Development and evaluation of an exercycle game using immersive technologies
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Authors
Shaw, Lindsay Alexander
Wünsche, Burkhard Claus
Lutteroth, Christof
Marks, S
Buckley, Jude
Corballis, Paul
Supervisor
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Publisher
Australian Computer Society, Inc. (ACS)
Abstract
Exercise video games have become increasing
popular due to their promise to increase fitness and
reduce obesity levels, and due to the emergence of
cheap interface devices. Previous research reported
mixed results about the effectiveness of such games.
Common problems are the lack of long term
motivation of users, games not taking into account
specific patient requirements, repetitive gameplay,
and vendor lock-in. In this paper we design a novel
exergame which addresses some of these shortcomings.
The game employs an infinite randomly generated
game environment, uses immersive technologies, and
can be customized to take into account patient
requirements. We present a prototype of this game
design and evaluate its effectiveness using different
levels of immersion. Our user study demonstrates a
small but statistically significant increase in exercise
performance and motivation when using the exergame.
Employing the Oculus Rift resulted in a slightly higher
motivation, but no noticeable change in performance.
The head mounted display was most effective for
sedentary users.
Description
Keywords
Exergame, Exercise motivation, Immersive technologies, Head-mounted displays
Source
In Proc. 8th Australasian Workshop on Health Informatics and Knowledge Management (HIKM 2015) Sydney, Australia. CRPIT, 164. Maeder, A. and Warren, J. Eds., ACS. 75-85
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Copyright © 2015, Australian Computer Society, Inc. This paper appeared at the 8th Australasian Workshop on Health Informatics and Knowledge Management (HIKM 2015), Sydney, Australia, January 2015. conferences in Research and Practice in Information Technology (CRPIT), Vol. 164, Anthony Maeder and Jim Warren, Ed. Reproduction for academic, not-for profit purposes permitted provided this text is included.
