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HIIT The Road: Using Virtual Spectator Feedback in HIIT-based Exergaming

Published: 29 January 2019 Publication History

Abstract

Exergames are an attractive way to promote physical activity in users, but rarely implement high intensity protocols. A popular example of high-intensity training is HIIT (high intensity interval training), which involves alternating periods of intense exercise with periods of light exercise. Few example of games implementing HIIT are available and their effectiveness is uncertain.
In this paper we propose a method for improving user performance while maintaining intrinsic motivation without using a human instructor. Our VR exergaming solution uses virtual spectators, which produce a rhythmic clapping similar to that observed in sporting events. Our user study indicates that the virtual crowd feedback increases cycling speed and participants' heart rate.

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  • (2025)Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover StudyJMIR Serious Games10.2196/6346113(e63461-e63461)Online publication date: 7-Jan-2025
  • (2024)That's the way I (dis-)like it! - Effect of Gamer Types and Competitiveness in VR ExergamingProceedings of the ACM on Human-Computer Interaction10.1145/36771058:CHI PLAY(1-23)Online publication date: 15-Oct-2024
  • (2024)Move, React, Repeat! The Role of Continuous Cues in Immersive ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36770918:CHI PLAY(1-23)Online publication date: 15-Oct-2024
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cover image ACM Other conferences
ACSW '19: Proceedings of the Australasian Computer Science Week Multiconference
January 2019
486 pages
ISBN:9781450366038
DOI:10.1145/3290688
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 the author(s) 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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  • CORE - Computing Research and Education
  • Macquarie University-Sydney

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 January 2019

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Author Tags

  1. Exergaming
  2. HIIT training
  3. aural feedback
  4. computer games
  5. motivation
  6. virtual crowds

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  • Research-article
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  • Refereed limited

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ACSW 2019
ACSW 2019: Australasian Computer Science Week 2019
January 29 - 31, 2019
NSW, Sydney, Australia

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ACSW '19 Paper Acceptance Rate 61 of 141 submissions, 43%;
Overall Acceptance Rate 61 of 141 submissions, 43%

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Cited By

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  • (2025)Virtual Reality High-Intensity Interval Training Exergaming Compared to Traditional High-Intensity Circuit Training Among Medical Students: Pilot Crossover StudyJMIR Serious Games10.2196/6346113(e63461-e63461)Online publication date: 7-Jan-2025
  • (2024)That's the way I (dis-)like it! - Effect of Gamer Types and Competitiveness in VR ExergamingProceedings of the ACM on Human-Computer Interaction10.1145/36771058:CHI PLAY(1-23)Online publication date: 15-Oct-2024
  • (2024)Move, React, Repeat! The Role of Continuous Cues in Immersive ExergamesProceedings of the ACM on Human-Computer Interaction10.1145/36770918:CHI PLAY(1-23)Online publication date: 15-Oct-2024
  • (2024)Space War: Investigating the Impact of a Loss Aversion Strategy and Personality Traits in a VR Rowing ExergameProceedings of the 2024 Australasian Computer Science Week10.1145/3641142.3641173(130-139)Online publication date: 29-Jan-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)Exploring the effect of the Group Size and Feedback of non-player character spectators in virtual reality exergamesFrontiers in Psychology10.3389/fpsyg.2023.107913214Online publication date: 18-May-2023
  • (2023)Understanding Satisfaction Factors of Personalized Body-weight ExercisesCompanion Publication of the 2023 Conference on Computer Supported Cooperative Work and Social Computing10.1145/3584931.3606963(101-104)Online publication date: 14-Oct-2023
  • (2023)Dragon Hunter: Loss Aversion for Increasing Physical Activity in AR ExergamesProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579403(212-221)Online publication date: 30-Jan-2023
  • (2023)Development of a Virtual Reality Treatment for Tinnitus - A User StudyProceedings of the 2023 Australasian Computer Science Week10.1145/3579375.3579396(160-169)Online publication date: 30-Jan-2023
  • (2023)REVEAL: REal and Virtual Environments Augmentation Lab @ BathExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3583934(1-4)Online publication date: 19-Apr-2023
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