Being there: the subjective experience of presence
Presence: Teleoperators and Virtual Environments
Persuasive Technology: Using Computers to Change What We Think and Do
Persuasive Technology: Using Computers to Change What We Think and Do
A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory
Presence: Teleoperators and Virtual Environments
Presence: Teleoperators and Virtual Environments
Persuasive technology for human well-being: setting the scene
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Are two heads better than one?: object-focused work in physical and in virtual environments
Proceedings of the ACM symposium on Virtual reality software and technology
Digital game design for elderly users
Future Play '07 Proceedings of the 2007 conference on Future Play
Walk 2 Win: towards designing a mobile game for elderly's social engagement
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 2
Playful persuasion to support older adults' social and physical activities
Interacting with Computers
Virtual competitors influence rowers
Presence: Teleoperators and Virtual Environments
PERSUASIVE'06 Proceedings of the First international conference on Persuasive technology for human well-being
Presence: Teleoperators and Virtual Environments
Astrojumper: Motivating exercise with an immersive virtual reality exergame
Presence: Teleoperators and Virtual Environments
User needs for technology supporting physical activity in chronic pain
CHI '12 Extended Abstracts on Human Factors in Computing Systems
Adaptive generation of emotional impact using enhanced virtual environments
Presence: Teleoperators and Virtual Environments
User interactions with an affective nutritional coach
Interacting with Computers
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The current paper describes research that is aimed at elucidating our understanding of media technology factors that may help users of exercise equipment to stay motivated for doing regular workouts. In particular, we investigated the effects of immersion and coaching by a virtual agent on intrinsic motivation and the sense of presence of participants cycling on a stationary home exercise bike. A basic two-by-two within-subjects experimental design was employed whereby participants were presented with a virtual racetrack with two levels of immersion (high vs. low) and two levels of a virtual coach (with vs. without). Results indicate a clear positive effect of immersion on both motivation and presence. The virtual coach significantly lowered the perceived control and pressure/tension dimensions of intrinsic motivation, but did not affect the enjoyment dimension. The presence of the virtual coach also reduced negative effects associated with VEs, such as feeling dizzy or nauseated.