Abstract

Virtual representations of humans have been explored heavily and used widely in the realms of game development and virtual reality. Motivated by a desire for convenience and privacy in an age of pursuing a healthy life and self-improvement, many augmented reality (AR) and virtual reality (VR) technologies are used for developing better fitness products (e.g., smart fitness mirror). ​​This research aims to investigate the potential for the usage of AR in smart fitness mirrors to affect emotions, assist embodiment illusions, and accordingly influence cognitive function by applying it to the domain of innovative thinking. In addition, the research wants to further evaluate how the perception changes that results in distinct linguistic functionality with the long-term interaction with virtual characters and staying in the cross-boundary space. Our final goal is to develop an AR system which could empower learners to benefit from both cognitive learning and the effective fitness exercises, encouraging the innovation while taking the courses.

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