Suppr超能文献

生理监测在增强现实运动中确认对健康和幸福感的好处。

Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being.

机构信息

1 Virtual Reality Medical Center, San Diego, California.

2 Interactive Media Institute, San Diego, California.

出版信息

Cyberpsychol Behav Soc Netw. 2019 Feb;22(2):122-126. doi: 10.1089/cyber.2018.0027. Epub 2019 Jan 18.

Abstract

Augmented reality (AR) is a versatile tool that is changing the way we interact with the world. One way is through exergaming, integrating AR, and gaming with traditional exercise programs. This study aimed to test three different AR systems to determine their ability to elicit physiological responses similar to those experienced while exercising or performing rehabilitation exercises. The systems tested included a head-mounted display experience (Teapots), a Sony EyeToy game (Slap Stream), and a prototype of a PC-camera-based system (Drums). Physiological recordings show that Slap Stream and Drums produced significant increases (p < 0.05) in heart rate (HR) and skin conductance, and all three games produced nonsignificant increase in respiratory rate. Of the three games, Slap Stream produced the highest rates of low- (∼28 percent), moderate- (17 percent), and high-intensity (∼22 percent) HRs. This study successfully showed that inexpensive easy-to-use AR systems can effectively contribute to exercise programs. Future game design recommendations, including feedback, mixed reality, and stress tracking, are discussed.

摘要

增强现实(AR)是一种多功能工具,正在改变我们与世界互动的方式。一种方式是通过健身游戏,将 AR 与传统的运动计划结合起来。本研究旨在测试三种不同的 AR 系统,以确定它们是否能引起与运动或康复运动时相似的生理反应。测试的系统包括头戴式显示器体验(茶壶)、索尼 EyeToy 游戏(打击流)和基于 PC 摄像头的系统原型(鼓)。生理记录显示,打击流和鼓可以显著增加心率(HR)和皮肤电导率(p<0.05),所有三种游戏都能使呼吸率有一定程度的非显著增加。在这三种游戏中,打击流产生的低强度(约 28%)、中强度(17%)和高强度(约 22%)心率的比例最高。本研究成功地表明,价格低廉、易于使用的 AR 系统可以有效地为运动计划做出贡献。讨论了未来游戏设计的建议,包括反馈、混合现实和压力跟踪。

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验