Cited by 20Virtual Reality Applications and ImpactsAugmented Reality ApplicationsPhysical Education and Training Studies

Impact of Tactile and Visual Feedback on Breathing Rhythm and User Experience in VR Exergaming

Open access
Greinacher, Robert, Kojic, Tanja, Meier, Luis, Parameshappa, Rudresha Gulaganjihalli, Moller, Sebastian, Voigt-Antons, Jan-Niklas·2020·2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)

Abstract

Combining interconnected wearables provides fascinating opportunities like augmenting exergaming with virtual coaches, feedback on the execution of sports activities, or how to improve on them. Breathing rhythm is a particularly interesting physiological dimension since it is easy and unobtrusive to measure and gained data provide valuable insights regarding the correct execution of movements, especially when analyzed together with additional movement data in real-time. In this work, we focus on indoor rowing since it is a popular sport that's often done alone without extensive instructions. We compare a visual breathing indication with haptic guidance in order for athletes to maintain a correct, efficient, and healthy breathing-movement-synchronicity (BMS) while working out. Also, user experience and acceptance of the different modalities were measured. The results show a positive and statistically significant impact of purely verbal instructions and purely tactile feedback on BMS and no significant impact of visual feedback. Interestingly, the subjective ratings indicate a strong preference for the visual modality and even an aversion for the haptic feedback, although objectively the performance benefited most from using the latter.

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Crossref · 10.1109/qomex48832.2020.9123141

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  • User-centered design (UCD) can significantly enhance user engagement and intervention outcomes in technology-based health apps.

    “consistent with findings demonstrating that UCD can significantly enhance user engagement and intervention outcomes in technology-based health apps [2755].”

    From Outcomes of an App-Based Intervention to Target Naming Among Individuals With Poststroke Aphasia: Virtual Randomized Controlled Trial (2025) · cites this paper as [55]

    The Related work section discusses increased engagement from gamified exergame elements, while the Discussion reports effects of feedback on rowing breathing synchronicity and user experience. Neither section addresses user-centered design or its effect on engagement and intervention outcomes in health apps; searches for UCD and participatory design found no relevant passage. (LLM, conf=0.75)

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Research works printed but not linked: 3

  1. R. Gevirtz, "Resonant frequency training to restore homeostasis for treatment of psychophysiological disorders," Biofeedback, vol. 27, pp. 7-9, 2000.
  2. Y. Oh and S. Yang, "Defining exergames & exergaming," Proceedings of Meaningful Play, pp. 1-17, 2010.
  3. J. Bolton, M. Lambert, D. Lirette, and B. Unsworth, "Paperdude: a virtual reality cycling exergame," in CHI'14 Extended Abstracts on Human Factors in Computing Systems. ACM, 2014, pp. 475-478.

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Authors
Greinacher, R., Kojic, T., Meier, L., Parameshappa, R. G., Moller, S., & Voigt-Antons, J.-N.
Affiliations
Technische Universität Berlin (DE)
Venue
2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX)
Publisher
IEEE
Published
2020-05
Pages
1-6
OpenAlex
W3014496572
Cited by
20
References
28
Citations by year
2026: 5 · 2025: 4 · 2024: 4 · 2023: 3 · 2021: 4
FWCI
1.28
Type
conference paper
Language
en
Open access
Locations
  • International Conference on Quality of Multimedia Experience (QoMEX) (publishedVersion)
  • arXiv (Cornell University) (submittedVersion)
  • arXiv (Cornell University)
Topics
  • Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
  • Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
  • Health Sciences › Health Professions › Physical Therapy, Sports Therapy and Rehabilitation › Physical Education and Training Studies
Keywords
respiratory rhythm, haptic feedback, visual feedback, indoor rowing, user experience, wearable sensors, verbal instructions

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