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VirusBoxing: A HIIT-based VR Boxing Game

Published: 03 November 2020 Publication History

Abstract

Physical activity or exercise can improve people's health and reduce their risk of developing several diseases; most importantly, regular activity can improve the quality of life. However, lack of time is one of the major barriers for people doing exercise. High-intensity interval training (HIIT) can reduce the time required for a healthy exercise regime but also bring similar benefits of regular exercise. We present a boxing-based VR exergame called VirusBoxing to promote physical activity for players. VirusBoxing provides players with a platform for HIIT and empowers them with additional abilities to jab a distant object without the need to aim at it precisely. In this paper, we discuss how we adapted the HIIT protocol and gameplay features to empower players in a VR exergame to give players an efficient, effective, and enjoyable exercise experience.

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Cited By

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  • (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
  • (2024)DepBoxia: Depth Perception Training in Boxing, an Immersive Approach2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00166(739-740)Online publication date: 16-Mar-2024
  • (2024)Transforming Sedentary Lifestyles: The impact of remote VR and flat-screen interventions on affective attitudes towards physical exertion, guided by avatar or human trainersPsychology of Sport and Exercise10.1016/j.psychsport.2024.102740(102740)Online publication date: Sep-2024
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cover image ACM Conferences
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play
November 2020
435 pages
ISBN:9781450375870
DOI:10.1145/3383668
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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Published: 03 November 2020

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Author Tags

  1. ability empowerment
  2. exergame
  3. virtual reality

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Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

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  • (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
  • (2024)DepBoxia: Depth Perception Training in Boxing, an Immersive Approach2024 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW62533.2024.00166(739-740)Online publication date: 16-Mar-2024
  • (2024)Transforming Sedentary Lifestyles: The impact of remote VR and flat-screen interventions on affective attitudes towards physical exertion, guided by avatar or human trainersPsychology of Sport and Exercise10.1016/j.psychsport.2024.102740(102740)Online publication date: Sep-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)VR PreM+: An Immersive Pre-learning Branching Visualization System for Museum ToursProceedings of the Eleventh International Symposium of Chinese CHI10.1145/3629606.3629643(374-385)Online publication date: 13-Nov-2023
  • (2023)Cross-Domain Gesture Sequence Recognition for Two-Player Exergames using COTS mmWave RadarProceedings of the ACM on Human-Computer Interaction10.1145/36264777:ISS(327-356)Online publication date: 31-Oct-2023
  • (2023)Survey of Movement Reproduction in Immersive Virtual RehabilitationIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2022.314219829:4(2184-2202)Online publication date: 1-Apr-2023
  • (2023)Who’s Watching Me?: Exploring the Impact of Audience Familiarity on Player Performance, Experience, and Exertion in Virtual Reality Exergames2023 IEEE International Symposium on Mixed and Augmented Reality (ISMAR)10.1109/ISMAR59233.2023.00077(622-631)Online publication date: 16-Oct-2023
  • (2023)Cheer for me: effect of non-player character audience feedback on older adult users of virtual reality exergamesVirtual Reality10.1007/s10055-023-00780-527:3(1887-1903)Online publication date: 13-Mar-2023
  • (2022)GesPlayer: Using Augmented Gestures to Empower Video PlayersCompanion Proceedings of the 2022 Conference on Interactive Surfaces and Spaces10.1145/3532104.3571456(4-8)Online publication date: 20-Nov-2022
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