Related papers: VirusBoxing: A HIIT-based VR boxing game
Maintaining an active lifestyle is vital for quality of life, yet challenging for wheelchair users. For instance, powered wheelchairs face increasing risks of obesity and deconditioning due to inactivity. Conversely, manual wheelchair…
Exergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies…
Virtual, Augmented, and eXtended Reality (VR/AR/XR) technologies are increasingly recognized for their applications in training, diagnostics, and psychological research, particularly in high-risk and highly regulated environments. In this…
In contemporary training for industrial manufacturing, reconciling theoretical knowledge with practical experience continues to be a significant difficulty. As companies transition to more intricate and technology-oriented settings,…
Expressivity--the use of multiple modalities to convey internal state and intent of a robot--is critical for interaction. Yet, due to cost, safety, and other constraints, many robots lack high degrees of physical expressivity. This paper…
In this paper we describe the design and validation of a virtual fitness environment aiming at keeping older adults physically and socially active. We target particularly older adults who are socially more isolated, physically less active,…
Most digital bodily games focus on the body as they use movement as input. However, they also draw the player's focus away from the body as the output occurs on visual displays, creating a divide between the physical body and the virtual…
The rapid evolution of social Virtual Reality (VR) platforms has significantly enhanced the way users interact and socialize in digital spaces, offering immersive experiences that closely mimic real-world interactions [1]. However, this…
Animating an avatar that reflects a user's action in the VR world enables natural interactions with the virtual environment. It has the potential to allow remote users to communicate and collaborate in a way as if they met in person.…
We present the first motion generation system for playtesting virtual reality (VR) games. Our player model generates VR headset and handheld controller movements from in-game object arrangements, guided by style exemplars and aligned to…
Cybersickness remains a significant challenge in virtual reality (VR), limiting its usability across various applications. Existing mitigation strategies focus on optimising VR hardware and/or software and enhancing self-motion perception…
Recent advances in immersive technology have opened new possibilities in sports training, especially for activities requiring precise motor skills, such as tennis. In this paper, we present a virtual reality (VR) tennis training system…
Presence in virtual reality (VR), the subjective sense of "being there" in a virtual environment, is notoriously difficult to measure. Electroencephalography (EEG) may offer a promising, unobtrusive means of assessing a user's momentary…
Exercise-based rehabilitation programs have been shown to enhance quality of life and reduce mortality and rehospitalizations. AI-driven virtual rehabilitation programs enable patients to complete exercises independently at home while AI…
As XR devices become widespread, 3D interaction has become commonplace, and UI developers are increasingly required to consider usability to deliver better user experiences. The HCI community has long studied target-pointing performance,…
The game Quantum Moves was designed to pit human players against computer algorithms, combining their solutions into hybrid optimization to control a scalable quantum computer. In this midstream report, we open our design process and…
Autonomous robots have the potential to serve as versatile caregivers that improve quality of life for millions of people worldwide. Yet, conducting research in this area presents numerous challenges, including the risks of physical…
In a world where in-person context transitions more into remote and hybrid concepts, we should consider new concepts of interaction in health and rehabilitation and what advantages and disadvantages they bring. One of the rising topics is…
This paper introduces time-based addiction, which refers to excessive engagement in an activity that results in negative outcomes due to the misallocation of time. This type of addiction is often seen in media-related activities such as…
Gamification is frequently used to motivate people getting more physically active. However, most systems follow a one-size-fits-all gamification approach, although past research has shown that interpersonal differences exist in the…