Performance and User Experience Studies of HILLES: Home-based Immersive Lower Limb Exergame System

Yu-Yen Chung, T. Annaswamy, B. Prabhakaran
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引用次数: 2

Abstract

Head-Mounted Devices (HMDs) have become popular for home-based immersive gaming. However, using lower limb motion in the immersive virtual environment is still restricted. This work introduces an RGB-D camera-based motion capture system alongside a standalone HMD for Home-based Immersive Lower Limbs Exergame Systems (HILLES) in a seated pose. With the advance of neural network models, camera-based 3D body tracking accuracy is increasing. Nevertheless, the high demand for computing resources on model inference may compromise the game engine's performance. Accordingly, HILLES applies a distributed architecture to leverage the resources effectively. The system performances, such as frames per second and latency, are compared with a centralized system. For an immersive exergame, a pet walking around could raise safety issues. Hence, we also showcase that the camera system can provide an additional safety feature by combining an object detection model. Besides, another challenge in games focusing on lower limb interactions is the safe reachability of different virtual objects from a seated pose. Accordingly, in the user study, a stomping game with two reachability enhancements, including leg extension and seated navigation, is implemented based on the HILLES to evaluate and explore the gaming experience. The result shows that the system motivates the leg exercise, and the added enhancements may adjust the game difficulty. However, the enhancements may also distract users from focusing on leg exertion. The derived insight could benefit the lower limb exergame design in the future.
HILLES的性能和用户体验研究:基于家庭的沉浸式下肢运动系统
头戴式设备(hmd)已经成为家庭沉浸式游戏的热门产品。然而,在沉浸式虚拟环境中使用下肢运动仍然受到限制。这项工作介绍了一个基于RGB-D相机的运动捕捉系统,以及一个独立的HMD,用于家庭沉浸式下肢运动系统(HILLES)的坐姿。随着神经网络模型的发展,基于摄像机的三维人体跟踪精度不断提高。然而,模型推理对计算资源的高要求可能会影响游戏引擎的性能。因此,HILLES采用分布式架构来有效地利用资源。系统的性能,如帧数/秒和延迟,与集中式系统进行比较。对于沉浸式游戏来说,宠物四处走动可能会引发安全问题。因此,我们还展示了摄像头系统可以通过结合物体检测模型提供额外的安全功能。此外,关注下肢互动的游戏的另一个挑战是,从坐姿出发,不同虚拟物体的安全可及性。因此,在用户研究中,基于HILLES实现了一种具有两种可达性增强的跺脚游戏,包括腿部伸展和坐姿导航,以评估和探索游戏体验。结果表明,该系统对腿部运动具有激励作用,增加的增强功能可以调节游戏难度。然而,这些增强功能也可能分散用户对腿部运动的注意力。由此得出的见解对未来的下肢运动设计有益。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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