in 2004. In 2005 he was appointed to the School of Information Technology and he is currently the Director of the School. His current research interests are in the areas of computer vision, video analysis, and pattern matching, exergaming and human computer interaction.Corresponding Author: Anthony Whitehead (Anthony_Whitehead@carleton.ca) Structured Abstract:
PurposeIn our experience, the biggest issue with pose-based exergames is the difficulty in effectively communicating a 3-dimensional pose to a user to facilitate a thorough understanding for accurate pose replication. This paper examines options for pose presentation.
Design/methodology/approachWe examine 3 methods of presentation and feedback to determine which provides the user with the greatest improvement in performance. We use an on-body sensor network system to measure success rates, and address the challenges and issues that arise throughout the process.
FindingsA 3-dimensional interface allows for full control of the camera, and after conducting all of the experiments, the importance of this feature became exceedingly apparent. Though other elements of feedback were able to illustrate specific problem areas, the camera rotation, improved some success rates by more than double.
Research limitations/implicationsRefinements of visual feedback methods during training could include determining the ideal position for the camera to view the avatar after the rotation to maximize pose comprehension. Future research could also include working towards providing the participant with more specific instructions, verbally or symbolically.
Originality/valueIn a traditional setting, like a yoga class, a physically present moderator would provide coaching to participants who struggled with pose reproduction. However, for obvious reasons, this cannot be implemented in a computer-based training setting. This research begins to examine what is the necessary user interface for activities that are traditionally very closely monitored.