32nd Australian Conference on Human-Computer Interaction 2020
DOI: 10.1145/3441000.3441009
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HIITCopter: Analysis of the Suitability of VR Exergaming for High-Intensity Interval Training

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Cited by 6 publications
(4 citation statements)
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“…Overall, we identified 129 games that reported their purpose. Unsurprisingly, many XR exergames drive for physical training (𝑛=39); some games aim for endurance training (𝑛=14) and involve high-intensity interval training protocols, such as [227,235]. Others offer strength training for their users to improve muscular power (𝑛=7).…”
Section: Dimension I: Goalsmentioning
confidence: 99%
See 1 more Smart Citation
“…Overall, we identified 129 games that reported their purpose. Unsurprisingly, many XR exergames drive for physical training (𝑛=39); some games aim for endurance training (𝑛=14) and involve high-intensity interval training protocols, such as [227,235]. Others offer strength training for their users to improve muscular power (𝑛=7).…”
Section: Dimension I: Goalsmentioning
confidence: 99%
“…More commonly, in-game performance-based adaptation (𝑛=17) changes the game difficulty based on the players' success and performance (e.g., [44,255]. Finally, in-game physiological-based adaptation uses the players' physiological data to individualize the gameplay (𝑛=9): for example, "if the heart rate is too low the procedurally generated rings are placed higher requiring more stroke power to pass through them" [227].…”
Section: Subdimension: Adaptation the Adaptation Dimension Includes G...mentioning
confidence: 99%
“…A VR game for the elderly with Alzheimer's and cognitive impairment involves rowing scenes [51]. The VR rowing games aimed at professional training have a few things in common: (1) a rowing machine is used as an external device to simulate the real rowing movement; (2) the use of posture and movement parts are relatively fixed, for full-body movement in a seated position (except the study by Shim et al, for stance [52]); (3) the real-time monitoring of biofeedback data to analyse and adjust training, such as breathing [53] and heart rate [7,54]; (4) no definite presentation device preference, immersive VR (HMD or CAVE) [6,55] and non-immersive VR (large screen) are mentioned [7]; (5) the cooperative and competitive relationships in real rowing games are designed in VR rowing games [52].…”
Section: Existing Vr Rowing Gamesmentioning
confidence: 99%
“…To encourage people to have active lifestyle, researchers and developers in Human Computer Interaction (HCI) have developed a lot of VR exergames (Alce et al, 2019;Born et al, 2019;Campbell & Fraser, 2019b, 2019aCao et al, 2020;Cho & Park, 2020;Ijaz et al, 2020;Kishishita et al, 2019;Kojic et al, 2019;Li et al, 2019;Liu et al, 2020;Michael & Lutteroth, 2020;Narejo et al, 2020;Perrin et al, 2019;Ščiglinskas et al, 2019;She et al, 2020;Varela-Aldás et al, 2020;Wirth et al, 2020b;Xu, Ma, et al, 2020). Exergames is one of the ways to encourage people to exercise as the physical exercises was gamified with the game mechanics in VR systems (N. Nor et al, 2020a; N. N. Nor et al, 2020b).…”
Section: Introductionmentioning
confidence: 99%