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Sebastian Cmentowski

Publications and source records attributed to Sebastian Cmentowski.

At least 19 recordsLinked to original sources

Towards Smart Workplaces: Understanding Mood-Influencing Factors of the Physical Workspace in Collaborative Group Settings

Group mood plays a crucial role in shaping workspace experiences, influencing group dynamics, team performance, and creativity. The perceived group mood depends on many, often subconscious, aspects such as individual emotional states or group life, which make it challenging to maintain a positive atmosphere. Intelligent technology could support mood regulation in physical office environments, for example, as adaptive ambient lighting for mood regulation. However, little is known about the relationship between the physical workspace and group mood dynamics. To address this knowledge gap, we conducted a qualitative user study (N=8 workgroups and overall 26 participants) to explore how the physical workspace shapes group mood experiences and investigate employees' perspectives on intelligent mood-aware technologies. Our findings reveal key factors influencing group mood, and participants' expectations for supportive technology to preserve privacy and autonomy. Our work highlights the potential of adaptive and responsive workspaces while also emphasizing the need for human-centered, technology-driven interventions that benefit group well-being.

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GulliVR: A Walking-Oriented Technique for Navigation in Virtual Reality Games Based on Virtual Body Resizing

Virtual reality games are often centered around our feeling of "being there". That presence can be significantly enhanced by supporting physical walking. Although modern virtual reality systems enable room-scale motions, the size of our living rooms is not enough to explore vast virtual environments. Developers bypass that limitation by adding virtual navigation such as teleportation. Although such techniques are intended (or designed) to extend but not replace natural walking, what we often observe are nonmoving players beaming to a location that is one real step ahead. Our navigation metaphor emphasizes physical walking by promoting players into giants on demand to cover large distances. In contrast to flying, our technique proportionally increases the modeled eye distance, preventing cybersickness and creating the feeling of being in a miniature world. Our evaluations underpin a significantly increased presence and walking distance compared to the teleportation approach. Finally, we derive a set of game design implications related to the integration of our technique.

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Outpace Reality: A Novel Augmented-Walking Technique for Virtual Reality Games

The size of most virtual environments exceeds the tracking space available for physical walking. One solution to this disparity is to extend the available walking range by augmenting users' actual movements. However, the resulting increase in visual flow can easily cause cybersickness. Therefore, we present a novel augmented-walking approach for virtual reality games. Our core concept is a virtual tunnel that spans the entire travel distance when viewed from the outside. However, its interior is only a fraction as long, allowing users to cover the distance by real walking. Whereas the tunnel hides the visual flow from the applied movement acceleration, windows on the tunnel's walls still reveal the actual expedited motion. Our evaluation reveals that our approach avoids cybersickness while enhancing physical activity and preserving presence. We finish our paper with a discussion of the design considerations and limitations of our proposed locomotion technique.

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Proceedings of the Purposeful XR Workshop for CHI 2025

This volume represents the proceedings of Workshop 27 on Purposeful XR: Affordances, Challenges, and Speculations for an Ethical Future, held together with the CHI conference on Human Factors in Computing Systems on MY 26th, 2025 in Yokohama, Japan.

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From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative Exergame

Digital games offer rich social experiences and promote valuable skills, but they fall short in addressing physical inactivity. Exergames, which combine exercise with gameplay, have the potential to tackle this issue. However, current exergames are primarily single-player or competitive. To explore the social benefits of cooperative exergaming, we designed a custom co-located cooperative exergame that features three distinct forms of cooperation: Free (baseline), Coupled, and Concurrent. We conducted a within-participants, mixed-methods study (N = 24) to evaluate these designs and their impact on players' enjoyment, motivation, and performance. Our findings reveal that cooperative play improves social experiences. It drives increased team identification and relatedness. Furthermore, our qualitative findings support cooperative exergame play. This has design implications for creating exergames that effectively address players' exercise and social needs. Our research contributes guidance for developers and researchers who want to create more socially enriching exergame experiences.

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From Virtual Gains to Real Pains: Potential Harms of Immersive Exergames

Digitalization and virtualization are parts of our everyday lives in almost all aspects ranging from work, education, and communication to entertainment. A novel step in this direction is the widespread interest in extended reality (XR) [2]. The newest consumer-ready head-mounted displays (HMD) such as Meta Quest 3 or Apple Vision Pro, have reached unprecedented levels of visual fidelity, interaction capabilities, and computational power. The built-in pass-through features of these headsets enable both virtual reality (VR) and augmented reality (AR) with the same devices. However, the immersive nature of these experiences is not the only groundbreaking difference from established forms of media.

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Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape

Many people struggle to exercise regularly, raising the risk of serious health-related issues. Extended reality (XR) exergames address these hurdles by combining physical exercises with enjoyable, immersive gameplay. While a growing body of research explores XR exergames, no previous review has structured this rapidly expanding research landscape. We conducted a scoping review of the current state of XR exergame research to (i) provide a structured overview, (ii) highlight trends, and (iii) uncover knowledge gaps. After identifying 1318 papers in human-computer interaction and medical databases, we ultimately included 186 papers in our analysis. We provide a quantitative and qualitative summary of XR exergame research, showing current trends and potential future considerations. Finally, we provide a taxonomy of XR exergames to help future design and methodological investigation and reporting.

