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Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual Environments
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0009-0002-0080-3113
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0000-0001-7549-1797
Heilbronn University Heilbronn, Germany.
KTH, School of Electrical Engineering and Computer Science (EECS), Human Centered Technology, Media Technology and Interaction Design, MID.ORCID iD: 0000-0002-6571-0623
2024 (English)In: CHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems, Association for Computing Machinery , 2024, article id 631Conference paper, Published paper (Refereed)
Abstract [en]

Rowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.

Place, publisher, year, edition, pages
Association for Computing Machinery , 2024. article id 631
Keywords [en]
exergame, locomotion, rowing, steering, virtual reality
National Category
Vehicle and Aerospace Engineering
Identifiers
URN: urn:nbn:se:kth:diva-347649DOI: 10.1145/3613904.3642192ISI: 001255317905035Scopus ID: 2-s2.0-85194817975OAI: oai:DiVA.org:kth-347649DiVA, id: diva2:1869244
Conference
2024 CHI Conference on Human Factors in Computing Sytems, CHI 2024, Hybrid, May 11-16, 2024, Honolulu, United States of America
Note

Part of ISBN 979-840070330-0

QC 20241014

Available from: 2024-06-12 Created: 2024-06-12 Last updated: 2025-10-13Bibliographically approved
In thesis
1. Movement-based Locomotion
Open this publication in new window or tab >>Movement-based Locomotion
2025 (English)Doctoral thesis, comprehensive summary (Other academic)
Abstract [en]

The increasing prevalence of sedentary lifestyles has prompted a growing interest in technologies that integrate physical activity into digital experiences. This thesis focuses on how locomotion — the act of moving through physical and virtual environments — can be meaningfully integrated in applications through input from the user’s physical body movements. Through a Constructive Design Research approach, I have designed and prototyped locomotion techniques for Virtual Reality in four different projects, and conducted empirical evaluations through lab-based experimental studies to understand how this influences the user’s exertion, experience, and ability to navigate.

Each project explores different movement-based locomotion techniques for walking, jogging, rowing, and flying, culminating in four papers. Paper I demonstrates how a sedentary desktop activity can be redesigned to facilitate light to moderate intensity physical activity through walking. Papers II, III,and IV demonstrate how the prototypes provide means of movement-based locomotion in three-dimensional virtual environments beyond room scale, which is missing in exertion-focused games (exergames).

The results of the experimental studies provide additional insights into how the different design alternatives influenced the user’s ability to navigate, providing design implications for each context and for locomotion research more generally. Through reexamining the papers through the lens of fidelity -how accurate interactions correspond to real movements, the thesis addresses the question of how medium fidelity impacts the performance and experience of movement-based locomotion techniques. Additionally, the thesis addresses the question of how movement-based locomotion can provide means of exertion for both novel exergame design and non-exergame applications. Lastly, the thesis also offers a conceptual framework, intended as a support tool for both the design and analysis of movement-based interaction.

Abstract [sv]

Den ökande förekomsten av stillasittande livsstilar har lett till ett ökat intresse för teknologier som integrerar fysisk aktivitet i digitala upplevelser.

Denna avhandling fokuserar på hur lokomotion — förflyttning genom fysiska och virtuella miljöer — på ett meningsfullt sätt kan integreras i applikationer genom input från användarens kroppsrörelser. Genom konstruktiv designforskning (Constructive Design Research) har jag designat och prototyputvecklat lokomotionstekniker för Virtual Reality i fyra olika projekt, samt genomfört empiriska utvärderingar i laboratoriebaserade experimentella studier för att förstå hur detta påverkar användarens ansträngning, upplevelse och förmåga att navigera. Varje projekt utforskar olika rörelsebaserade lokomotionstekniker för gång, joggning, rodd och flygning, och resulterar i fyra artiklar. Artikel I visar hur en stillasittande skrivbordsaktivitet kan omformas för att möjliggöra måttliga mängder fysisk aktivitet genom gång. Artiklarna II, III och IV visar hur prototyperna tillhandahåller möjligheter för rörelsebaserad lokomotion i tredimensionella virtuella miljöer bortom rumsskala, vilket saknas i speldesign för fysiska träningsspel (exergames).

Resultaten från de experimentella studierna ger ytterligare insikter i hur de olika designalternativen påverkade användarens förmåga att navigera, och ger därmed designimplikationer för varje kontext och för forskning om lokomotion mer generellt. Genom att åter granska artiklarna utifrån perspektivet fidelity – hur väl interaktioner motsvarar verkliga rörelser – adresserar avhandlingen frågan om hur medelhög fidelity påverkar prestanda och upplevelse av rörelsebaserade lokomotionstekniker. Vidare behandlar avhandlingen frågan om hur rörelsebaserad lokomotion kan erbjuda former av ansträngning både för nya exergames och för icke-exergame-applikationer. Slutligen erbjuder avhandlingen även ett konceptuellt ramverk, avsett som ett stödverktyg för både design och analys av rörelsebaserad interaktion.

Place, publisher, year, edition, pages
Stockholm: KTH Royal Institute of Technology, 2025. p. vii, 164
Series
TRITA-EECS-AVL ; 2025:87
Keywords
Locomotion, Virtual Reality, Movement, Exertion, Exergame, Realism, Interaction Fidelity
National Category
Computer and Information Sciences
Research subject
Human-computer Interaction
Identifiers
urn:nbn:se:kth:diva-371566 (URN)978-91-8106-414-8 (ISBN)
Public defence
2025-10-31, https://kth-se.zoom.us/j/62907718395, F3, Lindstedtsvägen 26 & 28, Stockholm, 14:00 (English)
Opponent
Supervisors
Funder
StandUp, 66490
Note

QC 20251014

Available from: 2025-10-14 Created: 2025-10-13 Last updated: 2025-10-27Bibliographically approved

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Hedlund, MartinBogdan, Cristian MMatviienko, Andrii

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