Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames DOI Open Access
Sukran Karaosmanoglu, Moritz Wegner, Sebastian Cmentowski

и другие.

Proceedings of the ACM on Human-Computer Interaction, Год журнала: 2024, Номер 8(CHI PLAY), С. 1 - 23

Опубликована: Окт. 14, 2024

Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve execution movements. However, research about cues impact player performance experience in VR remains sparse. To this end, we conducted a within-participants study (N=32) four conditions: (i) no, (ii) audio, (iii) visual, (iv) audiovisual cueing. The results show that both unimodal bimodal cueing without causing cybersickness, while improves pose accuracy. We provide three main design implications for exergames: considering granularity exploring different cue designs, underlining use other immersive experiences.

Язык: Английский

Augmented future: tracing the trajectory of location-based augmented reality gaming for the next ten years DOI Creative Commons
Samuli Laato, Heinrich Söbke, Manuel F. Baer

и другие.

i-com, Год журнала: 2024, Номер 23(2), С. 189 - 203

Опубликована: Май 13, 2024

Location-based games are a highly technology-dependent game genre that has witnessed an exponential increase in popularity with the democratisation of smartphones as well ubiquitous mobile data and access to satellite navigation. Moving forward into future, location-based can be expected evolve technologies underlying improve. In this conceptual work, we review current state art games, identify key trajectories trends. We discovered 12 trends, based on which jump ten years future evaluate how technology trends may end up influencing gaming. For example, propose year 2035 through improvements map services sensor coverage, will see locative increasingly connected elements physical world. also expect gameplay moves away from solely taking place smartphone screen adoption multiple forms interactions worlds, especially head-mounted displays other wearables become more commonplace.

Язык: Английский

Процитировано

1

Gamification of walking in nature: A field experiment with Pokémon GO Routes DOI Creative Commons
Samuli Laato, Sampsa Rauti, Bastian Kordyaka

и другие.

Proceedings of the ACM on Human-Computer Interaction, Год журнала: 2024, Номер 8(CHI PLAY), С. 1 - 25

Опубликована: Окт. 14, 2024

There are numerous benefits from regularly walking in nature, and today's mobile technologies have the potential to encourage people do so. Past research has showed that gamified map-based apps location-based games (LBGs) capability incentivize go nature areas cities beyond. In this study, we explored LBGs' bring by conducting a field experiment with new mechanic called Routes popular LBG Pokémon GO. Prior Route feature's launch, created altogether 13 of various lengths both city landscapes. We collected numerical in-game data how many times each was walked deployed survey (n=67) for GO players area where were made. The findings suggest proximity population concentrations rewards key drivers popularity. Players' motivators choose over urban limited outside-the-game factors such as scenery, overall our turned out be more popular.

Язык: Английский

Процитировано

0

Move, React, Repeat! The Role of Continuous Cues in Immersive Exergames DOI Open Access
Sukran Karaosmanoglu, Moritz Wegner, Sebastian Cmentowski

и другие.

Proceedings of the ACM on Human-Computer Interaction, Год журнала: 2024, Номер 8(CHI PLAY), С. 1 - 23

Опубликована: Окт. 14, 2024

Immersive virtual reality (VR) exergames blend playful environments with physical activities. In such games, providing continuous cues, i.e., real-time indications of how the movements are being performed, can guide players and improve execution movements. However, research about cues impact player performance experience in VR remains sparse. To this end, we conducted a within-participants study (N=32) four conditions: (i) no, (ii) audio, (iii) visual, (iv) audiovisual cueing. The results show that both unimodal bimodal cueing without causing cybersickness, while improves pose accuracy. We provide three main design implications for exergames: considering granularity exploring different cue designs, underlining use other immersive experiences.

Язык: Английский

Процитировано

0