2020
DOI: 10.2196/17972
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Results and Guidelines From a Repeated-Measures Design Experiment Comparing Standing and Seated Full-Body Gesture-Based Immersive Virtual Reality Exergames: Within-Subjects Evaluation

Abstract: Background Although full-body seated exercises have been studied in a wide range of settings (ie, homes, hospitals, and daycare centers), they have rarely been converted to seated exergames. In addition, there is an increasing number of studies on immersive virtual reality (iVR) full-body gesture-based standing exergames, but the suitability and usefulness of seated exergames remain largely unexplored. Objective This study aimed to evaluate the differen… Show more

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Cited by 38 publications
(18 citation statements)
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“…Four people (P 1 -P 4 , all female, average age: 81.75 ± 4.19 years) participated in a pre-study to determine a suitable length and difficulty for the game. We planned to play the game in a standing position, but two of the (first-time VR) users asked to sit down after putting on the head-mounted display (HMD) because they felt insecure, and sitting exergames can also provide a high usefulness to players [55], so we chose this setup for all following players.…”
Section: Pre-studymentioning
confidence: 99%
“…Four people (P 1 -P 4 , all female, average age: 81.75 ± 4.19 years) participated in a pre-study to determine a suitable length and difficulty for the game. We planned to play the game in a standing position, but two of the (first-time VR) users asked to sit down after putting on the head-mounted display (HMD) because they felt insecure, and sitting exergames can also provide a high usefulness to players [55], so we chose this setup for all following players.…”
Section: Pre-studymentioning
confidence: 99%
“…Previous investigations demonstrated the applicability of the sensation of embodiment in different virtual reality applications, such as health (Ramakonar et al, 2011 ; Martini, 2016 ; Matamala-Gomez et al, 2019 , 2021 ) and entertainment (Riva et al, 2016 ; Slater and Sanchez-Vives, 2016 ; Xu et al, 2020 ). However, we know little about the mechanisms of how virtual embodiment affects the effectiveness of such applications.…”
Section: Introductionmentioning
confidence: 99%
“…3.3)). This motionbased CAPTCHA is inspired by previous exergame research studies [1,9,13,17,18] which demonstrate the immersion that upper body limb movements can bring in VR. It is engaging for users to follow the virtual character and move their bodies.…”
Section: Motion-based Captchamentioning
confidence: 99%