• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

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

虚拟现实骑车锻炼对大学生身体反应的急性影响。

Acute Effects of Virtual Reality Exercise Biking on College Students' Physical Responses.

机构信息

University of New Mexico Health Sciences Center.

University of Minnesota-Twin Cities.

出版信息

Res Q Exerc Sport. 2022 Sep;93(3):633-639. doi: 10.1080/02701367.2021.1891188. Epub 2021 Oct 18.

DOI:10.1080/02701367.2021.1891188
PMID:34663191
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9985824/
Abstract

: Current evidence regarding the use of commercially available immersive virtual reality (VR) headsets and compatible VR exercise apparatus in the promotion of individuals' physical activity (PA) is lacking. This exploratory study investigated the acute effects of a VirZoom VR exercise bike (vBike) on college students' physical responses compared to an exergaming bike (eBike) and a traditional stationary exercise bike (tBike). : Forty-eight college students (34 females, X = 23.58 ± 3.39; X = 23.81 ± 3.57) completed three separate 20-minute cycling sessions on the vBike, eBike, and tBike in a counterbalanced order. Outcomes included rating of perceived exertion (RPE), assessed at 4-minute intervals throughout each cycling session, and overall PA, operationalized as pedal revolution counts (PRC) during each session. : Linear models indicated significant group differences between exercise modalities for RPE ( (2,138) = 14.76-27.30, all < .001, = 0.17-0.27) and PRC ( (2,138) = 74.862, < .001,  = 0.48). Pairwise comparisons revealed that RPE was reported significantly higher at each time point (i.e., 4th minute, 8th minute, 12th minute, 16th minute, and 20th minute) during the tBike session vs. the vBike and eBike sessions ( < .001) and that participants had higher PRC during the vBike session vs. the eBike and tBike sessions ( < .001). : A commercially available VR exercise bike would trigger greater overall PA as compared to exergaming and traditional cycling while being perceived less intense. Future intervention studies conducted in real-world settings to determine cause and effect relationship are warranted.

摘要

目前缺乏关于在促进个体身体活动(PA)方面使用市售沉浸式虚拟现实(VR)耳机和兼容的 VR 运动设备的证据。本探索性研究比较了 VirZoom VR 健身车(vBike)与电子游戏健身车(eBike)和传统固定健身车(tBike)对大学生身体反应的急性影响。

48 名大学生(34 名女性,X=23.58±3.39;X=23.81±3.57)以平衡方式先后在 vBike、eBike 和 tBike 上完成了三次 20 分钟的骑行。结果包括在每个骑行过程中每 4 分钟评估一次感知用力(RPE),以及每次骑行过程中的总 PA,用踏板旋转次数(PRC)来表示。

线性模型表明,在 RPE( (2,138)=14.76-27.30,所有<0.001,=0.17-0.27)和 PRC( (2,138)=74.862,<0.001,=0.48)方面,运动模式之间存在显著的组间差异。两两比较显示,在 tBike 骑行过程中的每个时间点(即第 4 分钟、第 8 分钟、第 12 分钟、第 16 分钟和第 20 分钟),RPE 报告显著更高(<0.001),与 vBike 和 eBike 骑行过程相比,参与者在 vBike 骑行过程中的 PRC 更高(<0.001)。

