Exploring the use of augmented reality in fitness on innovation, embodiment, and communication

Authors

  • Tongfei Felicia Guo Northeastern University

DOI:

https://doi.org/10.47756/aihc.y6i1.100

Keywords:

Augmented Reality (AR), Virtual Reality (VR), Design Artefacts, User-Created Personas, Participatory Innovation, Co-Design, User Involvement, Physical Performance, Self-perception, Embodiment, Creativity, Human-centered Interaction

Abstract

Virtual representations of humans have been explored heavily and used widely in the realms of game development and virtual reality. Motivated by a desire for convenience and privacy in an age of pursuing a healthy life and self-improvement, many augmented reality (AR) and virtual reality (VR) technologies are used for developing better fitness products (e.g., smart fitness mirror). ​​This research aims to investigate the potential for the usage of AR in smart fitness mirrors to affect emotions, assist embodiment illusions, and accordingly influence cognitive function by applying it to the domain of innovative thinking. In addition, the research wants to further evaluate how the perception changes that results in distinct linguistic functionality with the long-term interaction with virtual characters and staying in the cross-boundary space. Our final goal is to develop an AR system which could empower learners to benefit from both cognitive learning and the effective fitness exercises, encouraging the innovation while taking the courses.

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Published

2021-11-30

How to Cite

[1]
Guo, T.F. 2021. Exploring the use of augmented reality in fitness on innovation, embodiment, and communication. Avances en Interacción Humano-Computadora. 6, 1 (Nov. 2021), 102–105. DOI:https://doi.org/10.47756/aihc.y6i1.100.

Issue

Section

Graduate thesis reports

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