Vogt Tobias, Herpers Rainer, Askew Christopher D, Scherfgen David, Strüder Heiko K, Schneider Stefan
Institute of Movement and Neurosciences, German Sport University Cologne, Am Sportpark Müngersdorf 6, 50933 Cologne, Germany.
Institute of Visual Computing and Department of Computer Science, Bonn-Rhein-Sieg University of Applied Sciences, Grantham-Allee 20, 53757 Sankt Augustin, Germany ; Department of Computer Science and Engineering, York University, 4700 Keele Street, Toronto, ON, Canada M3J 1P3 ; Faculty of Computer Science, University of New Brunswick, 550 Windsor Street, Fredericton, NB, Canada E3B 5A3.
Neural Plast. 2015;2015:523250. doi: 10.1155/2015/523250. Epub 2015 Aug 20.
Virtual reality environments are increasingly being used to encourage individuals to exercise more regularly, including as part of treatment those with mental health or neurological disorders. The success of virtual environments likely depends on whether a sense of presence can be established, where participants become fully immersed in the virtual environment. Exposure to virtual environments is associated with physiological responses, including cortical activation changes. Whether the addition of a real exercise within a virtual environment alters sense of presence perception, or the accompanying physiological changes, is not known. In a randomized and controlled study design, moderate-intensity Exercise (i.e., self-paced cycling) and No-Exercise (i.e., automatic propulsion) trials were performed within three levels of virtual environment exposure. Each trial was 5 minutes in duration and was followed by posttrial assessments of heart rate, perceived sense of presence, EEG, and mental state. Changes in psychological strain and physical state were generally mirrored by neural activation patterns. Furthermore, these changes indicated that exercise augments the demands of virtual environment exposures and this likely contributed to an enhanced sense of presence.
虚拟现实环境越来越多地被用于鼓励人们更有规律地锻炼,包括作为患有精神健康或神经障碍者治疗的一部分。虚拟环境的成功可能取决于能否建立一种临场感,即参与者能完全沉浸在虚拟环境中。接触虚拟环境与生理反应有关,包括皮层激活变化。在虚拟环境中加入实际锻炼是否会改变临场感认知或伴随的生理变化,目前尚不清楚。在一项随机对照研究设计中,在三个层次的虚拟环境暴露下进行了中等强度运动(即自定节奏的骑行)和不运动(即自动推进)试验。每个试验持续5分钟,随后对心率、临场感、脑电图和精神状态进行试验后评估。心理压力和身体状态的变化通常由神经激活模式反映出来。此外,这些变化表明运动增加了虚拟环境暴露的需求,这可能有助于增强临场感。