Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864515
Thomas W. Day, N. John
We describe a mixed reality environment that has been designed as an aid for training driving skills for a powered wheelchair. Our motivation is to provide an improvement on a previous virtual reality wheelchair driving simulator, with a particular aim to remove any cybersickness effects. The results of a validation test are presented that involved 35 able bodied volunteers divided into three groups: mixed reality trained, virtual reality trained, and a control group. No significant differences in improvement was found between the groups but there is a notable trend that both the mixed reality and virtual reality groups improved more than the control group. Whereas the virtual reality group experienced discomfort (as measured using a simulator sickness questionnaire), the mixed reality group experienced no side effects.
{"title":"Training Powered Wheelchair Manoeuvres in Mixed Reality","authors":"Thomas W. Day, N. John","doi":"10.1109/VS-Games.2019.8864515","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864515","url":null,"abstract":"We describe a mixed reality environment that has been designed as an aid for training driving skills for a powered wheelchair. Our motivation is to provide an improvement on a previous virtual reality wheelchair driving simulator, with a particular aim to remove any cybersickness effects. The results of a validation test are presented that involved 35 able bodied volunteers divided into three groups: mixed reality trained, virtual reality trained, and a control group. No significant differences in improvement was found between the groups but there is a notable trend that both the mixed reality and virtual reality groups improved more than the control group. Whereas the virtual reality group experienced discomfort (as measured using a simulator sickness questionnaire), the mixed reality group experienced no side effects.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133339034","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864524
R. Rodrigues, P. Ferreira, R. Prada, Paula Paulino, A. V. Simão
When performing problem solving tasks, teachers need to guide students' activities through the regulation of learning with meaningful resources that exemplify students' daily life. As a contribution to the learning and teaching processes in problem solving in math, we created Festarola, a digital game designed for young children, ages eight to ten, where a team of players is tasked with organizing a birthday party for a group of children. The game fosters both self and shared regulation of learning in problem solving by guiding students through a forethought phase, an execution and monitoring phase, and lastly, a self-reflection phase. A user study was conducted with children from the Portuguese primary education to measure the impact of the game. Children interacted with the game individually and in groups throughout several sessions. Positive results indicate that the game successfully stimulated and developed problem solving strategies in students.
{"title":"Festarola: a Game for Improving Problem Solving Strategies","authors":"R. Rodrigues, P. Ferreira, R. Prada, Paula Paulino, A. V. Simão","doi":"10.1109/VS-Games.2019.8864524","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864524","url":null,"abstract":"When performing problem solving tasks, teachers need to guide students' activities through the regulation of learning with meaningful resources that exemplify students' daily life. As a contribution to the learning and teaching processes in problem solving in math, we created Festarola, a digital game designed for young children, ages eight to ten, where a team of players is tasked with organizing a birthday party for a group of children. The game fosters both self and shared regulation of learning in problem solving by guiding students through a forethought phase, an execution and monitoring phase, and lastly, a self-reflection phase. A user study was conducted with children from the Portuguese primary education to measure the impact of the game. Children interacted with the game individually and in groups throughout several sessions. Positive results indicate that the game successfully stimulated and developed problem solving strategies in students.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"39 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114122303","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864523
Mark Magro, Keith Bugeja, Sandro Spina, K. Debattista
Real-time high-fidelity rendering requires the use of expensive high-end hardware, even when rendering moderately complex scenes. Interactive streaming services and cloud gaming have somewhat mitigated the problem at the cost of response lag. In this paper we present ReGGI (Regular Grid Global Illumination), a cloud-based distributed rendering pipeline for shared virtual environments that eliminates response lag and is capable of interactive global illumination on a wide gamut of client devices. Results show that ReGGI is scalable, has low bandwidth requirements and produces images of comparable quality to instant radiosity.
