Ko Junho, Jang Seong-Wook, Lee Hyo Taek, Yun Han-Kyung, Kim Yoon Sang
BioComputing Lab, Institute for Bio-engineering Application Technology, School of Computer Science and Engineering, Korea University of Technology and Education, Cheonan-si, Republic of Korea.
Department of Sport Interaction Science, Sungkyunkwan University, Suwon-si, Republic of Korea.
JMIR Serious Games. 2020 Oct 28;8(4):e16693. doi: 10.2196/16693.
Recently, ski exergames have been gaining popularity due to the growing interest in health improvement. Conventional studies evaluating the effects of ski exergames only considered exercise capacity and overlooked concentration. Ski exergames consist of a motion platform for exercise and virtual reality (VR) content in the game. The VR content enhances the exercise capacity and concentration of the user by providing a challenging goal.
The aim of this study is to evaluate the effects of VR and non-VR exercises on the exercise capacity and concentration of users in a ski exergame.
To examine the effects of the VR content in ski exergames, we performed 2 experiments, non-VR exercise and VR exercise, where participants exercised on the motion platform. If a user performs an exercise without using any VR content, it is a non-VR exercise. Contrastingly, in the case of VR exercise, a user exercises according to the VR content (a downhill scenario). In addition to the range of motion (ROM) of the ankle and rated perceived exertion (RPE) to assess exercise capacity, we used electroencephalography (EEG) to assess users' concentration.
We evaluated the effects of the VR content by comparing the results obtained from VR and non-VR exercises. The ROM of the ankle with VR exercise was wider than that with non-VR exercise. Specifically, ROM of the ankle was 115.71° (SD 17.71°) and 78.50° (SD 20.43°) in VR exercise and non-VR exercise, respectively. The RPE difference between the 2 exercises was not statistically significant. The result of the sensorimotor rhythm waves (which are concentration-related EEG signals) was more favorable for VR exercise than non-VR exercise. The ratios of sensorimotor rhythm wave in EEG were 3.08% and 2.70% in the VR exercise and non-VR exercise, respectively.
According to the results of this experiment, higher exercise capability and concentration were achieved with the VR exercise compared with non-VR exercise. The observations confirm that VR content can enhance both exercise capability and concentration of the user. Thus, the ski exergames can be used effectively by those who, in general, do not like exercise but enjoy games.
最近,由于人们对改善健康的兴趣日益浓厚,滑雪运动游戏越来越受欢迎。以往评估滑雪运动游戏效果的研究仅考虑了运动能力,而忽视了注意力。滑雪运动游戏由一个用于运动的平台和游戏中的虚拟现实(VR)内容组成。VR内容通过提供具有挑战性的目标来提高用户的运动能力和注意力。
本研究旨在评估VR和非VR运动对滑雪运动游戏中用户运动能力和注意力的影响。
为了研究滑雪运动游戏中VR内容的效果,我们进行了两项实验,即非VR运动和VR运动,参与者在运动平台上进行运动。如果用户在不使用任何VR内容的情况下进行运动,则为非VR运动。相反,在VR运动中,用户根据VR内容(下坡场景)进行运动。除了用踝关节活动范围(ROM)和主观用力感觉等级(RPE)来评估运动能力外,我们还使用脑电图(EEG)来评估用户的注意力。
我们通过比较VR运动和非VR运动的结果来评估VR内容的效果。VR运动时踝关节的ROM比非VR运动时更宽。具体而言,VR运动和非VR运动时踝关节的ROM分别为115.71°(标准差17.71°)和78.50°(标准差20.43°)。两种运动之间的RPE差异无统计学意义。感觉运动节律波(与注意力相关的EEG信号)的结果显示,VR运动比非VR运动更有利。EEG中感觉运动节律波的比例在VR运动和非VR运动中分别为3.08%和2.70%。
根据本实验结果,与非VR运动相比,VR运动能实现更高的运动能力和注意力。这些观察结果证实,VR内容可以提高用户的运动能力和注意力。因此,滑雪运动游戏对于那些一般不喜欢运动但喜欢游戏的人来说可以有效地使用。