Impact of Constant Visual Biofeedback on User Experience in Virtual Reality Exergames

With the rise of Virtual Reality (VR) as trend in technology - also available for end users - came many opportunities for serious and gaming applications. One domain of games for virtual environments are exergames - a combination of exercising and gaming. For many exergames, users need to be instructed on how the exercise has to be performed correctly. In this study, a rowing simulation is extended by visualizations in VR that show constant live biofeedback information about the rowers current breathing patterns. In order to compare the effects of such additional information, several visualizations of biofeedback were designed: animation of lungs, line chart, and numerical breathing synchronization feedback. The main goal of the game for participants was to focus on their breathing rhythm and maintain it. Results show that helpfulness and sympathy were rated statistically significantly higher for the case of combined instructional elements compared to no elements. Moreover, participants rated rowing in VR statistically significantly higher on the sympathy scale compared to rowing without VR. Furthermore, flow was rated statistically significantly higher for the conditions including all instruction types. There was a significant decrease of task performance for conditions with performance visualizations. For future studies we are planning to use longer stimulus duration, greater than 10 minutes, due to this change we expect that a potential increase of task performance will manifest.

[1]  Michael G McKee,et al.  Biofeedback : An overview in the context of heart-brain medicine , 2008 .

[2]  Constanze Loschner,et al.  Biomechanics feedback for rowing , 2002, Journal of sports sciences.

[3]  Judy Kay,et al.  VRun: running-in-place virtual reality exergame , 2016, OZCHI.

[4]  Michael Burmester,et al.  AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität , 2003, MuC.

[5]  Alessandro Filippeschi,et al.  Energy management using virtual reality improves 2000-m rowing performance , 2014, Journal of sports sciences.

[6]  Sebastian Möller,et al.  Influence of UI Complexity and Positioning on User Experience During VR Exergames , 2019, 2019 Eleventh International Conference on Quality of Multimedia Experience (QoMEX).

[7]  Holger Regenbrecht,et al.  Embodied Presence in Virtual Environments , 1999, Visual Representations and Interpretations.

[8]  L. Mcnaughton,et al.  Inspiratory muscle training improves rowing performance. , 2001, Medicine and science in sports and exercise.

[9]  Evgeny G. Vaschillo,et al.  Virtual Reality–Assisted Heart Rate Variability Biofeedback as a Strategy to Improve Golf Performance: A Case Study , 2011 .

[10]  Larry Ambrose,et al.  The power of feedback. , 2002, Healthcare executive.

[11]  Sebastian Möller,et al.  Impact of Virtual Environments on Motivation and Engagement During Exergames , 2018, 2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX).

[12]  D. Hoang FLOW: The Psychology of Optimal Experience , 2018 .

[13]  Frank H Wilhelm,et al.  Breathing Training for Treating Panic Disorder , 2003, Behavior modification.

[14]  Mike Lambert,et al.  PaperDude: a virtual reality cycling exergame , 2014, CHI Extended Abstracts.

[15]  Kristian Kiili,et al.  Flow Experience as a Quality Measure in Evaluating Physically Activating Collaborative Serious Games , 2014, Int. J. Serious Games.

[16]  Jiping He,et al.  Journal of Neuroengineering and Rehabilitation Open Access Recent Developments in Biofeedback for Neuromotor Rehabilitation Review of Early Biofeedback Therapy Current Developments in Biofeedback in Neurorehabilitation Table 1: Function of Basic Modules in Multisensing Biofeedback Systems for Task T , 2022 .

[17]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[18]  G. Sleivert,et al.  Biofeedback and relaxation techniques improves running economy in sub-elite long distance runners. , 1998, Medicine and science in sports and exercise.

[19]  E. Arendt Core strengthening. , 2007, Instructional course lectures.

[20]  Alain Abran,et al.  Usability Meanings and Interpretations in ISO Standards , 2003, Software Quality Journal.

[21]  H. Marsh,et al.  Development and Validation of a Scale to Measure Optimal Experience: The Flow State Scale , 1996 .