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Never Skip Leg Day Again: Training the Lower Body with Vertical Jumps in a Virtual Reality Exergame

Virtual Reality (VR) exergames can increase engagement in and motivation for physical activities. Most VR exergames focus on the upper body because many VR setups only track the users' heads and hands. To become a serious alternative to existing exercise programs, VR exergames must provide a balanced workout and train the lower limbs, too. To address this issue, we built a VR exergame focused on vertical jump training to explore full-body exercise applications. To create a safe and effective training, nine domain experts participated in our prototype design. Our mixed-methods study confirms that the jump-centered exercises provided a worthy challenge and positive player experience, indicating long-term retention. Based on our findings, we present five design implications to guide future work: avoid an unintended forward drift, consider technical constraints, address safety concerns in full-body VR exergames, incorporate rhythmic elements with fluent movement patterns, adapt difficulty to players' fitness progression status.

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Effects of Task Type and Wall Appearance on Collision Behavior in Virtual Environments

Driven by the games community, virtual reality setups have lately evolved into affordable and consumer-ready mobile headsets. However, despite these promising improvements, it remains challenging to convey immersive and engaging VR games as players are usually limited to experience the virtual world by vision and hearing only. One prominent example of such open challenges is the disparity between the real surroundings and the virtual environment. As virtual obstacles usually do not have a physical counterpart, players might walk through walls enclosing the level. Thus, past research mainly focussed on multisensory collision feedback to deter players from ignoring obstacles. However, the underlying causative reasons for such unwanted behavior have mostly remained unclear. Our work investigates how task types and wall appearances influence the players' incentives to walk through virtual walls. Therefore, we conducted a user study, confronting the participants with different task motivations and walls of varying opacity and realism. Our evaluation reveals that players generally adhere to realistic behavior, as long as the experience feels interesting and diverse. Furthermore, we found that opaque walls excel in deterring subjects from cutting short, whereas different degrees of realism had no significant influence on walking trajectories. Finally, we use collected player feedback to discuss individual reasons for the observed behavior.

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"I Packed My Bag and in It I Put...": A Taxonomy of Inventory Systems for Virtual Reality Games

On a journey, a backpack is a perfect place to store and organize the necessary provisions and tools. Similarly, carrying and managing items is a central part of most digital games, providing significant prospects for the player experience. Even though VR games are gradually becoming more mature, most of them still avoid this essential feature. Some of the reasons for this deficit are the additional requirements and challenges that VR imposes on developers to achieve a compelling user experience. We structure the ample design space of VR inventories by analyzing popular VR games and developing a structural taxonomy. We combine our insights with feedback from game developers to identify the essential building blocks and design choices. Finally, we propose meaningful design implications and demonstrate the practical use of our work in action.

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Towards Sneaking as a Playful Input Modality for Virtual Environments

Using virtual reality setups, users can fade out of their surroundings and dive fully into a thrilling and appealing virtual environment. The success of such immersive experiences depends heavily on natural and engaging interactions with the virtual world. As developers tend to focus on intuitive hand controls, other aspects of the broad range of full-body capabilities are easily left vacant. One repeatedly overlooked input modality is the user's gait. Even though users may walk physically to explore the environment, it usually does not matter how they move. However, gait-based interactions, using the variety of information contained in human gait, could offer interesting benefits for immersive experiences. For instance, stealth VR-games could profit from this additional range of interaction fidelity in the form of a sneaking-based input modality. In our work, we explore the potential of sneaking as a playful input modality for virtual environments. Therefore, we discuss possible sneaking-based gameplay mechanisms and develop three technical approaches, including precise foot-tracking and two abstraction levels. Our evaluation reveals the potential of sneaking-based interactions in IVEs, offering unique challenges and thrilling gameplay. For these interactions, precise tracking of individual footsteps is unnecessary, as a more abstract approach focusing on the players' intention offers the same experience while providing better comprehensible feedback. Based on these findings, we discuss the broader potential and individual strengths of our gait-centered interactions.

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Streaming VR Games to the Broad Audience: A Comparison of the First-Person and Third-Person Perspectives

The spectatorship experience for virtual reality (VR) games differs strongly from its non-VR precursor. When watching non-VR games on platforms such as Twitch, spectators just see what the player sees, as the physical interaction is mostly unimportant for the overall impression. In VR, the immersive full-body interaction is a crucial part of the player experience. Hence, content creators, such as streamers, often rely on green screens or similar solutions to offer a mixed-reality third-person view to disclose their full-body actions. Our work compares the most popular realizations of the first-person and the third-person perspective in an online survey (N=217) with three different VR games. Contrary to the current trend to stream in third-person, our key result is that most viewers prefer the first-person version, which they attribute mostly to the better focus on in-game actions and higher involvement. Based on the study insights, we provide design recommendations for both perspectives.

