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[INFOMSCIP] Assignment 1 Submission for

Group 10
Oost, Robert Jalving, Thomas Sakellaridis, Pavlos
6922856 6056075 0881198
4.5 hours 4.5 hours 4.5 hours
September 2021

Martin Kocur, Melanie Kloss, Valentin Schwind, Christian Wolff, and Niels
Henze. 2020. Flexing Muscles in Virtual Reality: Effects of Avatars’ Muscular
Appearance on Physical Performance. In Proceedings of the Annual Symposium
on Computer-Human Interaction in Play (CHI PLAY ’20). Association for Com-
puting Machinery, New York, NY, USA, 193–205. DOI:https://doi.org/10.1145/3410404.3414261

1 Contribution type
We think it is an empirical contribution since they did an experiment, created
data and made observations. It is not a database contribution since they didn’t
index the data or make it publicly available.

2 Reviews
2.1 Review Robert Oost
Contribution statement: Covering new ground, this paper is a decent contri-
bution to the field of HCI, offering useful data for the improvement of physical
fitness exercise games.
Overall rating: [4] Weak accept
Rating of reviewer’s own expertise: [2] Passing knowledge (not my area, but
comfortable making a judgment)
This paper builds upon previous work investigating user embodiment of
avatars with specific attributes, looking past the effects on behaviour and per-
ception, determining whether a user’s physical performance and perception of
effort in immersive VR can be influenced. The results produce a measurable
effect in male participants when using idealized 3D avatars.
The authors described their methods in clear detail, using established bench-
marks and tools where possible. Each conclusion is based on meticulous study of

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the resulting experimental data. The paper also opens new avenues of research,
providing several opportunities of improvement upon the presented work.
A weak point in this paper’s method and discussion of results is the ab-
sence of a perceived effect in the female participants, and the given possible
explanation thereof. With participants only being shown a 3D model of their
respective genders, female participants were shown an “idealized” muscular 3D
avatar. The authors later admit that this may not have been in line with the
conclusions of Kristen Harrison (2003), finding the female ideal body to be com-
pletely different. Had this been considered beforehand, more efforts could have
been made to mitigate this gender difference.

2.2 Review Thomas Jalving


Contribution statement: The paper looked at the connection between virtual
avatars and physical performance/endurance. This is significant because the
findings of this study can be used to further improve the use of serious games
in physical rehabilitation. Furthermore this paper lays a foundation for more
extensive research in the area of physical performance and virtual avatars.
Overall rating: [4] Weak accept
Rating of reviewer’s own expertise: [2] Passing knowledge (not my area, but
comfortable making a judgment)
This paper tackles an interesting HCI question about the connection between
physical performance and virtual avatars. The topic is very relevant for the CHI
conference and the improvement of exergames in general. This paper opens up
new possibilities for better serious games for things like physical therapy.
Their research fills a gap in the current state of the art studies and supple-
ments the previous research done to the physiological effects.The paper describes
the current situation of HCi research into the Proteus effect and adequately cites
relevant previous work.
The methodology is explained in fine detail and even I, with limited knowl-
edge about the mentioned tools, could reproduce the experiment based on their
description. The results of the experiments are also easily understandable. They
made use of standardised and tried methods, which further strengthens their
conclusions.
The only weakness I could find is in the participants for the experiment.
They only asked people with similar levels of technical knowledge (which could
influence BOI in VR) and the body types were not very realistic/representative
of what you would actually find in a gym.

2.3 Review Pavlos Sakellaridis


Score [4] Weak accept
Rating of reviewer’s own expertise: [2] Passing knowledge (not my area, but
comfortable making a judgment)
This paper correlates the connection between the in game appearance of a
player’s character muscular physic and the output of force he can exert when

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measured. This research posses a very interesting question about the associa-
tion of VR avatars and the effects they have on our psychological and physical
responses. I find that this paper is representing great questions for the field of
player-computer interaction but it is limited in its scope.
The main strength of the paper lies in its well organized and very elaborated
methodology and systems. This makes the results exceed in testability and
replicability while the accuracy of the information that it is producing, clearly
drive anyone to its conclusion without any confusion.
On the other hand, it is the limited scope of the experiment, focusing mainly
on muscle strength, that is its main weakness. Because of the similarities of the
individuals that participated in the research, the results could be less diverse.

3 Meta Review
Meta review: Overall the paper was well written, contributes to the field and
cited the right works. The methodology can be easily tested and replicated.
However the weakness of the paper lies within the lack of diversity in the par-
ticipants and the misrepresentation of a stereotypical fit female body.
Recommended rating: [4] Weak accept

4 Analysis of ethics aspects


4.1 Scientific Value
The only scientific value that we can assess from this paper is the clear increase
in perceived exertion when users are presented with a more muscular virtual
avatar.

4.2 Beneficence
Participants were offered a study credit in return for their participation. This
reward was not to be rescinded even if the participant prematurely quit the
experiment.

4.3 Informed Consent


The participants had to sign an informed consent form before entering the vir-
tual environment. During the experiment they could leave at any point in time
without repercussions or losing their compensation.

4.4 Confidentiality
No mention was found of how the authors handled confidentiality in their ex-
periments.

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4.5 Our ethical recommendations
The only thing we would have liked to see is something about how they handled
the data. We think the collected data should be stored anonymously, to protect
the identities of the participants.

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