{"title":"Interactive Cloud-based Global Illumination for Shared Virtual Environments","authors":"Mark Magro, Keith Bugeja, Sandro Spina, K. Debattista","doi":"10.1109/VS-Games.2019.8864523","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864523","url":null,"abstract":"Real-time high-fidelity rendering requires the use of expensive high-end hardware, even when rendering moderately complex scenes. Interactive streaming services and cloud gaming have somewhat mitigated the problem at the cost of response lag. In this paper we present ReGGI (Regular Grid Global Illumination), a cloud-based distributed rendering pipeline for shared virtual environments that eliminates response lag and is capable of interactive global illumination on a wide gamut of client devices. Results show that ReGGI is scalable, has low bandwidth requirements and produces images of comparable quality to instant radiosity.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121278668","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864542
G. Hoffmann, Raphael Martin, Christof Weinhardt
Perfectionism, if it is not pathological, can evoke desirable playing behaviors for games and applications that aim for high performance in their target audience. In a field trial of an educational game about waste sorting that accumulated over 1600 players, we analyzed a cluster of players that achieved perfect scores in terms of performance, effort and long-term commitment. During the analysis a complementary player type cluster emerged, that while seemingly not showing interest in the score at all, showed higher long-term commitment. The findings of our study suggest that perfectionism is a personality trait that can be fostered with specific gamification-design elements within a certain percentage of a user-base in order to optimize user interaction with a platform, application or interface.
{"title":"Perfectionism in Games - Analyzing Playing Behaviors in an Educational Game","authors":"G. Hoffmann, Raphael Martin, Christof Weinhardt","doi":"10.1109/VS-Games.2019.8864542","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864542","url":null,"abstract":"Perfectionism, if it is not pathological, can evoke desirable playing behaviors for games and applications that aim for high performance in their target audience. In a field trial of an educational game about waste sorting that accumulated over 1600 players, we analyzed a cluster of players that achieved perfect scores in terms of performance, effort and long-term commitment. During the analysis a complementary player type cluster emerged, that while seemingly not showing interest in the score at all, showed higher long-term commitment. The findings of our study suggest that perfectionism is a personality trait that can be fostered with specific gamification-design elements within a certain percentage of a user-base in order to optimize user interaction with a platform, application or interface.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122517789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864521
Tomás Alves, C. Martinho, R. Prada
This work proposes the integration of personality traits from the Five-Factor Model in serious games for health and how it may offer a better rehabilitation process, since it may provide greater motivation for the patient. Firstly, we discuss the relevance of the personality traits Neuroticism, Openness to Experience, and Conscientiousness for rehabilitation processes. We continue by presenting a set of guidelines to be applied to the game design in order to adjust the rehabilitation routine to patients that have relevant values on the mentioned traits while also taking into account their past experience in the rehabilitation process. Finally, we consider a serious game for health focused on upper-limb rehabilitation and we project two scenarios on how the guidelines can be applied to the game in order to improve the rehabilitation for patients.
{"title":"Towards Incorporating Personality in Serious Games for Health","authors":"Tomás Alves, C. Martinho, R. Prada","doi":"10.1109/VS-Games.2019.8864521","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864521","url":null,"abstract":"This work proposes the integration of personality traits from the Five-Factor Model in serious games for health and how it may offer a better rehabilitation process, since it may provide greater motivation for the patient. Firstly, we discuss the relevance of the personality traits Neuroticism, Openness to Experience, and Conscientiousness for rehabilitation processes. We continue by presenting a set of guidelines to be applied to the game design in order to adjust the rehabilitation routine to patients that have relevant values on the mentioned traits while also taking into account their past experience in the rehabilitation process. Finally, we consider a serious game for health focused on upper-limb rehabilitation and we project two scenarios on how the guidelines can be applied to the game in order to improve the rehabilitation for patients.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125388302","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864594
Bushra Tasnim Zahed, Gregory White, J. Quarles
The objective of this research is to measure the effectiveness of a game-based learning approach for cyber safety education for children in elementary school. To date, few cyber safety games have been developed and evaluated for elementary school children. To address this gap in knowledge, we developed a novel cyber safety computer game and conducted a study with elementary school children ranging from age 7 to 10 (n=49). Children were taught concepts of cyber safety through either our plain TEXT, our interactive E-LEARNING website, or our GAME. Knowledge increased significantly more in the group that played the game, indicating that elementary school children can learn about the concepts of cyber safety more effectively through a game-based learning approach compared to traditional text and/or e-Learning based approaches.
