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Exaggeration of Avatar Flexibility in Virtual Reality

Published: 23 October 2018 Publication History

Abstract

Empowerment of movement through superhuman strength and flexibility is a staple of action video game design. However, relatively little work has been done on the same in the context of Virtual Reality and exergames, especially outside the most obvious parameters such as jumping height and locomotion speed. We contribute a controlled experiment (N=30) of exaggerating avatar flexibility in a martial arts kicking task. We compared different settings for a nonlinear mapping from real to virtual hip rotations, with the aim of increasing the avatar's range of movement and kicking height. Our results show that users prefer medium exaggeration over realistic or grossly exaggerated flexibility. Medium exaggeration also yields significantly higher kicking performance as well as perceived competence and naturalness. The results are similar both in 1st and 3rd person views. To the best of our knowledge, this is the first study of exaggerated flexibility in VR, and the results suggest that the approach offers many benefits to VR and exergame design.

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cover image ACM Conferences
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
October 2018
563 pages
ISBN:9781450356244
DOI:10.1145/3242671
  • General Chairs:
  • Florian 'Floyd' Mueller,
  • Daniel Johnson,
  • Ben Schouten,
  • Program Chairs:
  • Phoebe O. Toups Dugas,
  • Peta Wyeth
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 23 October 2018

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Author Tags

  1. exergames
  2. flexibility
  3. games
  4. movement-based games
  5. virtual reality

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CHI PLAY '18 Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

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  • (2024)Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned ParadigmsACM Transactions on Computer-Human Interaction10.1145/367323031:3(1-74)Online publication date: 15-Jun-2024
  • (2024)Duet: VR Pair Dancing with Partner Movement ManipulationCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678838(306-311)Online publication date: 14-Oct-2024
  • (2024)Using the Visual Language of Comics to Alter Sensations in Augmented RealityProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642351(1-17)Online publication date: 11-May-2024
  • (2024)WAVE: Anticipatory Movement Visualization for VR DancingProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642145(1-9)Online publication date: 11-May-2024
  • (2024)Born to Run, Programmed to Play: Mapping the Extended Reality Exergames LandscapeProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642124(1-28)Online publication date: 11-May-2024
  • (2023)“I Feel My Abs”: Exploring Non-standing VR LocomotionProceedings of the ACM on Human-Computer Interaction10.1145/36110697:CHI PLAY(1282-1307)Online publication date: 4-Oct-2023
  • (2023)Performance and User Experience Studies of HILLES: Home-based Immersive Lower Limb Exergame SystemProceedings of the 14th Conference on ACM Multimedia Systems10.1145/3587819.3590985(62-73)Online publication date: 7-Jun-2023
  • (2023)Giant Finger: Visuo-proprioceptive congruent virtual legs for flying actions in virtual reality2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00309(933-934)Online publication date: Mar-2023
  • (2023)Giant Finger: A Novel Visuo-Somatosensory Approach to Simulating Lower Body Movements in Virtual Reality2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00038(233-242)Online publication date: 16-Oct-2023
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