与电子游戏和传统自行车相比,市售 VR 健身车会引发更高的整体 PA,同时被感知为强度更低。在现实环境中进行的未来干预研究,以确定因果关系是必要的。

相似文献

1
Acute Effects of Virtual Reality Exercise Biking on College Students' Physical Responses.虚拟现实骑车锻炼对大学生身体反应的急性影响。
Res Q Exerc Sport. 2022 Sep;93(3):633-639. doi: 10.1080/02701367.2021.1891188. Epub 2021 Oct 18.
2
Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes.虚拟现实健身车游戏对大学生生理和心理结果的急性影响。
Cyberpsychol Behav Soc Netw. 2017 Jul;20(7):453-457. doi: 10.1089/cyber.2017.0042.
3
Comparison of College Students' Blood Pressure, Perceived Exertion, and Psychosocial Outcomes During Virtual Reality, Exergaming, and Traditional Exercise: An Exploratory Study.虚拟现实、运动游戏与传统运动对大学生血压、主观用力程度与心理社会结局影响的比较:一项探索性研究
Games Health J. 2020 Aug;9(4):290-296. doi: 10.1089/g4h.2019.0196. Epub 2020 Jun 30.
4
Virtual reality exergaming improves affect during physical activity and reduces subsequent food consumption in inactive adults.虚拟现实健身游戏可改善身体活动期间的情绪,并减少不活跃成年人随后的食物摄入量。
Appetite. 2022 Aug 1;175:106058. doi: 10.1016/j.appet.2022.106058. Epub 2022 Apr 20.
5
Physiological and Metabolic Requirements, and User-Perceived Exertion of Immersive Virtual Reality Exergaming Incorporating an Adaptive Cable Resistance System: An Exploratory Study.沉浸式虚拟现实健身游戏的生理和代谢需求以及用户感知的用力程度,结合自适应缆绳阻力系统:一项探索性研究。
Games Health J. 2021 Oct;10(5):361-369. doi: 10.1089/g4h.2021.0031. Epub 2021 Aug 17.
6
Acute Effects of Immersive Virtual Reality Exercise on Young Adults' Situational Motivation.沉浸式虚拟现实运动对年轻人情境动机的急性影响。
J Clin Med. 2019 Nov 12;8(11):1947. doi: 10.3390/jcm8111947.
7
Comparison of College Students' Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise.大学生在电子游戏运动和传统运动期间的能量消耗、身体活动及愉悦感比较
J Clin Med. 2018 Nov 10;7(11):433. doi: 10.3390/jcm7110433.
8
Exercise Responses During Outdoor Versus Virtual Reality Indoor Arm+FES-Leg Cycling in Individuals with Spinal Cord Injury.脊髓损伤患者户外与虚拟现实室内手臂+FES 腿循环运动时的反应。
Games Health J. 2024 Jun;13(3):207-214. doi: 10.1089/g4h.2023.0047. Epub 2024 May 6.
9
Exploring actual and perceived levels of physical activity intensity during virtual reality active games.探索虚拟现实活动游戏中实际和感知到的身体活动强度水平。
Front Sports Act Living. 2024 Feb 9;6:1349521. doi: 10.3389/fspor.2024.1349521. eCollection 2024.
10
Situational interest impacts college students' physical activity in a design-based bike exergame.情境兴趣对基于设计的自行车健身游戏中大学生的身体活动有影响。
J Sport Health Sci. 2022 Mar;11(2):172-178. doi: 10.1016/j.jshs.2021.03.003. Epub 2021 Mar 17.

引用本文的文献

1
Perceptions of Immersive Virtual Reality for Physical Activity Among Individuals with Hypertension at Risk of Cardiovascular Disease: A Qualitative Study.心血管疾病风险高血压患者对沉浸式虚拟现实进行体育锻炼的认知:一项定性研究
Healthcare (Basel). 2025 Apr 9;13(8):858. doi: 10.3390/healthcare13080858.
2
Comparison of the virtual reality and mobile games regarding physiological load.虚拟现实与手机游戏在生理负荷方面的比较。
Front Physiol. 2025 Apr 3;16:1556434. doi: 10.3389/fphys.2025.1556434. eCollection 2025.
3
Acute effects of virtual reality exercise bike games on psychophysiological outcomes in college North-African adolescents with cerebral palsy: A randomized clinical trial.

