{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,8]],"date-time":"2026-05-08T21:02:24Z","timestamp":1778274144527,"version":"3.51.4"},"publisher-location":"New York, NY, USA","reference-count":24,"publisher":"ACM","license":[{"start":{"date-parts":[[2018,10,23]],"date-time":"2018-10-23T00:00:00Z","timestamp":1540252800000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"funder":[{"DOI":"10.13039\/501100002341","name":"Academy of Finland","doi-asserted-by":"publisher","award":["299358 and 305737"],"award-info":[{"award-number":["299358 and 305737"]}],"id":[{"id":"10.13039\/501100002341","id-type":"DOI","asserted-by":"publisher"}]}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":[],"published-print":{"date-parts":[[2018,10,23]]},"DOI":"10.1145\/3242671.3242694","type":"proceedings-article","created":{"date-parts":[[2018,10,26]],"date-time":"2018-10-26T12:19:23Z","timestamp":1540556363000},"page":"201-209","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":40,"title":["Exaggeration of Avatar Flexibility in Virtual Reality"],"prefix":"10.1145","author":[{"given":"Antti","family":"Granqvist","sequence":"first","affiliation":[{"name":"Aalto University, Espoo, Finland"}]},{"given":"Tapio","family":"Takala","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}]},{"given":"Jari","family":"Takatalo","sequence":"additional","affiliation":[{"name":"Aalto University, Helsinki, Finland"}]},{"given":"Perttu","family":"H\u00e4m\u00e4l\u00e4inen","sequence":"additional","affiliation":[{"name":"Aalto University, Espoo, Finland"}]}],"member":"320","published-online":{"date-parts":[[2018,10,23]]},"reference":[{"key":"e_1_3_2_2_1_1","doi-asserted-by":"publisher","DOI":"10.1145\/2858036.2858226"},{"key":"e_1_3_2_2_2_1","unstructured":"James Bear. 2017. HTC Vive IK Demo. https:\/\/github.com\/JamesBear\/vive_ik_demo. (2017).  James Bear. 2017. HTC Vive IK Demo. https:\/\/github.com\/JamesBear\/vive_ik_demo. (2017)."},{"key":"e_1_3_2_2_3_1","doi-asserted-by":"publisher","DOI":"10.1145\/1899950.1899984"},{"key":"e_1_3_2_2_4_1","volume-title":"SDT: Questionnaires: Intrinsic motivation inventory (IMI).","author":"Deci EL","year":"2015","unstructured":"EL Deci and RM Ryan . 2015 . SDT: Questionnaires: Intrinsic motivation inventory (IMI). (2015). EL Deci and RM Ryan. 2015. SDT: Questionnaires: Intrinsic motivation inventory (IMI). (2015)."},{"key":"e_1_3_2_2_5_1","doi-asserted-by":"publisher","DOI":"10.5555\/1765426.1765454"},{"key":"e_1_3_2_2_6_1","doi-asserted-by":"publisher","DOI":"10.1145\/1054972.1055081"},{"key":"e_1_3_2_2_7_1","volume-title":"Proceedings of the CHI 2014 HCI and Sports Workshop. http:\/\/mobilelifecentre.org\/content\/chi-workshop-hci-and-sports.","author":"H\u00e4m\u00e4l\u00e4inen Perttu","year":"2014","unstructured":"Perttu H\u00e4m\u00e4l\u00e4inen and Raine Kajastila . 2014 . Mixed reality empowerment for enhancing physical exercise . In Proceedings of the CHI 2014 HCI and Sports Workshop. http:\/\/mobilelifecentre.org\/content\/chi-workshop-hci-and-sports. Perttu H\u00e4m\u00e4l\u00e4inen and Raine Kajastila. 2014. Mixed reality empowerment for enhancing physical exercise. In Proceedings of the CHI 2014 HCI and Sports Workshop. http:\/\/mobilelifecentre.org\/content\/chi-workshop-hci-and-sports."},{"key":"e_1_3_2_2_8_1","doi-asserted-by":"publisher","DOI":"10.1145\/2793107.2793110"},{"key":"e_1_3_2_2_9_1","article-title":"Empowering the Exercise: a Body-Controlled Trampoline Training Game","volume":"13","author":"Kajastila Raine","year":"2014","unstructured":"Raine Kajastila , Leo Holsti , and Perttu H\u00e4m\u00e4l\u00e4inen . 2014 . Empowering the Exercise: a Body-Controlled Trampoline Training Game . International Journal of Computer Science in Sport 13 , 1 (2014). Raine Kajastila, Leo Holsti, and Perttu H\u00e4m\u00e4l\u00e4inen. 2014. Empowering the Exercise: a Body-Controlled Trampoline Training Game. International Journal of Computer Science in Sport 13, 1 (2014).","journal-title":"International Journal of Computer Science in Sport"},{"key":"e_1_3_2_2_10_1","doi-asserted-by":"publisher","DOI":"10.1007\/s12193-011-0087-z"},{"key":"e_1_3_2_2_11_1","doi-asserted-by":"publisher","DOI":"10.1123\/jsp.9.1.55"},{"key":"e_1_3_2_2_12_1","doi-asserted-by":"publisher","DOI":"10.1145\/2971485.2971513"},{"key":"e_1_3_2_2_13_1","volume-title":"Michael Phelps: Push the Limit. Video game..","year":"2011","unstructured":"Microsoft. 2011 . Michael Phelps: Push the Limit. Video game.. (2011). Microsoft. 2011. Michael Phelps: Push the Limit. Video game.. (2011)."},{"key":"e_1_3_2_2_14_1","doi-asserted-by":"publisher","DOI":"10.1016\/j.jsams.2007.11.006"},{"key":"e_1_3_2_2_15_1","volume-title":"Full-Body Locomotion Reconstruction of Virtual Characters Using a Single Inertial Measurement Unit. Sensors 17, 11","author":"Mousas Christos","year":"2017","unstructured":"Christos Mousas . 