{"title":"Play It Safe: An Educational Cyber Safety Game for Children in Elementary School","authors":"Bushra Tasnim Zahed, Gregory White, J. Quarles","doi":"10.1109/VS-Games.2019.8864594","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864594","url":null,"abstract":"The objective of this research is to measure the effectiveness of a game-based learning approach for cyber safety education for children in elementary school. To date, few cyber safety games have been developed and evaluated for elementary school children. To address this gap in knowledge, we developed a novel cyber safety computer game and conducted a study with elementary school children ranging from age 7 to 10 (n=49). Children were taught concepts of cyber safety through either our plain TEXT, our interactive E-LEARNING website, or our GAME. Knowledge increased significantly more in the group that played the game, indicating that elementary school children can learn about the concepts of cyber safety more effectively through a game-based learning approach compared to traditional text and/or e-Learning based approaches.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121561393","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864525
F. Giariskanis, P. Parthenios, K. Mania
The commonly used 3D architectural design tools for urban environments fail to capture aspects of an urban design which are aesthetic as well as functional. This paper describes an innovative multimodal user interface through which an urban designer can work on the music transcription of a specific urban environment applying music compositional rules and filters in order to identify discordant entities, highlight imbalanced parts and make design corrections. The proposed platform offers sonification of an Urban Virtual Environment (UVE), simulating a real-world cityscape, offering visual interpretation and musically playful modification of its soundscape. The system presented offers: The ability to view and convert an urban street to music (ready to play) based on a specific grammar of converting architectural elements to musical elements; secondly, the ability to transform this music in order to ‘harmonize’ it based on musical rules as if composing and playing music; and finally, the prospect of converting back the aesthetically and harmonically “corrected” musical piece to a newly refined street or urban design, visualized in 3D. The presented platform comprises of three scenes, which compile the three main parts of the system's multimodal interface; e.g., the 3D scene, the Digital Audio Workstation (DAW) scene and the TouchOSC mobile controller. The purpose of this paper is to assist architects and urban designers in 1) identifying urban dissonances, 2) refining their design using musical rules and 3) interactively presenting the output both visually and acoustically.
{"title":"ARCHIMUSIC3D: Multimodal Playful Transformations between Music and Refined Urban Architectural Design","authors":"F. Giariskanis, P. Parthenios, K. Mania","doi":"10.1109/VS-Games.2019.8864525","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864525","url":null,"abstract":"The commonly used 3D architectural design tools for urban environments fail to capture aspects of an urban design which are aesthetic as well as functional. This paper describes an innovative multimodal user interface through which an urban designer can work on the music transcription of a specific urban environment applying music compositional rules and filters in order to identify discordant entities, highlight imbalanced parts and make design corrections. The proposed platform offers sonification of an Urban Virtual Environment (UVE), simulating a real-world cityscape, offering visual interpretation and musically playful modification of its soundscape. The system presented offers: The ability to view and convert an urban street to music (ready to play) based on a specific grammar of converting architectural elements to musical elements; secondly, the ability to transform this music in order to ‘harmonize’ it based on musical rules as if composing and playing music; and finally, the prospect of converting back the aesthetically and harmonically “corrected” musical piece to a newly refined street or urban design, visualized in 3D. The presented platform comprises of three scenes, which compile the three main parts of the system's multimodal interface; e.g., the 3D scene, the Digital Audio Workstation (DAW) scene and the TouchOSC mobile controller. The purpose of this paper is to assist architects and urban designers in 1) identifying urban dissonances, 2) refining their design using musical rules and 3) interactively presenting the output both visually and acoustically.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117195448","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864529
E. Karanastasis, Efthymios Chondrogiannis, Sotiris Papasotiriou
Passengers of different transportation means, used for private (travel, commute) or revenue-generating (tours, sightseeing) purposes, usually have restricted view of the outside environment, limited by the vehicle's walls, roof and seats. Even short journeys are boring and tiring while sights cannot be experienced properly. Currently there are no proper ways of overcoming this problem, but merely escaping it, which are not particularly constructive and isolate from co-passengers. In this paper, a novel integrated augmented reality solution is proposed, which can be installed in vehicles of different types and simultaneously used by multiple co-passengers. Using current vehicle location, a live surroundings video, captured by a 360-degree camera, can be overlaid in real time with co-passengers video, on-spot information of touristic value, Points of Interest, tailored advertisements and other messages. Remote, cloud-based technologies can be utilised, which exploit available data sources of different types and sources, in order to offer intelligent added value services. End users can experience an improved reality world by wearing a VR headset and moving their head around. Journeys can become more interesting, educative and entertaining.