本文引用的文献

1
Acute Effects of Immersive Virtual Reality Exercise on Young Adults' Situational Motivation.沉浸式虚拟现实运动对年轻人情境动机的急性影响。
J Clin Med. 2019 Nov 12;8(11):1947. doi: 10.3390/jcm8111947.
2
Comparison of College Students' Energy Expenditure, Physical Activity, and Enjoyment during Exergaming and Traditional Exercise.大学生在电子游戏运动和传统运动期间的能量消耗、身体活动及愉悦感比较
J Clin Med. 2018 Nov 10;7(11):433. doi: 10.3390/jcm7110433.
3
The effects of a bike active video game on players' physical activity and motivation.
虚拟现实健身自行车游戏对北非患有脑瘫的大学生理心理结果的急性影响:一项随机临床试验。
F1000Res. 2024 Nov 27;12:1597. doi: 10.12688/f1000research.143189.2. eCollection 2023.
4
Acute psychological and physiological benefits of exercising with virtual reality.虚拟现实运动带来的急性心理和生理益处。
PLoS One. 2024 Dec 18;19(12):e0314331. doi: 10.1371/journal.pone.0314331. eCollection 2024.
5
The effect of Virtual Reality Cycling with Music on simple obesity in college students: evidence from a randomized controlled trial in China.虚拟现实骑行结合音乐对大学生单纯性肥胖的影响:来自中国一项随机对照试验的证据。
Front Public Health. 2024 Nov 21;12:1466142. doi: 10.3389/fpubh.2024.1466142. eCollection 2024.
6
Exergaming in augmented reality is tailor-made for aerobic training and enjoyment among healthy young adults.增强现实中的运动游戏是为健康的年轻人进行有氧训练和娱乐量身定制的。
Front Public Health. 2024 Feb 26;12:1307382. doi: 10.3389/fpubh.2024.1307382. eCollection 2024.
7
Acute effects of exergaming on young adults' energy expenditure, enjoyment, and self-efficacy.运动游戏对年轻人能量消耗、愉悦感和自我效能感的急性影响。
Front Psychol. 2023 Aug 14;14:1238057. doi: 10.3389/fpsyg.2023.1238057. eCollection 2023.
8
Assessment of the Relevance and Reliability of Reaction Time Tests Performed in Immersive Virtual Reality by Mixed Martial Arts Fighters.评估混合武术格斗者在沉浸式虚拟现实中进行反应时间测试的相关性和可靠性。
Sensors (Basel). 2022 Jun 24;22(13):4762. doi: 10.3390/s22134762.
一款自行车动感电子游戏对玩家身体活动及积极性的影响。
J Sport Health Sci. 2017 Mar;6(1):25-32. doi: 10.1016/j.jshs.2016.11.007. Epub 2016 Nov 24.
4
State Variation in Meeting the 2008 Federal Guidelines for Both Aerobic and Muscle-strengthening Activities Through Leisure-time Physical Activity Among Adults Aged 18-64: United States, 2010-2015.2010 - 2015年美国18 - 64岁成年人通过休闲体育活动达到2008年有氧和肌肉强化活动联邦指南的州差异
Natl Health Stat Report. 2018 Jun(112):1-22.
5
Virtual Reality Exercise for Anxiety and Depression: A Preliminary Review of Current Research in an Emerging Field.虚拟现实疗法治疗焦虑和抑郁:新兴领域当前研究的初步综述
J Clin Med. 2018 Mar 4;7(3):42. doi: 10.3390/jcm7030042.
6
Acute Effect of Virtual Reality Exercise Bike Games on College Students' Physiological and Psychological Outcomes.虚拟现实健身车游戏对大学生生理和心理结果的急性影响。
Cyberpsychol Behav Soc Netw. 2017 Jul;20(7):453-457. doi: 10.1089/cyber.2017.0042.
7
Physical Activity Patterns in University Students: Do They Follow the Public Health Guidelines?大学生的体育活动模式:他们是否遵循公共卫生指南?
PLoS One. 2016 Mar 29;11(3):e0152516. doi: 10.1371/journal.pone.0152516. eCollection 2016.
8
GT3X+ accelerometer placement affects the reliability of step-counts measured during running and pedal-revolution counts measured during bicycling.GT3X+加速度计的放置会影响跑步时步数测量以及骑行时踏板转数测量的可靠性。
J Sports Sci. 2016;34(12):1168-75. doi: 10.1080/02640414.2015.1096018. Epub 2015 Oct 21.
9
Can virtual reality exposure therapy gains be generalized to real-life? A meta-analysis of studies applying behavioral assessments.虚拟现实暴露疗法的收益能否推广到现实生活中?应用行为评估研究的荟萃分析。
Behav Res Ther. 2015 Nov;74:18-24. doi: 10.1016/j.brat.2015.08.010. Epub 2015 Aug 31.
10
Home-based virtual reality balance training and conventional balance training in Parkinson's disease: A randomized controlled trial.帕金森病的居家虚拟现实平衡训练与传统平衡训练:一项随机对照试验。
J Formos Med Assoc. 2016 Sep;115(9):734-43. doi: 10.1016/j.jfma.2015.07.012. Epub 2015 Aug 13.