Virtual Performance Augmentation in an Immersive Jump & Run Exergame

Christos Ioannou, Patrick Archard, E. O'Neill, C. Lutteroth
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引用次数: 48

Abstract

Human performance augmentation through technology has been a recurring theme in science and culture, aiming to increase human capabilities and accessibility. We investigate a related concept: virtual performance augmentation (VPA), using VR to give users the illusion of greater capabilities than they actually have. We propose a method for VPA of running and jumping, based on in place movements, and studied its effects in a VR exergame. We found that in place running and jumping in VR can be used to create a somewhat natural experience and can elicit medium to high physical exertion in an immersive and intrinsically motivating manner. We also found that virtually augmenting running and jumping can increase intrinsic motivation, perceived competence and flow, and may also increase motivation for physical activity in general. We discuss implications of VPA for safety and accessibility, with initial evidence suggesting that VPA may help users with physical impairments enjoy the benefits of exergaming.
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沉浸式跳跑游戏中的虚拟性能增强
通过技术提高人类的表现一直是科学和文化中反复出现的主题,旨在提高人类的能力和可及性。我们研究了一个相关的概念:虚拟性能增强(VPA),使用VR给用户一种比他们实际拥有的更大能力的错觉。提出了一种基于原地运动的跑跳VPA方法,并研究了其在虚拟现实游戏中的效果。我们发现,在虚拟现实中,原地跑步和跳跃可以创造一种自然的体验,并以一种身临其境和内在激励的方式引发中度到高度的体力消耗。我们还发现,增加跑步和跳跃可以增加内在动机、感知能力和心流,也可能增加一般体育活动的动机。我们讨论了VPA对安全性和可及性的影响,初步证据表明VPA可以帮助有身体障碍的用户享受运动的好处。
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