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Increasing Motivation of Walking Exercise Using 3D Personalized Avatar in Augmented Reality

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Human Interface and the Management of Information: Applications in Complex Technological Environments (HCII 2022)

Abstract

Walking is an easily accessible and effective exercise, hence it can be easily participated as a part of a person’s everyday. However, due to changes in our social environment such as the increase in single-person households, hectic lifestyles and an unprecedented pandemic, the number of people who walk alone is increasing. We found that people lack motivation when they walk alone; to address this, we designed an interactive full-body 3D personalized avatar in augmented reality (AR) as a virtual walking partner. Our research goal is to increase the motivation of walking exercise using an AR 3D avatar. This approach focuses on the social aspects of physical exercise, that is, cooperation and competition with a partner. The proposed system has two types of use cases: (1) walking with an avatar, and (2) walking with a remote user using an avatar. We investigated the effect of designed interactions with a virtual walking partner for both cases. In addition, we designed a method of movement synchronization between a user and an avatar using only a head-mounted display (HMD) without separate sensors. The preliminary evaluation of the system indicated positive response from participants. We believe that our findings support the idea that designed interactions with a virtual walking partner can increase a person’s motivation of walking exercise.

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Correspondence to Jiro Tanaka .

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Yoo, S., Tanaka, J. (2022). Increasing Motivation of Walking Exercise Using 3D Personalized Avatar in Augmented Reality. In: Yamamoto, S., Mori, H. (eds) Human Interface and the Management of Information: Applications in Complex Technological Environments. HCII 2022. Lecture Notes in Computer Science, vol 13306. Springer, Cham. https://doi.org/10.1007/978-3-031-06509-5_13

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  • DOI: https://doi.org/10.1007/978-3-031-06509-5_13

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