From Virtual Gains to Real Pains: Potential Harms of Immersive Exergames

Fuente: arXiv
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Hauptverfasser: Cmentowski, Sebastian, Karaosmanoglu, Sukran, Steinicke, Frank
Format: Preprint
Veröffentlicht: 2024
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author Cmentowski, Sebastian
Karaosmanoglu, Sukran
Steinicke, Frank
author_facet Cmentowski, Sebastian
Karaosmanoglu, Sukran
Steinicke, Frank
contents Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR) [2]. The newest consumer-ready head-mounted displays (HMD) such as Meta Quest 3 or Apple Vision Pro, have reached unprecedented levels of visual fidelity, interaction capabilities, and computational power. The built-in pass-through features of these headsets enable both virtual reality (VR) and augmented reality (AR) with the same devices. However, the immersive nature of these experiences is not the only groundbreaking difference from established forms of media.
format Preprint
id arxiv_https___arxiv_org_abs_2405_05915
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle From Virtual Gains to Real Pains: Potential Harms of Immersive Exergames
Cmentowski, Sebastian
Karaosmanoglu, Sukran
Steinicke, Frank
Human-Computer Interaction
Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR) [2]. The newest consumer-ready head-mounted displays (HMD) such as Meta Quest 3 or Apple Vision Pro, have reached unprecedented levels of visual fidelity, interaction capabilities, and computational power. The built-in pass-through features of these headsets enable both virtual reality (VR) and augmented reality (AR) with the same devices. However, the immersive nature of these experiences is not the only groundbreaking difference from established forms of media.
title From Virtual Gains to Real Pains: Potential Harms of Immersive Exergames
topic Human-Computer Interaction
url https://arxiv.org/abs/2405.05915