrics
Total Citations1Total Downloads226Last 12 Months54
Last 6 weeks9
New Citation Alert added!
This alert has been successfully added and will be sent to:
You will be notified whenever a record that you have chosen has been cited.
To manage your alert preferences, click on the button below.
Manage my Alerts
New Citation Alert!
Please log in to your account
Get Access
- Get Access
- References
- Media
- Tables
- Share
Abstract
Exergaming 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 immersive virtual reality (iVR) for exergaming particularly in user's engagement and enjoyment. Furthermore, there is limited study in comparing user's engagement and enjoyment between iVR exercises and conventional exercises without using digital games. Hence, in this exploratory study, user's engagement and enjoyment in doing iVR exercises were explored through a survey study. The preliminary findings from a two-week survey study show that users were more engaged in iVR than conventional exercises, and a similar pattern can be found in user's enjoyment. The findings suggest that iVR exercises are potentially useful and enjoyable for users to engage in physical exercises, while they may be an alternative to conventional exercises. These preliminary findings have created opportunities for future research in iVR-based exercises for users.
References
[1]
World Health Organization. 2020. Physical activity. Retrieved May 23, 2021, from https://www.who.int/news-room/fact-sheets/detail/physical-activity
[2]
Regina Guthold, Gretchen A. Stevens, Leanne M. Riley, and Fiona C. Bull. 2018. Worldwide trends in insufficient physical activity from 2001 to 2016: a pooled analysis of 358 population-based surveys with 1·9 million participants. Lancet Glob Health 6, 10 (Oct 2018), e1077-e1086.
[3]
Gyoung Kim and Frank Biocca. 2018. Immersion in virtual reality can increase exercise motivation and physical performance. In: Chen J., Fragomeni G. (eds) Virtual, Augmented and Mixed Reality: Applications in Health, Cultural Heritage, and Industry. VAMR 2018. Lecture Notes in Computer Science, vol 10910. Springer, Cham. https://doi.org/10.1007/978-3-319-91584-5_8
Digital Library
[4]
Yoonsin Oh and Stephen Yang. 2010. Defining exergames and exergaming. Paper presented at the Meaningful Play 2010 Conference, Michigan State University, East Lansing, MI. Retrieved from http://meaningfulplay.msu.edu/proceedings2010/mp2010_paper_63.pdf
[5]
Peter C. Douris, Brittany McDonald, Frank Vespi, Nancy C. Kelley and Lawrence Herman. 2012. Comparison between Nintendo Wii Fit aerobics and traditional aerobic exercise in sedentary young adults. Journal of Strength and Conditioning Research 26, 4, (2012) 1052-1057
[6]
Jacek Polechoński, Małgorzata Dębska and Paweł G. Dębski. 2017. Exergaming can be a health-related aerobic physical activity. BioMed Research International (2019), Article ID 1890527. https://doi.org/10.1155/2019/1890527
[7]
Lindsay Alexander Shaw, Burkhard Claus W¨unsche, Christof Lutteroth, Stefan Marks and Rodolphe Callies. 2015. Challenges in virtual reality exergame design. In proceedings of the 16th Australian user Interface Conference (AUIC 2015), Sydney, Australia, 61-68.
[8]
Wenge Xu, Hai-Ning Liang, Qiuyu He, Xiang Li, Kangyou Yu and Yuzheng Chen. 2020. Results and guidelines from a repeated-measures design experiment comparing standing and seated full-body gesture-based immersive virtual reality games: Within-subjects evaluation. JMIR Serious Games 8, 3:e17972 (2020)
[9]
Kiran Ijaz, Naseem Ahmadpour, Yifan Wang and Rafael A. Calvo. 2020. Player experience of needs satisfaction (PENS) in an immersive virtual reality exercise platform describes motivation and enjoyment. International Journal of Human-Computer Interaction 36, 13, 1195-1204. https://doi.org/10.1080/10447318.2020.1726107
[10]
Samantha Finkelstein, Andrea Nickel, Zachary Lipps, Tiffany Barnes and Zachary Wartell. 2011. Astrojumper: Motivating exercise with an immersive virtual reality exergame. Presence 20, 1, (2011) 78-92.
Digital Library
[11]
Kuo-Ting Huang. 2020. Exergaming executive functions: An immersive virtual reality-based cognitive training for adults aged 50 and older. Cyberpsychology, Behavior, and Social Networking 24, 3.
[12]
Soojeong Yoo and Judy Kay. 2016.VRun: Running-in-place virtual reality exergame. In Proceedings of Proceedings of the 28th Australian Conference on Computer-Human Interaction, 562-566. https://doi.org/10.1145/3010915.3010987
Digital Library
[13]
Lizhou Cao, Chao Peng and Yangzi Dong. 2020. Ellic's exercise class: promoting physical activities during exergaming with immersive virtual reality. Virtual Reality, https://doi.org/10.1007/s10055-020-00477-z
[14]
Heather L. O'Brien and Elaine G. Tomas. 2009. The development and evaluation of a survey to measure user engagement. Journal of American Society for Information Science and Technology 61, 1, 50-69, https://doi.org/10.1002/asi.21229
[15]
Heather L. O'Brien, Paul Cairns and Mark Hall. 2018. A practical approach to measuring user engagement with the refined user engagement scale (UES) and new UES short form. International Journal of Human-Computer Studies 112 (2018), 28-39. https://doi.org/10.1016/j.ijhcs.2018.01.004
[16]
Edward L. Deci and Richard m. Ryan. 2010. Intrinsic motivation inventory (IMI): Scale description. Retrieved January 20, 2012, from http://www.selfdeterminationtheory.org/questionnaires/10-questionnaires/50.
