Figure 1: a) The exergame is based on a computer-controlled stationary exercycle and played while wearing a head-mounted display. b) A "self modelling cue" helps the player to identify a "ghost" avatar with their own previous performance. c) Low-intensity cycling and avoiding trucks during warm-up, recovery and cool-down phases. d) High-intensity race against the "ghost."
This position paper provides an overview of advances made in affect elicitation and tracking. We provide guidelines for evoking underwhelming, overwhelming and optimal affective states and tracking the affective state using psychophysiological measurements in high intensity VR exergaming. We discuss the research challenges that need to be addressed to implement affective high intensity VR exergaming.
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