Author:

Daniel Jazz Young
Supervisor:Prof. Gudrun Klinker
Advisor:M.Sc. Sandro Weber
Submission Date:15.11.2019

Abstract

Exercising has been proven to grant mental and physical health benefits, but in

practice, these can only be reaped by performing the movement in a safe and healthy

manner. The purpose of this thesis is to discuss the design and results of a user study

in which the participants have been given different learning paraphernalia - one of

which is an application that simulates exercises with the help of a three-dimensional

avatar. By evaluating the data gained from the user study, it is possible to determine

the value and efficiency of a three-dimensional learning tool. In the end, it became

clear that the application has its advantages and disadvantages but has shown itself to

be a valuable learning tool due to its flexibility and popularity.


Conclusion

This empirical research aimed to determine the measure in which a 3D program

simulating a person's movements was an adequate alternative to well known learning

media in sports and physical therapy. Based on quantitative analysis in form of a

score-based user study and qualitative analysis from participants' feedback, it can be

concluded that the application is not only a possible substitute, but an enhancement.

The results show that this approach can convey more information, especially towards

inexperienced users. Experienced participants praised the application as well, further

demonstrating that it fulfills the necessary qualities for a learning tool.

The participants' criticism, however, also showed that the program has it's flaws. It

was concluded that the visual learning method is not appropriate for everyone,

limiting the tool's assumed universality. Also, the application is held back by some

previously mentioned tracking-based anomalies. Even so, it fulfilled its purpose and

confirmed the established hypotheses.


[ PDF (optional) ] 


[ Slides Kickoff/Final (optional)]