Can the Perceived Capability of Your Virtual Avatar Enhance Exercise Performance?

点击次数:

DOI码:10.1109/ISMAR67309.2025.00078

所属单位:University of Science and Technology, Beijing

发表刊物:IEEE ISMAR 2025

项目来源:NSFC (62361146854,62402281); NSFC Distinguished Young Scholars (62125601)

摘要:The rise of Virtual Reality (VR) sports has been driven by evolving work patterns, limited access to physical exercise spaces, and a growing focus on health and wellness. Beyond the enjoyment and convenience offered by VR exercise, we aim to enhance users' athletic performance through this medium. Prior research on the Proteus Effect in VR sports has demonstrated the potential of customized, stronger, or younger avatars to improve exercise outcomes. However, such effects are limited for users who already perceive themselves as strong and youthful. To address this, we propose a more general approach: representing perceived avatar capability through facial expressions and vocal cues to influence user performance. In this study, we examined how manipulating the perceived capability level of virtual avatars (high, neutral, low) during dumbbell lateral raises in a VR gym affected exercise performance. Results indicated that avatars with high-capability expressions significantly enhanced performance and motivation compared to low-capability avatars. These findings underscore the promise of using facial and auditory cues to represent perceived capability, offering new directions for designing emotionally intelligent fitness applications.

备注:Funding: National Natural Science Foundation of China (62361146854,62402281); National Science Fund for Distinguished Young Scholars (62125601); Fundamental Research Funds for the Central Universities (FRF-TP-25-036)

合写作者:Bo-Sheng Huang,Zian Zhou,Run-Yu Li,Song-Hai Zhang,Xu-Cheng Yin

第一作者:Sen-Zhe Xu

论文类型:会议论文

学科门类:工学

文献类型:C

页面范围:687–695

是否译文:

发表时间:2025-10-08

发布期刊链接:https://ieeexplore.ieee.org/document/11220444/