Browsing by Author "Kontio, Reetu"
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Item Emotional game design - How the accuracy of physical behaviour affects game feel(2020-04-26) Kontio, Reetu; Mekler, Elisa; Perustieteiden korkeakoulu; Hyvönen, EeroItem Exploring novel VR exergame locomotion methods with SWiP: a Supported Walk-in-Place locomotion system(2023-08-21) Kontio, Reetu; Hämäläinen, Perttu; Perustieteiden korkeakoulu; Hämäläinen, PerttuThis thesis explores novel, physically challenging, locomotion methods within virtual reality (VR). In this work, we develop, experiment and evaluate a prototype system capable of employing multiple playing poses. We designed four different movement approaches utilizing position/orientation trackers attached to user's limbs and waist. From these approaches, we decided to proceed further with two of the most promising ones. We conducted an user study (N=10) comparing these two approaches to receive more diverse feedback. The main themes revolving around the study were usability, simulator sickness and exercise. We decided to name the developed movement approaches according to the playing pose: Chair, Supine, Rings and Dip Rack. The two modes chosen for the user study were Chair and Supine. In the Chair mode the player sits on a swivel chair and imitates walking or running by swinging their legs in the air. In the Supine mode the player lies on the ground on their back and swings their legs in the air. Based on the user feedback, we can conclude that there exists potential within the experimented approaches. Due to the small size of our user study we are unable conclude any statistical relevance, but we believe that this work can provide valuable information for future VR locomotion methods, as well as exergames.Item “I Feel My Abs”: Exploring Non-standing VR Locomotion(ACM, 2023-10-04) Kontio, Reetu; Laattala, Markus; Welsch, Robin; Hämäläinen, Perttu; Department of Computer Science; Department of Art and Media; Professorship Hämäläinen Perttu; Computer Science Professors; Computer Science - Visual Computing (VisualComputing); Professorship Welsch Robin; Computer Science - Engineering Psychology (ENGPSYCH); Computer Science - Human-Computer Interaction and Design (HCID); Department of Computer ScienceVirtual Reality (VR) games and experiences predominantly have the users interact while standing or seated. However, this only represents a fraction of the full diversity of human movement. In this paper, we explore a novel non-standing approach to VR locomotion where the user performs locomotion movements in the air or only slightly touching the ground with their feet. For instance, the user may lie supine on the ground, reminiscent of the Bicycle Crunch, a core training movement common in Pilates and other forms of bodyweight exercise. Although this cannot generally replace traditional VR locomotion, it provides two benefits that we believe can be of use for specific application domains such as VR exergames: First, the user's lower body movement is not impeded by a small real-life space, allowing versatile navigation of large virtual worlds using walking, running, strafing, and jumping. Second, we allow new ways to activate parts of the body that remain passive in most existing VR interactions. We describe and discuss four different variants of the approach, and investigate two prototypes further in a qualitative user study, to better understand their strengths, weaknesses, and application potential.