Project-ExeVerse

ExeVerse (ongoing)

A Case Study in Biofeedback-Driven XR for Enhanced Fitness Experiences

TEAM

Yuchen Zhao

MY JOB

Unity Development, Design, Paper

TOOLS

Unity 3D

DELIVERABLES

Project + Paper

INSTRUCTOR

Prof. Jay Bolter

PURPOSE

Project for my PhD dissertation

DURATION

2023.08- now (ongoing)

CATEGORY

VR, wearable device, biofeedback data

AFFILIATIONS

Georgia Tech

PRESENTATIONS/PUBLICATIONS

• DISSERTATION IDEA

The concept of interactivity consistently remains a central focus within the realm of digital media. The definitions of interactivity are broadened as a result of advancements in technology and the emergence of novel interfaces. The evolution of human-computer interaction has undergone a significant transition, advancing from the personal computer era to the mobile period, and currently reaching the ubiquitous era. This thesis proposes the term intra-action to extend the definition of interaction from “external” to “internal” in an effort to blur the boundary between humans and devices. The primary objective is to investigate the process of designing with an individual’s biofeedback data, which has the potential to provide insights into an individual’s mental and physical health. Furthermore, the aim of integration is to explore the effective utilization of reality media affordances, including virtual reality, augmented reality, and extended reality, as a means of environmental engagement that can be seamlessly merged with an individual’s external body interaction and internal biofeedback. The primary objectives of this study are threefold: 1) Examine the expansive realm of intra-action and within immersive media.  2) Explore his design approach to enhance user engagement and optimize the overall user experience. 3) Conduct an inquiry into the potential application of this methodology in the domains of persuasive technology and health communication. My project prototype, ExeVerse, will serve as a case study focusing on the integration of user heart rate data with virtual reality technology. The objective is to improve the overall experience and then enhance exercise motivation and efficacy through this mechanism.

 

• KEY FEATURES

✅  Interaction → Intra-action → Integration

✅  VR + Biofeedback 

✅  Personal Health Informatics

✅  Persuasive Technology

• PAPER CONSIDERATIONS

💡 New HCI trend – Human Computer Integration

💡 Interaction v.s. Intra-action v.s. Integration

💡 Explore the design space of internal body data (biosensing, emotion) with XR experience.

 

• DESIGN PROCESS

1. Concept Building

My project, which is called ExeVerse, is based on virtual reality (VR) which merges data from bodily interaction as well as biofeedback. In VR the user’s heart rate will serve as the input to control the virtual content. I will explore the user’s sense of engagement (from the perspective of affective experience, embodiment and sense of agency, in addition to determining whether such a method can improve the user’s exercise efficacy by encouraging them to remain in the target heart rate range for a longer period of time. In the context of persuasive technology and health communication, this research will serve as a case study to evaluate how biofeedback and XR can be applied.

In Progress

❤  Acknowlegement  ❤

       Thanks everyone that assisted us with user testing!

ArcGIS

Pickrick AR