2020
DOI: 10.1145/3396249
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On Shooting Stars

Abstract: Inactivity and a lack of engagement with exercise is a pressing health problem in the United States and beyond. Immersive Virtual Reality (iVR) is a promising medium to motivate users through engaging virtual environments. Currently, modern iVR lacks a comparative analysis between research and consumer-grade systems for exercise and health. This article examines two such iVR mediums: the Cave Automated Virtual Environment (CAVE) and the head-mounted display (HMD). Specifically, we compare the room-scale Mechdy… Show more

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Cited by 38 publications
(9 citation statements)
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References 70 publications
(85 reference statements)
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“…However, compared to the frequently used projection technologies for VR (such as curved screens combined with treadmills), a recent study clearly highlighted the advantages of VR-HMDs. Elor et al (2020) compared the experience of exergaming between HMDs and a Cave Automated Virtual Environment (CAVE) and found that the HMD excelled in in-game performance, biofeedback response, and player engagement for both healthy individuals and users with cognitive disabilities. In addition, AR and VR as well HMDs are technologies that still undergo a tremendous development, so we can expect them to become even more capable, lighter, and robust in the near future.…”
Section: Discussionmentioning
confidence: 99%
“…However, compared to the frequently used projection technologies for VR (such as curved screens combined with treadmills), a recent study clearly highlighted the advantages of VR-HMDs. Elor et al (2020) compared the experience of exergaming between HMDs and a Cave Automated Virtual Environment (CAVE) and found that the HMD excelled in in-game performance, biofeedback response, and player engagement for both healthy individuals and users with cognitive disabilities. In addition, AR and VR as well HMDs are technologies that still undergo a tremendous development, so we can expect them to become even more capable, lighter, and robust in the near future.…”
Section: Discussionmentioning
confidence: 99%
“…Comparatively, Sun and Yang (2022) sculpted a multisensor skiing simulator with safety, training and virtual simulation at its core. On another note, Elor et al (2020) pitted two immersive VR systems, the Cave Automated Virtual Environment and HMD, against each other, deducing the latter's superior engagement and efficacy. Such comparative insights provide a nuanced perspective on the capabilities and potential areas of improvement for each system.…”
Section: Skill Acquisition and Technique Trainingmentioning
confidence: 99%
“…Thus, it is essential to evaluate the effectiveness of VR in order to de ne its future designs and implementations. The VR environment motivates patients to perform repetitive, motor-intensive tasks that are crucial for rehabilitation [40][41][42][43][44]. A brief adaptive game can improve mobility, motor function, and mental well-being in comparison with conventional rehabilitation techniques.…”
Section: Introductionmentioning
confidence: 99%