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Playing With Friends -- The Importance of Social Play During the COVID-19 Pandemic

In early 2020, the virus SARS-CoV-2 evolved into a new pandemic, forcing governments worldwide to establish social distancing measures. Consequently, people had to switch to online media, such as social networks or videotelephony, to keep in touch with friends and family. In this context, online games, combining entertainment with social interactions, also experienced a notable growth. In our work, we focused on the potential of games as a replacement for social contacts in the COVID-19 crisis. Our online survey results indicate that the value of games for social needs depends on individual gaming habits. Participants playing mostly multiplayer games increased their playtime and mentioned social play as a key motivator. Contrarily, non-players were not motivated to add games as communication channels. We deduce that such crises mainly catalyze existing gaming habits.

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Silhouette Games: An Interactive One-Way Mirror Approach to Watching Players in VR

Watching others play is a key ingredient of digital games and an important aspect of games user research. However, spectatorship is not very popular in virtual reality, as such games strongly rely on one's feelings of presence. In other words, the head-mounted display creates a barrier between the player and the audience. We contribute an alternative watching approach consisting of two major components: a dynamic view frustum that renders the game scene from the current spectator position and a one-way mirror in front of the screen. This mirror, together with our silhouetting algorithm, allows seeing the player's reflection at the correct position in the virtual world. An exploratory survey emphasizes the overall positive experience of the viewers in our setup. In particular, the participants enjoyed their ability to explore the virtual surrounding via physical repositioning and to observe the blended player during object manipulations. Apart from requesting a larger screen, the participants expressed a strong need to interact with the player. Consequently, we suggest utilizing our technology as a foundation for novel playful experiences with the overarching goal to transform the passive spectator into a collocated player.

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Toward a Taxonomy of Inventory Systems for Virtual Reality Games

Virtual reality (VR) games are gradually becoming more elaborated and feature-rich, but fail to reach the complexity of traditional digital games. One common feature that is used to extend and organize complex gameplay is the in-game inventory, which allows players to obtain and carry new tools and items throughout their journey. However, VR imposes additional requirements and challenges that impede the implementation of this important feature and hinder games to unleash their full potential. Our current work focuses on the design space of inventories in VR games. We introduce this sparsely researched topic by constructing a first taxonomy of the underlying design considerations and building blocks. Furthermore, we present three different inventories that were designed using our taxonomy and evaluate them in an early qualitative study. The results underline the importance of our research and reveal promising insights that show the huge potential for VR games.

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Outstanding: A Multi-Perspective Travel Approach for Virtual Reality Games

In virtual reality games, players dive into fictional environments and can experience a compelling and immersive world. State-of-the-art VR systems allow for natural and intuitive navigation through physical walking. However, the tracking space is still limited, and viable alternatives are required to reach further virtual destinations. Our work focuses on the exploration of vast open worlds - an area where existing local navigation approaches such as the arc-based teleport are not ideally suited and world-in-miniature techniques potentially reduce presence. We present a novel alternative for open environments: Our idea is to equip players with the ability to switch from first-person to a third-person bird's eye perspective on demand. From above, players can command their avatar and initiate travels over large distance. Our evaluation reveals a significant increase in spatial orientation while avoiding cybersickness and preserving presence, enjoyment, and competence. We summarize our findings in a set of comprehensive design guidelines to help developers integrate our technique.

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Beyond Human: Animals as an Escape from Stereotype Avatars in Virtual Reality Games

Virtual reality setups are particularly suited to create a tight bond between players and their avatars up to a degree where we start perceiving the virtual representation as our own body. We hypothesize that such an illusion of virtual body ownership (IVBO) has a particularly high, yet overlooked potential for nonhumanoid avatars. To validate our claim, we use the example of three very different creatures---a scorpion, a rhino, and a bird---to explore possible avatar controls and game mechanics based on specific animal abilities. A quantitative evaluation underpins the high game enjoyment arising from embodying such nonhuman morphologies, including additional body parts and obtaining respective superhuman skills, which allows us to derive a set of novel design implications. Furthermore, the experiment reveals a correlation between IVBO and game enjoyment, which is a further indication that nonhumanoid creatures offer a meaningful design space for VR games worth further investigation.

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The Illusion of Animal Body Ownership and Its Potential for Virtual Reality Games

Virtual reality offers the unique possibility to experience a virtual representation as our own body. In contrast to previous research that predominantly studied this phenomenon for humanoid avatars, our work focuses on virtual animals. In this paper, we discuss different body tracking approaches to control creatures such as spiders or bats and the respective virtual body ownership effects. Our empirical results demonstrate that virtual body ownership is also applicable for nonhumanoids and can even outperform human-like avatars in certain cases. An additional survey confirms the general interest of people in creating such experiences and allows us to initiate a broad discussion regarding the applicability of animal embodiment for educational and entertainment purposes.

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