1 Virtual Reality Medical Center, San Diego, California.
2 Interactive Media Institute, San Diego, California.
Cyberpsychol Behav Soc Netw. 2019 Feb;22(2):122-126. doi: 10.1089/cyber.2018.0027. Epub 2019 Jan 18.
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.
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。