[17]
Shen X. and Shirmohammadi S. 2008. Virtual and Augmented Reality. In: Furht B. (eds) Encyclopedia of Multimedia. Springer, Boston, MA. https://doi.org/10.1007/978-0-387-78414-4_253
[18]
Roberta Bevilacqua 2019. Non-immersive virtual reality for rehabilitation of the older people: A systematic review into efficacy and effectiveness, Journal of Clinical Medicine 8, 1882 (2019), https://doi.org/10.3390/jcm8111882
[19]
Heather L. O'Brien and Elaine G. Toms. 2008. What is user engagement? A conceptual framework for defining user engagement with technology. Journal of the American Society for Information Science and Technolog 59, 6:938-955.
[20]
Jennifer L. Smith, Patrick R. Harrison, and Fred B. Bryant. 2014. Enjoyment. In: Michalos A.C. (eds) Encyclopedia of Quality of Life and Well-Being Research. Springer, Dordrecht. https://doi.org/10.1007/978-94-007-0753-5_881
[21]
Eva Dulau, Chrisna R Botha-Ravyse, and Mika Luimula. 2019. Virtual reality for physical rehabilitation: A pilot study how will virtual reality change physical therapy?. 10th IEEE International Conference on Cognitive Infocommunications (CogInfoCom), 2019, 277-282.
[22]
Chrisna Botha-Ravyse, Tord Hettervik Fr⊘land, Mika Luimula, Panagiotis Markopoulos, and Fahmi Bellalouna, 2020. Towards a methodology for online VR application testing. 11th IEEE International Conference on Cognitive Infocommunications (CogInfoCom).
Cited By
View all
- Estey AJacoby DCoady YRalph RPrpa MDrouin MMaurer F(2022)Extended Reality: Meeting the Promise of Real-time High Fidelity Learning EnvironmentsAdjunct Publication of the 24th International Conference on Human-Computer Interaction with Mobile Devices and Services10.1145/3528575.3551428(1-3)Online publication date: 28-Sep-2022
https://dl.acm.org/doi/10.1145/3528575.3551428
Towards Understanding Users’ Engagement and Enjoyment in Immersive Virtual Reality-Based Exercises
Human-centered computing
Human computer interaction (HCI)
Interaction paradigms
Recommendations
- Investigating Players' Engagement, Immersion, and Experiences in Playing Pokémon Go
C&C '17: Proceedings of the 2017 ACM SIGCHI Conference on Creativity and Cognition
In recent years, Augmented Reality (AR) based mobile games have become popular among players. The Pokémon Go is one of the well-known examples. Although Pokémon Go game has become a global phenomenon, there is a limited study about players' experiences ...
Read More
- Understanding Players' Experiences in Location-based Augmented Reality Mobile Games: A Case of Pokémon Go
CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
In recent years, location-based Augmented Reality (AR) mobile games have been widely played by many players, and the Pokémon Go game is a success story, which has become a global phenomenon. As this game has attracted millions of players in the world, it ...
Read More
- Ellic’s Exercise Class: promoting physical activities during exergaming with immersive virtual reality
Abstract
This work presents the design and evaluation of a set of three mini exercise games (exergames), called “Ellic’s Exercise Class,” which allows people to play in virtual reality (VR) using a head-mounted display (HMD) with the intention to promote ...
Read More
Comments
Information & Contributors
Information
Published In
MobileHCI '21: Adjunct Publication of the 23rd International Conference on Mobile Human-Computer Interaction
September 2021
150 pages
ISBN:9781450383295
DOI:10.1145/3447527
Copyright © 2021 ACM.
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 ACM 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 [emailprotected]
Sponsors
- SIGCHI: ACM Special Interest Group on Computer-Human Interaction
Publisher
Association for Computing Machinery
New York, NY, United States
Publication History
Published: 27 September 2021
Permissions
Request permissions for this article.
Check for updates
Author Tags
- Immersive virtual reality
- engagement
- exergaming
- user experiences
Qualifiers
- Research-article
- Research
- Refereed limited
Conference
MobileHCI '21
Sponsor:
- SIGCHI
MobileHCI '21: 23rd International Conference on Mobile Human-Computer Interaction
September 27 - October 1, 2021
Toulouse & Virtual, France
Acceptance Rates
Overall Acceptance Rate 202 of 906 submissions, 22%
Contributors
Other Metrics
View Article Metrics
Bibliometrics & Citations
Bibliometrics
Article Metrics
- View Citations
1
Total Citations
226
Total Downloads
- Downloads (Last 12 months)54
- Downloads (Last 6 weeks)9
Other Metrics
View Author Metrics
Citations
Cited By
View all
- Estey AJacoby DCoady YRalph RPrpa MDrouin MMaurer F(2022)Extended Reality: Meeting the Promise of Real-time High Fidelity Learning EnvironmentsAdjunct Publication of the 24th International Conference on Human-Computer Interaction with Mobile Devices and Services10.1145/3528575.3551428(1-3)Online publication date: 28-Sep-2022
https://dl.acm.org/doi/10.1145/3528575.3551428
View Options
Get Access
Login options
Check if you have access through your login credentials or your institution to get full access on this article.
Sign in
Full Access
Get this Publication
View options
View or Download as a PDF file.
PDFeReader
View online with eReader.
eReaderHTML Format
View this article in HTML Format.
HTML FormatMedia
Figures
Other
Tables