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Farič Nuša - One of the best experts on this subject based on the ideXlab platform.

  • What do players of virtual reality exercise games want? A thematic analysis of online reviews of virtual reality exergames
    'JMIR Publications Inc.', 2019
    Co-Authors: Farič Nuša, Potts, Henry W. W., Hon Adrian, Smith Lee, Newby Katie, Steptoe Andrew, Fisher Abigail
    Abstract:

    Background: Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective: This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods: We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results: The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions: Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement

  • What do players of virtual reality exercise games want? A thematic analysis of online reviews of virtual reality exergames
    'JMIR Publications Inc.', 2019
    Co-Authors: Farič Nuša, Hon Adrian, Smith Lee, Newby Katie, Steptoe Andrew, Potts Henry, Fisher Abi
    Abstract:

    © 2019 Nuša Faric, Henry WW Potts, Adrian Hon, Lee Smith, Katie Newby, Andrew Steptoe, Abi Fisher. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 27.07.2019. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.Background: Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective: This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods: We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results: The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions: Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.Peer reviewe

Fisher Abigail - One of the best experts on this subject based on the ideXlab platform.

  • What do players of virtual reality exercise games want? A thematic analysis of online reviews of virtual reality exergames
    'JMIR Publications Inc.', 2019
    Co-Authors: Farič Nuša, Potts, Henry W. W., Hon Adrian, Smith Lee, Newby Katie, Steptoe Andrew, Fisher Abigail
    Abstract:

    Background: Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective: This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods: We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results: The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions: Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement

B S Mann - One of the best experts on this subject based on the ideXlab platform.

  • High Power Diode Laser-Treated HP-HVOF and Twin Wire Arc-Sprayed Coatings for Fossil Fuel Power Plants
    Journal of Materials Engineering and Performance, 2013
    Co-Authors: B S Mann
    Abstract:

    This article deals with high power diode laser (HPDL) surface modification of twin wire arc-sprayed (TWAS) and high pressure high velocity oxy-fuel (HP-HVOF) coatings to combat solid particle erosion occurring in fossil fuel power plants. To overcome solid particle impact wear above 673 K, Cr_3C_2-NiCr-, Cr_3C_2-CoNiCrAlY-, and WC-CrC-Ni-based HVOF coatings are used. WC-CoCr-based HVOF coatings are generally used below 673 K. Twin wire arc (TWA) spraying of Tafa 140 MXC and SHS 7170 cored wires is used for a wide range of applications for a temperature up to 1073 K. Laser surface modification of high chromium stainless steels for Steam Valve components and LPST blades is carried out regularly. TWA spraying using SHS 7170 cored wire, HP-HVOF coating using WC-CoCr powder, Ti6Al4V alloy, and high chromium stainless steels (X20Cr13, AISI 410, X10CrNiMoV1222, 13Cr4Ni, 17Cr4Ni) were selected in the present study. Using robotically controlled parameters, HPDL surface treatments of TWAS-coated high strength X10CrNiMoV1222 stainless steel and HP-HVOF-coated AISI 410 stainless steel samples were carried out and these were compared with HPDL-treated high chromium stainless steels and titanium alloy for high energy particle impact wear (HEPIW) resistance. The HPDL surface treatment of the coatings has improved the HEPIW resistance manifold. The improvement in HPDL-treated stainless steels and titanium alloys is marginal and it is not comparable with that of HPDL-treated coatings. These coatings were also compared with “as-sprayed” coatings for fracture toughness, microhardness, microstructure, and phase analyses. The HEPIW resistance has a strong relationship with the product of fracture toughness and microhardness of the HPDL-treated HP-HVOF and TWAS SHS 7170 coatings. This development opens up a possibility of using HPDL surface treatments in specialized areas where the problem of HEPIW is very severe. The HEPIW resistance of HPDL-treated high chromium stainless steels and titanium alloys, HPDL-treated TWAS SHS 7170 and HP-HVOF coatings, and their micrographs and X-ray diffraction analysis is reported in this article.

  • high temperature friction and wear characteristics of various coating materials for Steam Valve spindle application
    Wear, 2000
    Co-Authors: B S Mann, Braham Prakash
    Abstract:

    Abstract Various coatings such as chromium carbide (deposited by plasma spraying and detonation gun techniques), chromium oxide, chromium oxide+titania+silica, NiCrAlY, and Al2O3+NiAl, all deposited by plasma spraying; stelliting, and surface nitriding have been applied on X20CrMo V121 steel. This steel is used for high temperature applications such as Steam turbine Valve spindle. Friction and wear behavior of the surface coated and treated materials have been studied at an elevated temperature of 550°C while rubbing against graphite-filled stellited steel. These studies have been carried out on SRV Optimol reciprocating tribometer. Test parameters for tribological studies have been selected with a view to simulate operating conditions encountered in operation. Additionally, the structure, porosity, hardness, bond strength, and thermal cycling behaviour of these surface coated/treated materials have been characterised. Based on these laboratory investigations, chromium carbide coating deposited by plasma spraying technique has been identified as the most suitable coating for Steam turbine Valve spindle application. Process parameters have been established for deposition of chromium carbide coating by plasma spraying technique on actual Valve spindles. The field results obtained are found to be commensurate with the laboratory findings.

