Sweating Avatars Decrease Perceived Exertion and Increase Perceived Endurance while Cycling in Virtual Reality

Martin Kocur, Johanna Bogon, Manuel Mayer, Miriam Witte, Amelie Karber, Niels Henze, Valentin Schwind

Research output: Chapter in Book/Report/Conference proceedingsConference contributionpeer-review

15 Citations (Scopus)

Abstract

Avatars are used to represent users in virtual reality (VR) and create embodied experiences. Previous work showed that avatars' stereotypical appearance can affect users' physical performance and perceived exertion while exercising in VR. Although sweating is a natural human response to physical effort, surprisingly little is known about the effects of sweating avatars on users. Therefore, we conducted a study with 24 participants to explore the effects of sweating avatars while cycling in VR. We found that visualizing sweat decreases the perceived exertion and increases perceived endurance. Thus, users feel less exerted while embodying sweating avatars. We conclude that sweating avatars contribute to more effective exergames and fitness applications.

Original languageEnglish
Title of host publicationProceedings - VRST 2022
Subtitle of host publication28th ACM Symposium on Virtual Reality Software and Technology
EditorsStephen N. Spencer
PublisherACM Press
ISBN (Electronic)9781450398893
DOIs
Publication statusPublished - 29 Nov 2022
Externally publishedYes

Publication series

NameProceedings of the ACM Symposium on Virtual Reality Software and Technology, VRST

Keywords

  • Proteus effect
  • avatars
  • body ownership
  • exergames
  • perception of effort
  • sweating
  • virtual reality

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