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Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to…

人机交互 · 计算机科学 2024-03-08 Sebastian Cmentowski , Sukran Karaosmanoglu , Lennart Nacke , Frank Steinicke , Jens Krüger

Blind and low-vision (BLV) individuals experience lower levels of physical activity (PA) compared to sighted peers due to a lack of accessible, engaging exercise options. Existing solutions often rely on auditory cues but do not fully…

人机交互 · 计算机科学 2025-08-05 Sanchita S. Kamath , Omar Khan , Anurag Choudhary , Jan Meyerhoff-Liang , Soyoung Choi , JooYoung Seo

The decline of cognitive inhibition significantly impacts older adults' quality of life and well-being, making it a vital public health problem in today's aging society. Previous research has demonstrated that Virtual reality (VR) exergames…

人机交互 · 计算机科学 2024-03-11 Qiuxin Du , Zhen Song , Haiyan Jiang , Xiaoying Wei , Dongdong Weng , Mingming Fan

Aging or sedentary behavior can decrease motor capabilities causing a loss of autonomy. Prevention or readaptation programs that involve practice of physical activities can be precious tools to fight against this phenomenon. ?Serious? video…

神经元与认知 · 定量生物学 2009-11-13 Sylvain Hanneton , Anaïs Varenne

Early mobilization is a structured protocol designed to facilitate motor recovery in intensive care unit (ICU) patients with ICU-acquired weakness. This process is typically implemented by an interdisciplinary team of nurses, physical…

Cybersickness is a serious usability problem in virtual reality. Postural (or balance) instability theory has emerged as one of the major hypotheses for the cause of cybersickness. In this paper, we conducted a two-week-long experiment to…

人机交互 · 计算机科学 2024-04-16 Seonghoon Kang , Yechan Yang , Gerard Jounghyun Kim , Hanseob Kim

Intellectual Disability (ID) is characterized by deficits in intellectual functioning and adaptive behavior, necessitating customized therapeutic interventions to improve daily life skills. This paper presents the development and evaluation…

人机交互 · 计算机科学 2024-12-17 Wen-Chun Chen , Santiago Berrezueta-Guzman , Stefan Wagner

Many exergames face challenges in keeping users within safe and effective intensity levels during exercise. Meanwhile, although wearable devices continuously collect physiological data, this information is seldom leveraged for real-time…

人机交互 · 计算机科学 2025-08-19 Oliver Hein , Sandra Wackerl , Changkun Ou , Florian Alt , Francesco Chiossi

Promoting exercise and promoting fun in sport and activity is a common goal of schools. However, children and adolescents do not exercise enough, which can favor a number of chronic illnesses. Exercise and sports often require coordination…

人机交互 · 计算机科学 2019-08-02 Georg Regal , David Sellitsch , Elke Mattheiss , Manfred Tscheligi

This project aims to motivate research in competitive human-robot interaction by creating a robot competitor that can challenge human users in certain scenarios such as physical exercise and games. With this goal in mind, we introduce the…

机器人学 · 计算机科学 2022-02-16 Boling Yang , Golnaz Habibi , Patrick E. Lancaster , Byron Boots , Joshua R. Smith

Promotion of healthy habits help maintain and improve people health, reduce disease risks, and manage chronic illness. Regular healthy activities like walking, exercising, healthy eating, drinking water or taking medication on time require…

人机交互 · 计算机科学 2017-08-22 Anna Iurchenko

Using virtual reality (VR) head-mounted displays (HMDs) can induce VR sickness. VR sickness can cause strong discomfort, decrease users' presence and enjoyment, especially in games, shorten the duration of the VR experience, and can even…

人机交互 · 计算机科学 2021-03-10 Rongkai Shi , Hai-Ning Liang , Yu Wu , Difeng Yu , Wenge Xu

The ability to focus one's attention underlies success in many everyday tasks, but voluntary attention cannot be sustained for a long period of time. Several studies indicate that attention training using computer-based exercises can lead…

人机交互 · 计算机科学 2019-07-11 Minkesh Asati , Taizo Miyachi

This paper presents a design of a non-player character (AI) for promoting balancedness in use of body segments when engaging in full-body motion gaming. In our experiment, we settle a battle between the proposed AI and a player by using…

人工智能 · 计算机科学 2017-04-05 Pujana Paliyawan , Takahiro Kusano , Yuto Nakagawa , Tomohiro Harada , Ruck Thawonmas

The objective of this study is to develop and use a virtual reality game as a tool to assess the effects of realistic stress on the behavioral and physiological responses of participants. The game is based on a popular Steam game called…

人机交互 · 计算机科学 2020-10-01 Daniel H. Lee , Tzyy-Ping Jung

In virtual reality (VR) games, playability and immersion levels are important because they affect gameplay, enjoyment, and performance. However, they can be adversely affected by VR sickness (VRS) symptoms. VRS can be minimized by…

人机交互 · 计算机科学 2021-07-20 Diego Monteiro , Hao Chen , Hai-Ning Liang , Huawei Tu , Henry Dub

Virtual Reality (VR) offers promising avenues for innovative therapeutic interventions in populations with intellectual disabilities (ID). This paper presents the design, development, and evaluation of Space Exodus, a novel VR-based…

人机交互 · 计算机科学 2025-10-14 Santiago Berrezueta-Guzman , WenChun Chen , Stefan Wagner

Virtual Reality (VR) has been utilized for several applications and has shown great potential for rehabilitation, especially for home therapy. However, these systems solely rely on information from VR hand controllers, which do not fully…

Despite the technological advancements in Virtual Reality (VR), users are constantly combating feelings of nausea and disorientation, the so called cybersickness. Cybersickness symptoms cause severe discomfort and hinder the immersive VR…

人机交互 · 计算机科学 2021-11-18 Iqra Arshad , Paulo De Mello , Martin Ender , Jason D. McEwen , Elisa R. Ferré

Virtual Reality (VR) games that feature physical activities have been shown to increase players' motivation to do physical exercise. However, for such exercises to have a positive healthcare effect, they have to be repeated several times a…

人机交互 · 计算机科学 2022-02-03 Tobias Huber , Silvan Mertes , Stanislava Rangelova , Simon Flutura , Elisabeth André
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