Generational Physical Ability Differences in Developing a Universal XR Metaverse Platform for Inclusive Digital Leisure Culture: Focused on Bowling
Abstract
This study analyzed intergenerational differences in physical ability focusing on bowling content within the development process of a universal XR metaverse platform for inclusive digital leisure culture. Using XR devices, motion data was acquired during bowling swings from a total of 80 participants, including Teenagers (TA), Youth (YU), Middle-Age (MA), and Old-Age (OA). The analysis focused on the velocity of the right-hand controller and chest tracker during the Forward Swing and Release phases, which influence bowling swing velocity and stability. The results revealed significant intergenerational differences in velocity for both the right-hand controller and chest tracker during the Forward Swing phase. Similarly, in the Release phase, the right-hand controller and chest tracker also exhibited significant differences across generations. These results confirm intergenerational differences in physical ability during the Forward Swing and Release phases of the bowling swing motion. Furthermore, they highlight the necessity of an XR metaverse platform that accounts for these differences. This study provides foundational data for adjusting human factors related to intergenerational physical ability in XR environments.
Keywords: Digital Leisure Culture, XR Metaverse, Bowling, Physical Human Factors
DOI: 10.54941/ahfe1006018
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