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Visual Algorithm of VR E-Sports for Online Health Care.

Sang-Guk Lim1, Se-Hoon Jung2, Jun-Ho Huh3

  • 1School of Culture Contents, Youngsan University, Busan 48015, Korea.

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|July 2, 2021
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Summary

Virtual Reality (VR) e-sports show potential for exercise effects in the untact era. This study proposes new evaluation criteria for VR e-sports, analyzing immersion and interaction methods.

Keywords:
AIVRVR e-sportsgame.immersive contentonline health carevirtual realityvisual algorithmvisual system

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Area of Science:

  • Health Informatics
  • Sports Science
  • Human-Computer Interaction

Background:

  • The rise of 'untact' (non-face-to-face) healthcare highlights the need for remote physical activity solutions.
  • There's a significant gap in research and standardization regarding the exercise effects of immersive digital content.
  • Virtual Reality (VR) e-sports represent a novel area within digital entertainment with unexplored physical activity potential.

Purpose of the Study:

  • To investigate the potential exercise effects of Virtual Reality (VR) e-sports.
  • To develop and propose standardized evaluation criteria for VR e-sports based on visual algorithm analysis.
  • To establish a framework for assessing the immersion and interaction qualities of VR e-sports.

Main Methods:

  • Comparative analysis of traditional e-sports and VR e-sports cases.
  • Application of existing evaluation research methodologies.
  • Development of a new evaluation standard using visual algorithm analysis, typification, and visual diagrams.

Main Results:

  • Quantified evaluation criteria were derived for device immersion, interaction range, Field of View (FOV), frame immersion, user recognition, and interaction methods.
  • A novel evaluation framework for VR e-sports was proposed, integrating algorithmic and visual analysis.
  • The study established methods for setting device immersion, interaction range, FOV, frame immersion, user recognition, and interaction.

Conclusions:

  • VR e-sports possess a quantifiable potential for exercise effects, suitable for the 'untact' healthcare paradigm.
  • The proposed evaluation criteria provide a standardized method for assessing VR e-sports' immersive and interactive qualities.
  • This research lays the groundwork for future studies on the health benefits and standardization of VR e-sports.