Title :
Scarecrow: Avatar Representation Using Biological Information Feedback
Author :
Higuchi, Keita ; Ueno, Michihiko ; Rekimoto, Jun
Author_Institution :
Japan Soc. for the Promotion of Sci., Univ. of Tokyo, Tokyo, Japan
Abstract :
Scarecrow is an avatar representation method that uses biological information to improve the immersive experience. Traditional computer games and virtual reality (VR) environments focus on operability and the immersive experience. Controller devices are used to communicate from the real world with the virtual world. The usability of control methods affect the immersive experience of the users. Recently, many of these VR environments have adopted motion sensors (e.g. Microsoft Kinect sensors) Motion sensors can measure the user´s movements and gestures to input control parameters for the virtual world and a self-avatar. Motion sensor-based games can help users to become more active and take steps to advance their health. Biological information, such as heart rate, body temperature, and muscle fatigue change depending on exercise volume. In this paper, we use a real-time biological information feedback to synchronize the user and the avatar representation. For instance, the color of the avatar changes according to the skin temperature of the user´s face. We hypothesize that this representation method will motivate user activities, and improve the immersive experience. We implement a Scarecrow prototype using a streaming server for measurements of the user´s behaviors and a front-end exercise game. We also perform an early user study to report the user experience and discuss the effects of the proposed method. We discuss the potential of the Scarecrow, which might encourage human exercise activities, and control human biological information.
Keywords :
avatars; computer games; Scarecrow; VR environments; avatar color; avatar representation method; body temperature; computer games; controller devices; exercise volume; front-end exercise game; gestures; heart rate; human biological information; human exercise activities; immersive experience; motion sensor-based games; muscle fatigue change; real-time biological information feedback; self-avatar; skin temperature; streaming server; user activities; user behaviors; user face; user movements measurement; virtual reality; virtual world; Avatars; Games; Heart rate; Skin; Temperature measurement; Temperature sensors; Avatar Interaction; Biological Information Feedback; Immersive Experience;
Conference_Titel :
Internet of Things (iThings), 2014 IEEE International Conference on, and Green Computing and Communications (GreenCom), IEEE and Cyber, Physical and Social Computing(CPSCom), IEEE
Print_ISBN :
978-1-4799-5967-9
DOI :
10.1109/iThings.2014.66