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dc.contributor.authorShaw, Lindsay Alexander
dc.contributor.authorWünsche, Burkhard Claus
dc.contributor.authorLutteroth, Christof
dc.contributor.authorMarks, S
dc.contributor.authorCallies, Rodolphe
dc.contributor.editorMarks, Stefan
dc.contributor.editorBlagojevic, Rachel
dc.date.accessioned2015-05-26T03:29:58Z
dc.date.available2015-05-26T03:29:58Z
dc.date.copyright2015-01-30
dc.identifier.citationIn Proc. 16th Australasian User Interface Conference (AUIC 2015) Sydney, Australia. CRPIT, 162. Marks, S. and Blagojevic, R. Eds., ACS. 61-68
dc.identifier.urihttp://hdl.handle.net/10292/8787
dc.description.abstractExercise video games have become increasingly popular due to their potential as tools to increase user motivation to exercise. In recent years we have seen an emergence of consumer level interface devices suitable for use in gaming. While past research has indicated that immersion is a factor in exergame effectiveness, there has been little research investigating the use of immersive interface technologies such as head mounted displays for use in exergames. In this paper we identify and discuss five major design challenges associated with the use of immersive technologies in exergaming: motion sickness caused by sensory disconnect when using a head mounted display, reliable bodily motion tracking controls, the health and safety concerns of exercising when using immersive technologies, the selection of an appropriate player perspective, and physical feedback latency. We demonstrate a prototype exergame utilising several affordable immersive gaming devices as a case study in overcoming these challenges. The results of a user study we conducted found that our prototype game was largely successful in overcoming these challenges, although further work would lead to improvement and we were able to identify further issues associated with the use of a head mounted display during exercise.
dc.publisherAustralian Computer Society, Inc. (ACS)
dc.relation.urihttp://crpit.com/abstracts/CRPITV162Shaw.html
dc.rightsCopyright c 2015, Australian Computer Society, Inc. This paper appeared at the Sixteenth Australasian User Interface Conference (AUIC 2015), Sydney, Australia. Conferences in Research and Practice in Information Technology (CRPIT), Vol. 162. Stefan Marks and Rachel Blagojevic, Eds. Reproduction for academic, not-for-profit purposes permitted provided this text is included.
dc.subjectExergame
dc.subjectMotion tracking
dc.subjectHead-mounted display
dc.titleChallenges in virtual reality exergame design
dc.typeConference Contribution
dc.rights.accessrightsOpenAccess
aut.relation.volume162
pubs.elements-id174293


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