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ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup

机译:练习队与个人教练:评估整体,沉浸性和自适应健身游戏设置

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Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
机译:今天的俏皮健身解决方案的频谱具有明显的游戏或适合设计的系统;几乎没有足够的两个领域。因此,现有的申请和评估往往缺乏专注于吸引力和有效性,这应该在整体设计方法之后的机构,控制器和游戏情景的水平上解决。为此主题贡献并作为概念验证,我们设计了一个自适应健身游戏设置。我们评估了参与者的多感官和身体经验,并使用非自适应和自适应锻炼版本,并将其与个人培训进行比较,以揭示洞察力,以告知下一次迭代的锻炼。关于流动,享受和动力,锻炼是与个人培训相提并论。结果进一步揭示了运动,社会因素,反馈和音频体验的劳累,类型和质量感知的差异。最后,我们在整体健身游戏设置中获得了未来的研究和发展方向的考虑因素。

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