Auflistung nach Autor:in "Resch, Stefan"
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- KonferenzbeitragCorrect Foot Positioning in Virtual Reality through Visual Agility Ladder Training(Mensch und Computer 2023 - Tagungsband, 2023) Resch, Stefan; Rafati, Mustafa; Altomare, Angela; Raddi, Oumaima; Tahmas, Arso; Schwind, Valentin; Völz, DianaIncorrect gait patterns and foot positioning can lead to serious consequences for the entire musculoskeletal system of the human body. While previous work indicates that training with an agility ladder in immersive environments such as in virtual reality (VR) is helpful for training foot positioning using visual feedback, it remains unknown how the visual feedback affects the users’ gait pattern. In an experimental user study (N=20) in VR, we compared the foot positioning success rate and the users’ preferences using four different visualization techniques of an agility ladder (footsteps, arrows, numbers, empty fields). The quantitative results indicate that visualization of footsteps achieved the highest accuracy in correct foot positioning without increasing the workload in VR. This is in contrast to the qualitative feedback in which most of the participants were in favor of the empty field condition. We discuss the implications and limitations for future studies using agility ladder training in VR.
- KonferenzbeitragThe Impact of Visual Feedback and Avatar Presence on Balance in Virtual Reality(Proceedings of Mensch und Computer 2024, 2024) Resch, Stefan; Tiwari, Rohan Brijesh; Vankawala, Heer Rakeshkumar; Singh, Priya; Rafati, Mustafa; Schwind, Valentin; Völz, Diana; Sanchez-Morillo, DanielBalance board training is a promising method to enhance physical rehabilitation for humans with motor problems through interactive exercises. Previous work highlighted the benefits of balance board training in virtual reality (VR) compared to conventional methods. However, it is still unclear how visual target feedback and the presence of an avatar influence balance behavior in immersive environments. We conducted an experimental user study with 24 participants without motor impairments to investigate the effects of visual target feedback and a human avatar on balance performance and perceived workload in VR. Quantitative results show that visual target feedback significantly improves balance performance without increasing workload in VR. In contrast, an avatar shows no effect on performance and workload, which is also confirmed by qualitative feedback. Finally, we discuss the implications of our study for future developments of virtual balance board training exercises and highlight potential applications of visual target feedback.