2017. Full-Body Locomotion Reconstruction of Virtual Characters Using a Single Inertial Measurement Unit. Sensors 17, 11 ( 2017 ). Christos Mousas. 2017. Full-Body Locomotion Reconstruction of Virtual Characters Using a Single Inertial Measurement Unit. Sensors 17, 11 (2017)."},{"key":"e_1_3_2_2_16_1","volume-title":"Neural Network Underlying Intermanual Skill Transfer in Humans. Cell reports 17, 11","author":"Ossmy Ori","year":"2016","unstructured":"Ori Ossmy and Roy Mukamel . 2016. Neural Network Underlying Intermanual Skill Transfer in Humans. Cell reports 17, 11 ( 2016 ), 2891--2900. Ori Ossmy and Roy Mukamel. 2016. Neural Network Underlying Intermanual Skill Transfer in Humans. Cell reports 17, 11 (2016), 2891--2900."},{"key":"e_1_3_2_2_17_1","unstructured":"Jessica Peralta. 2016. Jumping on a trend: Indoor trampoline parks are big business for owners and fun and exercise for kids and adults. http:\/\/www.latimes.com\/socal\/daily-pilot\/entertainment\/tn-wknd-et-1204-trampoline-parks-20161126-story.html. (2016).  Jessica Peralta. 2016. Jumping on a trend: Indoor trampoline parks are big business for owners and fun and exercise for kids and adults. http:\/\/www.latimes.com\/socal\/daily-pilot\/entertainment\/tn-wknd-et-1204-trampoline-parks-20161126-story.html. (2016)."},{"key":"e_1_3_2_2_18_1","volume-title":"explicated: body, emotion, and identity. Handbook of Research on Technoself: Identity in a Technological Society","author":"Ratan Rabindra","year":"2012","unstructured":"Rabindra Ratan . 2012. Self-presence , explicated: body, emotion, and identity. Handbook of Research on Technoself: Identity in a Technological Society ( 2012 ), 322. Rabindra Ratan. 2012. Self-presence, explicated: body, emotion, and identity. Handbook of Research on Technoself: Identity in a Technological Society (2012), 322."},{"key":"e_1_3_2_2_19_1","volume-title":"Proceedings of EUROGRAPHICS","volume":"9","author":"Razzaque Sharif","year":"2001","unstructured":"Sharif Razzaque , Zachariah Kohn , and Mary C Whitton . 2001 . Redirected walking . In Proceedings of EUROGRAPHICS , Vol. 9 . Citeseer, 105--106. Sharif Razzaque, Zachariah Kohn, and Mary C Whitton. 2001. Redirected walking. In Proceedings of EUROGRAPHICS, Vol. 9. Citeseer, 105--106."},{"key":"e_1_3_2_2_20_1","doi-asserted-by":"publisher","DOI":"10.1123\/jsp.3.3.206"},{"key":"e_1_3_2_2_21_1","volume-title":"The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30, 4","author":"Ryan Richard M","year":"2006","unstructured":"Richard M Ryan , C Scott Rigby , and Andrew Przybylski . 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30, 4 ( 2006 ), 344--360. Richard M Ryan, C Scott Rigby, and Andrew Przybylski. 2006. The motivational pull of video games: A self-determination theory approach. Motivation and emotion 30, 4 (2006), 344--360."},{"key":"e_1_3_2_2_22_1","doi-asserted-by":"publisher","DOI":"10.3758\/s13423-012-0333-8"},{"key":"e_1_3_2_2_23_1","volume-title":"Evaluating user experience in games","author":"Takatalo Jari","unstructured":"Jari Takatalo , Jukka H\u00e4kkinen , Jyrki Kaistinen , and G\u00f6te Nyman . 2010. Presence , involvement, and flow in digital games . In Evaluating user experience in games . Springer , 23--46. Jari Takatalo, Jukka H\u00e4kkinen, Jyrki Kaistinen, and G\u00f6te Nyman. 2010. Presence, involvement, and flow in digital games. In Evaluating user experience in games. Springer, 23--46."},{"key":"e_1_3_2_2_24_1","doi-asserted-by":"publisher","DOI":"10.1145\/3064663.3064763"}],"event":{"name":"CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play","location":"Melbourne VIC Australia","acronym":"CHI PLAY '18","sponsor":["SIGCHI ACM Special Interest Group on Computer-Human Interaction"]},"container-title":["Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play"],"original-title":[],"link":[{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3242671.3242694","content-type":"unspecified","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/dl.acm.org\/doi\/pdf\/10.1145\/3242671.3242694","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2025,6,18]],"date-time":"2025-06-18T00:44:32Z","timestamp":1750207472000},"score":1,"resource":{"primary":{"URL":"https:\/\/dl.acm.org\/doi\/10.1145\/3242671.3242694"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2018,10,23]]},"references-count":24,"alternative-id":["10.1145\/3242671.3242694","10.1145\/3242671"],"URL":"https:\/\/doi.org\/10.1145\/3242671.3242694","relation":{},"subject":[],"published":{"date-parts":[[2018,10,23]]},"assertion":[{"value":"2018-10-23","order":2,"name":"published","label":"Published","group":{"name":"publication_history","label":"Publication History"}}]}}