Speaker

Speaker Info

Name
Natasja Paulssen
Organization
Dutch Rose Media
Country
The Netherlands
Biography
Natasja Paulssen is a prominent figure in the field of augmented reality (AR) and volumetric video technology. She is the founder and creative director of Dutch Rose Media, a company specializing in innovative and sustainable AR concepts. Her work involves creating immersive stories using cutting-edge technology, with a focus on enhancing storytelling capabilities in various industries. Paulssen is also the founder of 4DR Studios, the first volumetric video studio in the Netherlands. This studio captures 3D representations of people and movements in incredible detail, bringing digital experiences to life. Her work spans various applications, including education, entertainment, fashion, and workplace training, where immersive content is becoming increasingly vital. Through initiatives like the Chronosphere project, Paulssen collaborates with creative content makers and research institutes to push the boundaries of 3D scanning and volumetric video technology, further solidifying her role as an innovator in this emerging field.

Photo

Photo

Presentation Info

Title
AR ExerGames: promoting Physical Activity through Augmented Reality
Summary
This presentation explores the development of ExerGames (exercise games) by integrating augmented reality (AR) technology and smartphones used as physical tools in 3D space—to create dynamic, full-body exercise experiences. The talk introduces AR exergames that transform the smartphone from a screen-based interface into a spatial controller that encourages whole-body movement. For instance, users can ‘fish’ for virtual objects by mimicking the motion of a fishing rod, use their phone as a net to ‘catch’ floating items, or shake objects loose from a virtual tree by jumping up and down. These games leverage AR to create engaging, interactive environments that blur the line between physical and digital spaces, stimulating users to move naturally within their environment. Central to this discussion are three key elements of AR exergames: 1. Engagement through Embodiment: How physical gestures and full-body interactions enhance player immersion and enjoyment compared to traditional screen-tapping interfaces. 2. Health Impacts: The potential of AR exergames to meet physical activity guidelines by integrating bursts of moderate to vigorous activity into daily life. 3. Design Challenges and Opportunities: Lessons learned from prototyping and testing AR exergames, including considerations for safety, accessibility, and the balance between fun and fitness. This presentation aims to inspire game designers, health professionals, and researchers to reimagine how exergames can integrate technology, play, and health to create more physically active lifestyles. By turning everyday environments into playful, movement-rich spaces, AR exergames have the potential to redefine the way we think about exercise and digital play.
Keynote

Info

Info