Univ Rennes, Inria, M2S - EA 7470, F-35000 Rennes, France.
Univ Rennes, M2S - EA 7470, F-35000 Rennes, France.
Int J Environ Res Public Health. 2019 Nov 11;16(22):4406. doi: 10.3390/ijerph16224406.
Virtual reality using head-mounted displays (HMD) could provide enhanced physical load during active gaming (AG) compared to traditional displays. We aimed to compare the physical load elicited by conventional exercise and AG with an HMD. We measured energy expenditure (EE) and heart rate (HR) in nine healthy men (age: 27 ± 5 years) performing three testing components in a randomised order: walking at 6 km/h (W6), AG, and AG with an additional constraint (AG; wrist-worn weights). Although we found that HR was not significantly different between W6 and the two modes of AG, actual energy expenditure was consistently lower in AG and AG compared to W6. We observed that playing AG with wrist-worn weights could be used as a means of increasing energy expenditure only at maximum game level, but ineffective otherwise. Our findings indicate that AG in an HMD may not provide a sufficient stimulus to meet recommended physical activity levels despite increased psychophysiological load. The differential outcomes of measures of HR and EE indicates that HR should not be used as an indicator of EE in AG. Yet, adding a simple constraint (wrist-worn weights) proved to be a simple and effective measure to increase EE during AG.
虚拟现实使用头戴式显示器(HMD)可以提供比传统显示器更高的主动游戏(AG)时的物理负荷。我们旨在比较传统运动和 HMD 下的 AG 所产生的物理负荷。我们在九名健康男性(年龄:27±5 岁)中测量了三种测试组件的能量消耗(EE)和心率(HR),并以随机顺序进行:以 6km/h 的速度行走(W6)、AG 和带有附加约束(AG;腕戴重量)的 AG。尽管我们发现 HR 在 W6 和两种 AG 模式之间没有显著差异,但 AG 和 AG 的实际能量消耗始终低于 W6。我们观察到,在 AG 中佩戴腕戴重量可能仅在最高游戏级别下用作增加能量消耗的手段,但其他情况下无效。我们的研究结果表明,尽管心理生理负荷增加,但 AG 在 HMD 中可能无法提供足够的刺激来达到推荐的身体活动水平。HR 和 EE 测量结果的差异表明,在 AG 中不应将 HR 用作 EE 的指标。然而,添加简单的约束(腕戴重量)被证明是一种简单有效的措施,可以在 AG 期间增加 EE。