Fisher Abi - One of the best experts on this subject based on the ideXlab platform.

  • What do players of virtual reality exercise games want? A thematic analysis of online reviews of virtual reality exergames
    'JMIR Publications Inc.', 2019
    Co-Authors: Farič Nuša, Hon Adrian, Smith Lee, Newby Katie, Steptoe Andrew, Potts Henry, Fisher Abi
    Abstract:

    © 2019 Nuša Faric, Henry WW Potts, Adrian Hon, Lee Smith, Katie Newby, Andrew Steptoe, Abi Fisher. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 27.07.2019. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/, as well as this copyright and license information must be included.Background: Physical activity (PA) is associated with a variety of physical and psychosocial health benefits, but levels of moderate-to-vigorous intensity PA remain low worldwide. Virtual reality (VR) gaming systems involving movement (VR exergames) could be used to engage people in more PA. Objective: This study aimed to synthesize public reviews of popular VR exergames to identify common features that players liked or disliked to inform future VR exergame design. Methods: We conducted a thematic analysis of 498 reviews of the 29 most popular exergames sold in the top 3 VR marketplaces: Steam (Valve Corporation), Viveport (Valve Corporation), and Oculus (Oculus VR). We categorized reviews as positive and negative as they appeared in the marketplaces and identified the most common themes using an inductive thematic analysis. Results: The reviews were often mixed, reporting a wide variety of expectations, preferences, and gaming experiences. Players preferred highly realistic games (eg, closely simulated real-world sport), games that were intuitive (in terms of body movement and controls), and games that provided gradual increases in skill acquisition. Players reported feeling that they reached a high level of exertion when playing and that the immersion distracted them from the intensity of the exercise. Some preferred features included music and social aspects of the games, with multiplayer options to include friends or receive help from experienced players. There were 3 main themes in negative reviews. The first concerned bugs that rendered games frustrating. Second, the quality of graphics had a particularly strong impact on perceived enjoyment. Finally, reviewers disliked when games had overly complex controls and display functions that evoked motion sickness. Conclusions: Exergames prove to be a stimulating avenue for players to engage in PA and distract themselves from the negative perceptions of performing exercise. The common negative aspects of VR exergames should be addressed for increased uptake and continued engagement.Peer reviewe

Li-ying Sun - One of the best experts on this subject based on the ideXlab platform.

  • Coordinated switching controller design for the power system with SVC and Steam Valve
    2016 Chinese Control and Decision Conference (CCDC), 2016
    Co-Authors: Li-ying Sun
    Abstract:

    For the single-machine infinite-bus Steam Valve system, the coordinated control problem of SVC and Steam Valve sliding mode is addressed by means of backstepping method with the control input constraints. In the design process, the non-linear features are kept without any linearization used here, thus improving effectively the transient stability of power system even under the effect of the mechanical disturbance and short-circuit faults in power system. Also by introducing switching mechanism, we solve the problem of the control input constraints. Simulation results prove the effectiveness of the proposed controller in this paper.

  • ICVES - Direct fuzzy backstepping control for turbine main Steam Valve
    Proceedings of 2013 IEEE International Conference on Vehicular Electronics and Safety, 2013
    Co-Authors: Li-ying Sun, Shuang Zhang
    Abstract:

    The problem of transient stability for a single machine infinite bus system (SMIB) with uncertain parameters in the turbine Steam Valve control is addressed by means of combining the direct fuzzy logic system and the backstepping method in this paper. Since the process of the controller design is without any linearization, the nonlinear property of the dynamic is preserved. The problem of parameter uncertainty is effectively resolved by fuzzy logic system. Finally, the results of simulation show the effectiveness of the proposed method.

  • A novel adaptive backstepping design of turbine main Steam Valve control
    Journal of Control Theory and Applications, 2010
    Co-Authors: Li-ying Sun, Jun Zhao
    Abstract:

    The problem of transient stability for a single machine infinite bus system with turbine main Steam Valve control is addressed by means of a novel adaptive backstepping method in this paper. The recursive design procedure of the proposed controller is much simpler than that of the existing controller based on conventional adaptive backstepping method. In the system, the damping coefficient is measured inaccurately, and the reactance of transmission line also contains a few uncertainties. A nonlinear robust controller and parameter updating laws are obtained simultaneously. The system does not need to be linearized, and the closed-loop error system is guaranteed to be asymptotically stable. The design procedure and simulation results demonstrate the effectiveness of the proposed design.

  • Adaptive passivity-based control with sliding mode for the turbine Steam Valve
    2010 Chinese Control and Decision Conference, 2010
    Co-Authors: Li-ying Sun, Yi Liu
    Abstract:

    The problem of transient stability for a single machine infinite bus system with the turbine Steam Valve control is addressed via adaptive feedback passivation approach. In the system, the damping coefficients are measured inaccurately and the transmission line reactance also contains uncertainty. The system is first converted into a new system with a new auxiliary control. An appropriate update law is designed to make the new transformed system passive. Then, the sliding mode control (the auxiliary control) is designed so that the trajectory of the passive system is maintained on the sliding hyperplane and eventually goes to an equilibrium point. Simulation results for the SIMB benchmark case demonstrate the effectiveness of the proposed design.