Projects per year
Abstract
By immersing themselves in a game users may exert themselves more than they would in every day life. One important driving factor in games and many forms of exercise is competition, at once engaging socially in the activity and trying to outdo an opponent or oneself. Large differences in fitness levels make competition infeasible between some opponents, but exergaming can remedy this with the use of balancing via exertion.We developed a fully immersive virtual cycling race and balanced the competition between opponents by scaling their speed according to how close they were to their target heart rate. Incorporating a virtual reality headset and a vibrant 3D world, users were exhilarated and pushed themselves to high levels of exertion. Our results suggest that balanced games can reduce the performance gap between opponents, and might increase motivation and enjoyment for users with lower fitness level. However, heart-rate balancing might be demotivating for very fit users.
Original language | English |
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Title of host publication | 2021 36th International Conference on Image and Vision Computing New Zealand (IVCNZ) |
Editors | Michael J. Cree |
Place of Publication | U. S. A. |
Publisher | IEEE |
ISBN (Electronic) | 9781665406451 |
DOIs | |
Publication status | Published - 31 Dec 2021 |
Event | 36th International Conference on Image and Vision Computing New Zealand, IVCNZ 2021 - Tauranga, New Zealand Duration: 9 Dec 2021 → 10 Dec 2021 |
Publication series
Name | International Conference Image and Vision Computing New Zealand |
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Volume | 2021-December |
ISSN (Print) | 2151-2191 |
ISSN (Electronic) | 2151-2205 |
Conference
Conference | 36th International Conference on Image and Vision Computing New Zealand, IVCNZ 2021 |
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Country/Territory | New Zealand |
City | Tauranga |
Period | 9/12/21 → 10/12/21 |
Keywords
- Competition
- Exercise game
- Exergame
- Exertion
- Game balancing
- Immersion
- Virtual reality
ASJC Scopus subject areas
- Computational Theory and Mathematics
- Computer Vision and Pattern Recognition
- Electrical and Electronic Engineering
Fingerprint
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA) - 2.0
Campbell, N. (PI), Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Cosker, D. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Petrini, K. (CoI), Proulx, M. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/11/20 → 31/10/25
Project: Research council
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Centre for the Analysis of Motion, Entertainment Research and Applications (CAMERA)
Cosker, D. (PI), Bilzon, J. (CoI), Campbell, N. (CoI), Cazzola, D. (CoI), Colyer, S. (CoI), Fincham Haines, T. (CoI), Hall, P. (CoI), Kim, K. I. (CoI), Lutteroth, C. (CoI), McGuigan, P. (CoI), O'Neill, E. (CoI), Richardt, C. (CoI), Salo, A. (CoI), Seminati, E. (CoI), Tabor, A. (CoI) & Yang, Y. (CoI)
Engineering and Physical Sciences Research Council
1/09/15 → 28/02/21
Project: Research council