December 7, 2022; Christina Warren

At the 28th ACM Symposium on Virtual Reality Software and Technology (VRST 2022), the SFB-TRR 161 publication "Walk This Beam: Impact of Different Balance Assistance Strategies and Height Exposure on Performance and Physiological Arousal in VR" won the Best Paper Award. Authors of the paper are Dennis Dietz, Carl Oechsner, Changkun Ou, Francesco Chiossi (C06), Fabio Sarto, Sven Mayer (C06), and Andreas Butz. 

ACM VRST 2022 was held as a hybrid conference in virtual and Tsukuba International Congress Center, Tsukuba, Japan from November 29 - December 1, 2022. It is a premier international symposium for the presentation of new research results, systems, and techniques among researchers and developers on augmented, virtual and mixed reality (AR/VR/MR, XR for short) software and technology. VRST brings together the main international research groups working on XR, along with many of the world’s leading companies that provide or utilize XR systems.

Publication Abstract

Dynamic balance is an essential skill for the human upright gait; therefore, regular balance training can improve postural control and reduce the risk of injury. Even slight variations in walking conditions like height or ground conditions can significantly impact walking performance. Virtual reality is used as a helpful tool to simulate such challenging situations. However, there is no agreement on design strategies for balance training in virtual reality under stressful environmental conditions such as height exposure. We investigate how two different training strategies, imitation learning, and gamified learning, can help dynamic balance control performance across different stress conditions. Moreover, we evaluate the stress response as indexed by peripheral physiological measures of stress, perceived workload, and user experience. Both approaches were tested against a baseline of no instructions and against each other. Thereby, we show that a learning-by-imitation approach immediately helps dynamic balance control, decreases stress, improves attention focus, and diminishes perceived workload. A gamified approach can lead to users being overwhelmed by the additional task. Finally, we discuss how our approaches could be adapted for balance training and applied to injury rehabilitation and prevention.

Link to publication

Looking for an Expert?

The Project Leaders of the SFB-TRR 161 are experts in the field of visual computing. You are welcome to get in touch directly.

If you need help finding the right contact for your inquiry, please contact the Public Relations Team.

BOGY in der Forschung?

Du möchtest schon während der Schulzeit die Welt der Forschung kennenlernen? Du möchtest dich über die Studiengänge an unseren Transregio Partnern informieren? Du programmierst gerne oder interessierst dich für Informatik und Computergrafik?

Ein BOGY im SFB-TRR 161 gibt dir die Chance, dich mit unseren Forschern auszutauschen und in die Arbeitswelt der Wissenschaft einzutauchen.

Mehr erfahren