{"title":"A novel AR application for in-vehicle entertainment and education","authors":"E. Karanastasis, Efthymios Chondrogiannis, Sotiris Papasotiriou","doi":"10.1109/VS-Games.2019.8864529","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864529","url":null,"abstract":"Passengers of different transportation means, used for private (travel, commute) or revenue-generating (tours, sightseeing) purposes, usually have restricted view of the outside environment, limited by the vehicle's walls, roof and seats. Even short journeys are boring and tiring while sights cannot be experienced properly. Currently there are no proper ways of overcoming this problem, but merely escaping it, which are not particularly constructive and isolate from co-passengers. In this paper, a novel integrated augmented reality solution is proposed, which can be installed in vehicles of different types and simultaneously used by multiple co-passengers. Using current vehicle location, a live surroundings video, captured by a 360-degree camera, can be overlaid in real time with co-passengers video, on-spot information of touristic value, Points of Interest, tailored advertisements and other messages. Remote, cloud-based technologies can be utilised, which exploit available data sources of different types and sources, in order to offer intelligent added value services. End users can experience an improved reality world by wearing a VR headset and moving their head around. Journeys can become more interesting, educative and entertaining.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127829821","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864520
S. Rizvić, D. Boskovic, F. Bruno, B. D. Petriaggi, Sanda Sljivo, M. Cozza
Virtual Reality (VR) storytelling enhances the immersion of users into virtual environments (VE). Its use in virtual cultural heritage presentations helps the revival of the genius loci (the spirit of the place) of cultural monuments. This paper aims to show that the use of actors in VR storytelling adds to the quality of user experience and improves the edutainment value of virtual cultural heritage applications. We will describe the Baiae dry visit application which takes us to a time travel in the city considered by the Roman elite as “Little Rome (Pusilla Roma)” and presently is only partially preserved under the sea.
{"title":"Actors in VR storytelling","authors":"S. Rizvić, D. Boskovic, F. Bruno, B. D. Petriaggi, Sanda Sljivo, M. Cozza","doi":"10.1109/VS-Games.2019.8864520","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864520","url":null,"abstract":"Virtual Reality (VR) storytelling enhances the immersion of users into virtual environments (VE). Its use in virtual cultural heritage presentations helps the revival of the genius loci (the spirit of the place) of cultural monuments. This paper aims to show that the use of actors in VR storytelling adds to the quality of user experience and improves the edutainment value of virtual cultural heritage applications. We will describe the Baiae dry visit application which takes us to a time travel in the city considered by the Roman elite as “Little Rome (Pusilla Roma)” and presently is only partially preserved under the sea.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127049641","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2019-09-01DOI: 10.1109/VS-Games.2019.8864574
Raphael Costa, J. Quarles
The objective of this research was to evaluate and compare perceived fatigue and usability of 3D user interfaces in and out of the water. Virtual Reality (VR) in the water has several potential applications, such as aquatic physical rehabilitation, where patients are typically standing waist or shoulder deep in a pool and performing exercises in the water. However, there have been few works that developed waterproof VR/AR systems and none of them have assessed fatigue, which has previously been shown to be a drawback in many 3D User Interfaces above water. This research presents a novel prototype system for developing waterproof VR experiences and investigates the effect of submersion in water on fatigue as compared to above water. Using a classic selection and docking task, results suggest that being underwater had no significant effect on performance, but did reduce perceived fatigue, which is important for aquatic rehabilitation. Previous 3D interaction methods that were once thought to be too fatiguing might still be viable in water.
{"title":"3D Interaction with Virtual Objects in Real Water","authors":"Raphael Costa, J. Quarles","doi":"10.1109/VS-Games.2019.8864574","DOIUrl":"https://doi.org/10.1109/VS-Games.2019.8864574","url":null,"abstract":"The objective of this research was to evaluate and compare perceived fatigue and usability of 3D user interfaces in and out of the water. Virtual Reality (VR) in the water has several potential applications, such as aquatic physical rehabilitation, where patients are typically standing waist or shoulder deep in a pool and performing exercises in the water. However, there have been few works that developed waterproof VR/AR systems and none of them have assessed fatigue, which has previously been shown to be a drawback in many 3D User Interfaces above water. This research presents a novel prototype system for developing waterproof VR experiences and investigates the effect of submersion in water on fatigue as compared to above water. Using a classic selection and docking task, results suggest that being underwater had no significant effect on performance, but did reduce perceived fatigue, which is important for aquatic rehabilitation. Previous 3D interaction methods that were once thought to be too fatiguing might still be viable in water.","PeriodicalId":285804,"journal":{"name":"2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games)","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115733331","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}